Revontuli Posted September 13, 2023 Author Share Posted September 13, 2023 1 hour ago, Karl G said: I think 7800basic is supposed to auto-magically detect if a save device is uninitiated, and then initialize it, but I had some issues with that when I tried, so I created my own routine. OK - I think I got it. I didn't seem to have trouble with the hardware (or JS7800, for that matter), just A7800 with HSC. This version looks for a byte I'm not using in the save data, and initiallizes everything to 0 if it's $FF. *Hopefully* shouldn't initialize anyone's games (I did some tests on A7800 to make sure). Always a good reasons to save your password as well HarpysCurse_9_13_2023_Beta8_SaveKey.bas.a78 HarpysCurse_9_13_2023_Beta8_SaveKey.bas.bin Since I'm prioritizing a hardware/physical cart release, I didn't check on the A7800/HSC setup until now, my apologies! Otherwise, I haven't gotten any frustrated forum posts yelling at me, so I can only assume no one's gotten to the second quest yet 6 Quote Link to comment Share on other sites More sharing options...
Revontuli Posted September 16, 2023 Author Share Posted September 16, 2023 New Beta for the weekend - mainly cosmetic bug fixes (returning to the title screen from the credits shouldn't show a glitch frame, hopefully), plus a some little updates for the second quest. Save-enabled ROMs for those with save peripherals for their 7800s and SD Carts (or A7800 and HSC setup): HarpysCurse_9_16_2023_Beta9_SaveKeyTest.bas.a78 HarpysCurse_9_16_2023_Beta9_SaveKeyTest.bas.bin Save-less ROMs for more emulator-friendly play: HarpysCurse_9_16_2023_Beta9_NoDevice.bas.a78 HarpysCurse_9_16_2023_Beta9_NoDevice.bas.bin Also realize I haven't posted one of these in a while, here's the most recent compile readout: 7800basic v0.29 Aug 9 2023 20:58:51 *** (): INFO, bank #3, GFX Block #0 starts @ $A000 symbol_or8 Enemies_or8 *** (): INFO, bank #3, GFX block #0 has 832 bytes left (52 x 16 bytes) *** (): INFO, bank #3, DMA hole #0 starts @ $B000 DMA hole code found and imported *** (): INFO, bank #4, GFX Block #0 starts @ $A000 PasswordIcon_Bossbank PasswordIcons_BossBank_or8 BossBeast_Head_or8 BossBeast_Heads_or8 BossBeast_0_or8 BossBeast_0_or8_tallsprite_00 BossBeast_1_or8 BossBeast_1_or8_tallsprite_00 BossBeast_2_or8 BossBeast_2_or8_tallsprite_00 BossBeastFlipped_0_or8 BossBeastFlipped_0_or8_tallsprite_00 BossBeastFlipped_1_or8 BossBeastFlipped_1_or8_tallsprite_00 BossBeastFlipped_2_or8 BossBeastFlipped_2_or8_tallsprite_00 *** (): INFO, bank #4, GFX block #0 has 576 bytes left (36 x 16 bytes) *** (): INFO, bank #4, DMA hole #0 starts @ $B000 DMA hole code found and imported *** (): INFO, bank #7, GFX Block #0 starts @ $A000 alphabet_8_wide scoredigits_8_wide SkyGradient_or8 TitleScreenColumns_or8 PasswordIcon_or8 PasswordIcons_or8 Star_or8 ExtraSaveGameTags_or8 Cloud_or8 HarpyTitle_1_or8 HarpyTitle_1_or8_tallsprite_00 HarpyTitle_2_or8 HarpyTitle_2_or8_tallsprite_00 HarpysCurseTitle_or8 HarpysCurseTitle_or8_tallsprite_00 single_mirror_or8 *** (): INFO, bank #7, GFX block #0 has 0 bytes left (0 x 16 bytes) *** (): INFO, bank #7, DMA hole #0 starts @ $B000 DMA hole code found and imported *** (): INFO, bank #8, GFX Block #0 starts @ $E000 scoredigits_8_wide_tilemap_or8 extraSprites_or8 tileset_Updated_or8 herodown1 HarpyFrames_or8 KeysAndFeathers_or8 shot_or8 *** (): INFO, bank #8, GFX block #0 has 0 bytes left (0 x 16 bytes) 7800basic compilation complete. User-defined 7800.asm found in current directory stack allowance: 6 nested subroutines. the canary is situated at: $1eb 3996 bytes of ROM space left in the main area of bank 1. 197 bytes of ROM space left in the main area of bank 2. 5428 bytes of ROM space left in the main area of bank 3. 248 bytes of ROM space left in DMA hole 0. 177 bytes of ROM space left in the main area of bank 4. 248 bytes of ROM space left in DMA hole 0. 388 bytes of ROM space left in the main area of bank 5. 841 bytes of ROM space left in the main area of bank 6. 0 bytes of ROM space left in the main area of bank 7. 84 bytes of ROM space left in DMA hole 0. (tracker song 'captainokane' used 148 bytes) (tracker song 'tamlin' used 304 bytes) (tracker song 'winfanfare' used 32 bytes) (tracker song 'gnoss4' used 506 bytes) (tracker song 'ogive4' used 55 bytes) (tracker song 'vexations' used 88 bytes) (tracker song 'gym1' used 161 bytes) (pokeysound module is using 245 bytes of rom) WARNING: High score support is enabled, but the hiscorefont.png was NOT imported with incgraphic. The high score display code has been omitted from this build. (hiscore module is using 708 bytes) 964 bytes of ROM space left in the main area of bank 8. (7800vox module is using 315 bytes) (tracker module is using 814 bytes) $6000 to $7fff used as zone memory, allowing 67 display objects per zone. 777 bytes left in the 7800basic reserved area. Complete. (0) Bank 7, where I handle the menus, is the tightest squeeze. Level data is now spread across banks 2,3,4,5, and 6 with the level loading system in centered in bank 2. Bank 8 is accessible all the time, so it's where I stuck most of the data I'd want easy access to (and any modules/extensions). Bank 6 has my POKEY music data (largely uncompressed and simply sequenced, but it's my first game to use POKEY), plus level data and some logic areas to free up the crowded out Bank 7. I kept bank 6 open until I started messing with POKEY audio, and it was a nice "spare room" to fit odds and ends. Bank 1 is the core game logic, branching to banks 3 (for normal levels and enemies) and 4 (for boss battles) for final frame rendering and any level- or boss-specific logic. I'm trying to wrap this one up before PRGE, so post any feedback, bugs, opinions on the background colors, etc. soon if you can! 3 Quote Link to comment Share on other sites More sharing options...
Revontuli Posted September 17, 2023 Author Share Posted September 17, 2023 (edited) Tonight's update - some more minor fixes (and I'm at the point where I'm afraid fixing something will break something else, so I've been playing through the game a good chunk of the weekend). This current ROM is meant for hardware and peripheral testing, so it'll probably only work well on emulators like A7800 or an SD cart: HarpysCurse_9_17_2023_BetaA_SaveKey.bas.a78 HarpysCurse_9_17_2023_BetaA_SaveKey.bas.bin Finally got around to updating the firmware on my 7800GD - it's what I'm using for a cartridge "dress rehearsal." POKEY music is now coming through, although the quality of my old AV cable is very questionable and buzzy. Anyone else able to listen to the POKEY audio on an SD cart like the DragonFly or 7800GD on a physical 7800? Is the audio coming through OK (i.e. no buzzing or "bad" echoes)? I'm curious if this is a larger issue on my end... (also tempted to offer a cookie to the first person who posts a screenshot from the second quest... ) Edited September 17, 2023 by Revontuli 2 Quote Link to comment Share on other sites More sharing options...
Revontuli Posted September 21, 2023 Author Share Posted September 21, 2023 I'm now at that phase in bug testing where I'm tempted to add little features as I fix and adjust the smaller stuff. Some more cosmetic bugs fixed, some additional sounds (check out the Siren Feather when used underwater, for instance), and some color adjustments in the 3 possible endings to the game. SaveKey/AtariVox compatible ROMs (SD Cart or A7800/HSC emulator recommended): HarpysCurse_9_20_2023_BetaG_SaveKey.bas.a78 HarpysCurse_9_20_2023_BetaG_SaveKey.bas.bin Password Only (more emulator friendly): HarpysCurse_9_20_2023_BetaG_NoSave.bas.a78 HarpysCurse_9_20_2023_BetaG_NoSave.bas.bin Happy hunting! 6 Quote Link to comment Share on other sites More sharing options...
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