Ecernosoft Posted October 23, 2022 Share Posted October 23, 2022 (edited) Disclaimer: This game is a sequel to ICT2 on ATARI 2600, NOT ATARI 7800. (There is no ICT2 on the 7800) WARNING: If you still decided to read the posts on this thread, realise that I made some mega mistakes. I said some less than plesant things on this thread. I'm trying to resolve the conflicts that happened. So you know. Hello Atariage! So, @ZeroPage Homebrew reviewed ICT1 on 7800 (No, ICT1 7800 and the other ICT games aren't related!) and gave me some good advice. And also, I wanted to come back to the 7800. Due to the simplicity of my level compression method, it's much easier to make levels. So this game WILL actually have something to play other than the first world. Story: After saving Princess Dililah and retreiving the first chaos diamond (Hmm, I wonder where that came from) (ICT1 2600) and defeating the Turbomachine (ICT2 2600), Turbo was fed up. He overtook the queen's castle in dreamland! The viruses continued to spread. (They aren't here yet ) Not just that, but you also must get the 5 other chaos diamonds to get the good ending!! Edit: I might not achieve all of this, but I'm going to try and get 5 zones plus a final boss room. Current development status: Player stuffs: No momentum implemented, but you can die (By going off the screen) and you can walk through ceilings. You can't walk through walls. Sunset plains: Complete minus the viruses (Enemies) and music. Grand ledge: After beating Sunset plains, this zone is skipped because minus the name and color data, it doesn't exist! Zeropage city: Complete minus the viruses (Enemies) and music. Aqua beach: Act A complete. Minus the enemies. Working on act B. The badlands: It's name is in the ROM. Final zone: It's name is in the rom. Special stage: It works, but you can't loose. It's name is also in the ROM. Here it is:ICT3 V16.0.a78; This update includes the A78 file header. Source:ICT3 V16.0 (2).a.a78; (THIS IS ASSEMBLY CODE, NOT 7800BASIC!!!) <-- This is supposed to be a .a file =/ But I don't belong here. My posting habits aren't good on forums like these and more people are getting a negative view on me like @Eagle complaining I post too much (Because I do). Anyway: Updates: V1.0: None of these (Below) V1.1: .A78 file header included as well as "real" level data V2.1: Platforming physics! V3.0: "Title screen" included. Jumping and falling speeds are doubled (2 pix per frame instead of 1) for less floaty controls until I implement X and Y momentum. V4.0: Improvements (No gfx glitch, screen moved down some) V5.0: Fixes massive level design errror introduced in 4.0 V5.5: I honestly can't remember probably improving on V5.0 (This was because I wrote this during V6.0 releasing) V6.0: The second level was added as well as intro screens (Beta) V6.5: Fixes the level increment bug present in ICT3 V6.0. V7.0: Sunset plains act 3 finished V7.5: Zeropage city (Yes, I am doing the third zone before the second) act 1 implented! V8.0: Now Zeropage city doesn't look like an eyesore. 😃👌 V8.5: Now the file has the Version number, and Zeropage city act B is in a "Sudo-complete" stage, minus the enemies. (AND DON'T SAY ADD ENEMIES, I'M GOING TO!!) V8.75: Adds hotels to Act 2 of ZPC. That's it. V9.0: Adds hearts, a counter () for said hearts, and changes RAM layout. (I believe this is the first game to have 2 overlaping CHAR sprites!) (Note: Changed "Coins" to "hearts" as of V13.0's release) V9.5: Ceiling hit code temporarily disabled due to an error in ZPC. V10.0: Zeropage city act 3 implemented! V10.5: Scores (Bugged, it shows 2x the real score) and special stages (see criteria to enter!) implemented, however it says act D. V11.0: Fixes bug in titlecard display (It was showing doublebyte chars instead of singlebyte) and HOPEFULLY removes the gfx glitches. V11.25: Removes one last gfx glitch, as well as the special stages actually say "Special stage" V11.5: Aqua beach in development, as well as adds 1up (When you get 100 coins) V12.0: Aqua beach continued, as well as the chaos diamond at the end of each special stage gives you a 1up, as well as fixing the score bug, password generation (So you can input that same code another time) after hitting reset, and you can die (By falling off the screen). Hitting INPT1 (Again, Idk which side) will let you go fast. I also plan to add the supra peel out (I had too much fun with the supra speed glitch in ICT1 and was sad when I patched it, so the supra peel out is coming to ICT3!) but it only works if you have more than 30 hearts, but the longer you use it, the less hearts you have. V12.5: Act 1 of aqua beach complete as well as wall collision. V13.0: Every game is personalized. V13.25: Fixed a gfx glitch in V13.0 as well as added "Water" in the background of Aqua beach. V13.5: Aqua beach graphics update! It also cycles the "Second" color palette to simulate the water moving. Also, time bonuses have been added. See the point rewards for more info. V13.75: When you get a game over, it actually brings you to the title screen. (Before it just turned Conner's eyes black) It also makes it so that the amount of time you wait on the titlecard is always 96 frames instead of only the first time, and then 256 frames every time you saw it afterwards. V14.0: In Aqua beach act B, jump into the water to enter the water section. V14.1: Removed internet violence. (The screensaver) V16.0: (I skipped 15.0) Grand ledge acts A and C added. To enter a special stage, collect the required amount of hearts shown below, and it is different from zone to zone. NOTE: You must collect ALL the hearts in the zone, you can't enter if you have, say, 32 hearts. in Zeropage city, but only collected 16 coins in the current act. So, if you want to enter, you must get ?? hearts in the act you are IN. Unlike ICT1 however, you CAN go backwards, and I'll make sure to have way less pits (And much better controls) for ZPH's sake. If you can't tell, this is based on Somari The adventurer mixed with ICT2's adventure theme and my better knowledge of the 7800. ; Like ICT1 and ICT2 (2600), ICT3 will use my "Screen block" compression method. If you want to use it, I can explain it to you. Required heart values to enter a special stage: Sunset plains: 30 Grand ledge: 35 Zeropage city: 40 Aqua beach: 45 The Badlands: 50 Final zone: 0 (Technically this is 256) Please tell me what you think! And do you think ICT3 is a improvement over ICT1? ; This is the V6.0 title-screen, included in practically every version past 6.0, but before 10.5. ; This is the 10.5 title-screen. It will also show your previous score. but it's bugged (The number displayed is 2x the actual score!) Point rewards: 10 for collecting a heart 100 per each 256 frame interval left. (You start with 64 intervals, and you loose one every ~4 seconds) ; Press enter to change an icon, press select to move the cursor. Press a direction to start! ; Title cards ; Various screens ; This is the stop sign. Pass it to spin it. You can't just stand on it though, otherwise it'll never change to green. ; On the title screen, press select to move your cursor and Start to change the current character. This is why you don't press start to begin the game. Only the first character actually does anything (It selects the act you want, but since there's only one zone it doesn't say other things, and after Act B you will get broken levels.) Note: You may notice the 8th character changing as you input different chars. (The block below is the cursor) This is the checksum, but it won't do this in the final, and will have different conditions to meet. Each time you get a game over, a code will already be inputed into the password select so you can take a photo of it and enter the code later. (This is also because me as a developer I need a way to not play the entire game whenever I want to debug a high level) However, the current method will be changed and also the checksum won't enter itself for you (Sorry). The checksum is basically the way to make it hard to just enter a code and beat the game like that. And there may be more than 1 if I don't need the full 35 bits. Since this is a pre-release version, here is how the passcode works: XXXXXXXXX | | | | | | | | | | | | | | | Checksum | | | | | | If this char is an S then Debug is enabled. Right on 2nd joy = SUPER SPEED Left on 2nd joy = Beat level Down on joy | | | | | Lower 5 bits of Coins | | | | Nothing, will probably be made into different checksum | | | Prevlevel (Important for special stages) | | Upper 3 bits of Coins (This is due to the fact that each icon is only 5 bits worth of data) | Lives number Level select Notice: Minus A, B, and C are also there. (Using the level select, only A and B are accessible, but by beating MINUS B act D (Shouldn't exist but is a byproduct of the level count system, and a not-real act D exists for every zone) you can get to MINUS C, which to my knowledge, is un-beatable. ; This is what Zeropage city used to look like, and oh god, my eyes... Zeropage city represents basically any city you can think of. In fact, every zone is based off a zone from a different game/experience/location! Sunset Plains = Green hill zone (Not just from Sonic 1, but from Somari as well, that's where the color comes from) Grand Ledge = It's actually a place, and also inspired by jungle zone from Sonic 1 8 bit ZeroPage City = Pac land city area, @ZeroPage Homebrew (Thanks for reviewing ICT1!), Sparkling zone (Sonic 1 proto) Aqua Beach = Basically any beach, Beach runner, Texas The Badlands: A place in Conner's dream land 2 (A book I wrote, but never made into an actual book lol) Final zone: Final zone from Sonic 1, Turbo's castle Here are the names for the other zones in the ICT3 font: ; Not sure why a dot appears there, that must be an error in the L sprite. ; This is what Zeropage city NOW looks like in V8.5 and up, however 8.5 adds some more hearts. ; This is what Aqua beach looks like in V12.0. Very basic. And the badlands island isn't visible. ; In V13.0 and upwards, wait 12 seconds and Conner gets irritated, just like in ICT2 2600 and Sonic. ; Here's how ICT3 looks in 13.25. The flowers will be replaced with a water texture, hence the flowers. ; Here's how Aqua beach looks as of V13.5. The second (Water) color palette also cycles through the colors to simiulate movement. (Note: The white box is not supposed to show up) ; Grand ledge act A ; I hope you like swimming, because you're going to swim in Aqua beach act B after falling into the water. Edited December 29, 2022 by Ecernosoft This is a bad thread. 2 Quote Link to comment Share on other sites More sharing options...
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.