+littaum Posted March 25 Share Posted March 25 Berry Fun! Current Version (Last updated 5/21/2023): Latest WIP Build [NTSC]: Beta 4 BerryFun![Beta4][NTSC].bin Latest WIP Build [PAL60]: Beta 4 BerryFun![Beta4][PAL60].bin Instructions: Beta 4 Berry Fun! Beta 4 Documentation.pdf Older Versions (for posterity, recommended to use latest version!) Spoiler Latest WIP Build [NTSC]: Beta 1 BerryFun![Beta1][NTSC].bin Latest WIP Build [PAL60]: Beta 1 BerryFun![Beta1][PAL60].bin Instructions: Beta 1 Berry Fun! Beta 1 Documentation.pdf Latest WIP Build [NTSC]: Beta 2 BerryFun![Beta2][NTSC].bin Latest WIP Build [PAL60]: Beta 2 BerryFun![Beta2][PAL60].bin Instructions: Beta 2 Berry Fun! Beta 2 Documentation.pdf Latest WIP Build [NTSC]: Beta 3 BerryFun![Beta3][NTSC].bin Latest WIP Build [PAL60]: Beta 3 BerryFun![Beta3][PAL60].bin Instructions: Beta 3 Berry Fun! Beta 3 Documentation.pdf Farmer McDonald is trying out the new Accu-Pick 2600, the latest in automated strawberry pickers. It can detect how many ripe berries are available for picking and move to them, but the machine's 8-bit processor doesn't have enough clock cycles left over to actually pick them. So he's leaving it up to you to pick his crop! Pick the ripe berries, but leave the unripe and rotten berries alone. And be quick about it! Farmer McDonald will grow more impatient with each row, giving you less time to pick but offering more money per pick. Make as much money as you can before you either run out of extra chances (either due to berries that are not ripe or not making a pick when you need to) or complete all of the available rows. Either 1 person can play by themselves, or 2 players can play at the same time to pick the yummy strawberries together! Farming has never been so fun! You might even say it is now ... Berry Fun! Berry Fun! is my latest home brew project for the Atari 2600 (the first being ElectroBall). This is an 8K (F8 bankswitch) game programmed in 6502 assembly. I have a few projects in various stages of early development, including one with me messing about with changing the missile sprite over a few scan lines to make it "sprite-ish" looking. After starting to read Oscar Toledo G's book "Programming Games for Atari 2600", some of the game examples in the book using non-sprites to make sprite-ish results gave me some further inspiration to make it into a fully featured game. In my practice program, the missile object looked a bit like a target reticle, so this would point towards the game being some kind of "shooter". But what kind? Then I thought of the NES game "Hogan's Alley" and how the way I played it was to hold the light gun up to the screen to shoot the targets (or avoid the "don't shoot" targets) at point blank range. OK, so the game will be a "shoot some things, don't shoot other things" type of game, with some kind of time limit on making those decisions. As to what objects to shoot and what to avoid, I was inspired by KevKelly's sequence of "work games" - so why not make the game about picking fruit? After all, everyone loves games about food! Based on my limited artistic ability, I decided to make the focal point about strawberries. Pick the ripe strawberries, but avoid the unripe or rotten berries. One of the advantages of the Atari 2600 hardware capabilities is its color palette and it's ability to display copies of the same sprite on the same scan line. So I used those to have the game feature a 9x9 grid of selectable objects. But I would need to learn how to properly re-use the same sprite object in a different X-position on a different scan line. Fortunately I was able to learn how it was done by looking at some of Dennis Debro's excellent annotated source codes of classic 2600 games (Several of them are here, by Dennis and several other contributors). I also tried my hand at the "HMOVE every line" to remove the blank repositioning lines at the left side of the screen (and the weird timing related issues if you issue sta HMCLR too early), as well as the Yar's Revenge-esque tactic of using actual source code as data values for the playfield, allowing the "dirt" background to have some additional texture (and to change the dirt pattern between locations!) I originally strived to make this a 4K game, but despite my continued gains in code efficiency and space savings it was not to be. So I expanded it into an 8K game and added a lot of "embellishments". I have about 1K left over for possible future work or added "flair". Everything can be controlled by a joystick, making it "Couch Compliant" (but the select switch can be used to go back to the main menu when playing a game, select game options when at the title menu, and the reset switch can be used to start the game from the title screen or re-start the game during game play). I've made both a NTSC and PAL60 version - I am in NTSC land and simulated the PAL60 colors via Stella - hopefully the PAL60 colors look sufficiently lifelike! I've attached instructions, but the rules are pretty simple. Move the joystick around to select 1 of 9 locations (not moving the joystick at all puts the target reticle in the center). Then press the fire button to pick the current location. If you pick a ripe strawberry, you get paid for the pick. If you pick a rotten or unripe strawberry, you lose an extra chance. On later levels if you fail to make a pick at all during your time limit you also lose an extra chance. Later levels also cut the amount you make per pick if over half the current time for the location has elapsed. Make a mistake with no extra chances left and it is game over. As you progress through each round, the value per pick goes up but the time per location to pick decreases. By row 12 it gets really hectic. So far my best score is $45.76 (see snapshot for proof you can get to the end. ). The best earnings you can get in "Play" mode is 50 cents, and the best theoretical earnings you can get in "Work" mode is $99.99. A second player can jump in at any time with a second joystick and two players can play at the same time, contributing towards a common score. There is a "play" mode which has the longest available time to pick, only ripe strawberries for picking and no penalty for not making a pick. Great for practicing or just to chill. The regular game is "work" mode where the chance to make money is significantly greater, but you are penalized for mistakes and the game can end early. The game also keeps track of the high score during the current play session. I've tested the game on Stella, the javatari.org web emulator and via harmony cart on my Atari 7800 (where my high score screenshot comes from). The last thing I struggled with was making sure I had enough time in the Overscan and Vertical Blank sections for all of the possible game logic combinations. If you give it a try let me know if you see any cases of screen rolling during play (this seemed to be what happened when one of the Overscan/Vertical Blank locations exceeded its allotted time). My allocations in each section can run right up to the limit in some cases and if goes over -- the screen rolls (hopefully I have that fixed!) As of beta 4, the game officially supports SaveKey/AtariVox+ high score saving and can upload your highscore with a PlusCart enabled system (either through Stella emulator or with a PlusCart). Youtube video of game in action: 15 Quote Link to comment Share on other sites More sharing options...
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