Lillapojkenpåön Posted December 30, 2023 Share Posted December 30, 2023 (edited) Block breaking walljumps, wallsliding, doublejumps, in game music, portals, spikes and a button, 20 days of intense hyper fixation 😵 CONTROLS: Press against wall to wallslide (You can only wallslide while moving downwards) Jump while doing a wallslide to do a block breaking walljump You have one doublejump, touch ground or a wall to be able to doublejump again. Consider playing with a master system or genesis controller. 👇 Play demo in browser 👆 new Button (Prototype) (PAL60) (unl) [f1].bas.bin(also works on NTSC consoles) old Button 2023-12-31 PAL60.bas.bin Button 2023-12-31 PAL60_nomusic.bas.bin Music in first demo: TIA version of John Carpenter's "Bomb the bass", created by Glafouk Music in new demo: Original track by Glafouk Edited January 28 by Lillapojkenpåön Fixed to run on real hardware 9 Quote Link to comment Share on other sites More sharing options...
LatchKeyKid Posted December 30, 2023 Share Posted December 30, 2023 Cool! I was just thinking of a wall climbing/jumping platformer a couple weeks back but I don't have the programming knowledge to make it more than a thought. What made you decide to destroy the block on a jump? Does the code for this require the extra oompf of the DPC+ hardware or can it also be done with original hardware/bB basic kernel as well? 1 Quote Link to comment Share on other sites More sharing options...
alfredtdk Posted December 30, 2023 Share Posted December 30, 2023 Wow. What a cool and challenging game for the Atari 2600. I loved the soundtrack too. Is this the demo version? 1 Quote Link to comment Share on other sites More sharing options...
alfredtdk Posted December 30, 2023 Share Posted December 30, 2023 (edited) I finished the last screen. Looking forward to new levels. Edited December 30, 2023 by alfredtdk Quote Link to comment Share on other sites More sharing options...
Lillapojkenpåön Posted December 30, 2023 Author Share Posted December 30, 2023 (edited) 1 hour ago, LatchKeyKid said: Cool! I was just thinking of a wall climbing/jumping platformer a couple weeks back but I don't have the programming knowledge to make it more than a thought. What made you decide to destroy the block on a jump? Does the code for this require the extra oompf of the DPC+ hardware or can it also be done with original hardware/bB basic kernel as well? Thanks! I just wanted to play around with coyote time and jumbuffering (this game has both btw) and I used an old little project as a starting template, and it allready had the pfpixel off function, so I quickly had a walljumping box that removed blocks, and I liked it 🤷♂️ This is the bB DPC+ kernel, but since I'm not coloring stuff every scanline, I think you could create a very similar looking kernel without the help of the ARM, the bB standard kernel couldn't do it but maybe the multisprite kernel. 1 hour ago, alfredtdk said: Wow. What a cool and challenging game for the Atari 2600. I loved the soundtrack too. Is this the demo version? 27 minutes ago, alfredtdk said: I finished the last screen. Looking forward to new levels. Thanks for trying it! lol, good job demolishing the entire DEMO text 😄 Yeah everything is set up to just add levels, I really like it myself, which is a new feeling, so I'll continue making levels after a quick little burnout recovery. Edited December 30, 2023 by Lillapojkenpåön 3 Quote Link to comment Share on other sites More sharing options...
+Philsan Posted December 31, 2023 Share Posted December 31, 2023 Awesome game and soundtrack, thanks! 1 Quote Link to comment Share on other sites More sharing options...
andymanone Posted December 31, 2023 Share Posted December 31, 2023 2 hours ago, Philsan said: Awesome game and soundtrack, thanks! Xenon Megablast / Bitmap Brothers 😎 1 1 Quote Link to comment Share on other sites More sharing options...
Emwee Posted December 31, 2023 Share Posted December 31, 2023 Played it in the browser - cool one! Unfortunately it doesn't run on my 2600 (or 7800) - just getting a weird distortion screen. 2 Quote Link to comment Share on other sites More sharing options...
r_chase Posted December 31, 2023 Share Posted December 31, 2023 You might wanna compile an NTSC version of the ROM, just so people can test it on their NTSC hardware. Quote Link to comment Share on other sites More sharing options...
Emwee Posted January 1 Share Posted January 1 Tried the new versions (both) on real hardware, I get this: (its a flickering image...) 1 Quote Link to comment Share on other sites More sharing options...
r_chase Posted January 1 Share Posted January 1 (edited) I still think you should compile an NTSC version. Not everybody in the States has PAL hardware to test this on. Edited January 1 by r_chase 1 Quote Link to comment Share on other sites More sharing options...
alfredtdk Posted January 2 Share Posted January 2 When converting the ROM at home I noticed that the NTSC version made the colors lighter. 1 Quote Link to comment Share on other sites More sharing options...
Lillapojkenpåön Posted January 2 Author Share Posted January 2 11 hours ago, r_chase said: I still think you should compile an NTSC version. Not everybody in the States has PAL hardware to test this on. It kinda is an NTSC version, PAL60 means NTSC frame rate (60) but the colors are adjusted for a PAL TV, only some rare tube PAL TV's should have a problem handling it, there should just be a small difference in color playing this on a PAL or NTSC console, like that 👇 3 hours ago, alfredtdk said: When converting the ROM at home I noticed that the NTSC version made the colors lighter. To simplify it.. on the left Stella emulates how the color value $04 looks on a PAL console/TV and on the right it emulates $04 on a NTSC console/TV, When you change "PAL60" in the filename to NTSC you're not converting the ROM, Stella just looks for those strings in the filename and starts up in that mode, you can use Shift Ctrl + F to switch between the modes instead. 12 hours ago, Emwee said: Tried the new versions (both) on real hardware, I get this: (its a flickering image...) That's not good, I can't tell if that's the game or the titlescreen? Did you try pressing the button on the joystick to start the game? If the titlescreen looks the same than you probably have one of the unfortunate PAL TV's I mentioned, which would be great news for me 😄 Otherwise I hope I just put too much stuff in vblank 😬 But I would really like to know more Quote Link to comment Share on other sites More sharing options...
Emwee Posted January 2 Share Posted January 2 13 hours ago, Lillapojkenpåön said: That's not good, I can't tell if that's the game or the titlescreen? Did you try pressing the button on the joystick to start the game? If the titlescreen looks the same than you probably have one of the unfortunate PAL TV's I mentioned, which would be great news for me 😄 Otherwise I hope I just put too much stuff in vblank 😬 But I would really like to know more It must be the title screen, if I press a button on the Joystick nothing changes, still the same weird picture/... I tried it with two 2600, one feeding the video signal through a capture card and one connected by SVIDEO to a TV. Maybe I can try a third one which feeds the signal by RF into the TV. Quote Link to comment Share on other sites More sharing options...
+ZeroPage Homebrew Posted January 2 Share Posted January 2 Happy New Year! ZeroPage Homebrew is playing Button on today's ZPH stream LIVE on Twitch! Hope you can join us in the chat! Tue Jan 2, 2023 | 6PM PT | 9PM ET | 2AM GMT+1Day WATCH LIVE: https://www.twitch.tv/zeropagehomebrew/ WATCH LATER: https://youtube.com/zeropagehomebrew/ Games: Catch (2023 Exclusive World Premiere | 2600) by Mike Littau @littaum Zkeep (2023 WIP | 2600) by Krzysztof Kluczek @KK/Altair Button (2024 WIP | 2600) by Jonas Carlsson @Lillapojkenpåön / Glafouk (Music) Steps (2023 WIP | 2600) by Dave Christianson @Dave C 1 Quote Link to comment Share on other sites More sharing options...
Prizrak Posted January 2 Share Posted January 2 Any chance for an ntsc release? Quote Link to comment Share on other sites More sharing options...
+ZeroPage Homebrew Posted January 2 Share Posted January 2 19 minutes ago, Prizrak said: Any chance for an ntsc release? Works great on my NTSC machine, it's reporting 262 lines and runs at 60fps. I believe the only difference running the PAL60 version on an NTSC machine would be the colours it displays. Just like someone said above some of the colours are just a bit lighter/different as you can see in the screenshot below. Saying that, it shouldn't be too difficult to create an NTSC release with altered colours, there's plenty of examples in the forums on how to quickly make two builds from the same source code for NTSC & PAL palettes. - James 2 Quote Link to comment Share on other sites More sharing options...
Prizrak Posted January 3 Share Posted January 3 Cool, thanks. Didn't realize that 1 Quote Link to comment Share on other sites More sharing options...
r_chase Posted January 12 Share Posted January 12 Please keep working on this. I'm really excited to see where it goes. ❤️ 1 Quote Link to comment Share on other sites More sharing options...
Lillapojkenpåön Posted January 14 Author Share Posted January 14 (edited) On 1/12/2024 at 3:09 AM, r_chase said: Please keep working on this. I'm really excited to see where it goes. ❤️ Okidoki 🧡 I added support for scrolling nusiz copies on and off the screen, but I would really like to know that it's not over cycling on real hardware before I start making levels, so if anyone wants to volunteer for a test that would be nice bandicam 2024-01-14 17-17-20-183.mp4 Edited January 14 by Lillapojkenpåön Quote Link to comment Share on other sites More sharing options...
r_chase Posted January 14 Share Posted January 14 1 hour ago, Lillapojkenpåön said: Okidoki 🧡 I added support for scrolling nusiz copies on and off the screen, but I would really like to know that it's not over cycling on real hardware before I start making levels, so if anyone wants to volunteer for a test that would be nice bandicam 2024-01-14 17-17-20-183.mp4 1.83 MB · 0 downloads I love your fancy scrolling method of changing levels, but I don't think it's really necessary for single-screen levels. Then again, I don't have the actual hardware to test this (i.e. no flash cart, but I do have an NTSC Atari 2600 Jr.). If you want, you could make a flick-screen version (a la Pitfall) and have the two versions put up to a vote to see which one would work better. Otherwise, it's your game, do whatever you please within reason (like keeping the limitations in mind if you, say, add a thwomp enemy in there. I'll probably test this on my Lakka device, but again, I hope somebody tests on real hardware as well. Have fun, everyone. ❤️ Quote Link to comment Share on other sites More sharing options...
r_chase Posted January 14 Share Posted January 14 I tested it on my Lakka/RetroArch device and it works very well so far. More challenging than last time though. Good job. ❤️ Quote Link to comment Share on other sites More sharing options...
Lillapojkenpåön Posted January 15 Author Share Posted January 15 3 hours ago, r_chase said: I tested it on my Lakka/RetroArch device and it works very well so far. More challenging than last time though. Good job. ❤️ Thanks, nice to know it works on something 🙂 Yes the Bubble Bobble inspired screen transition isn't necessary, but then again.. what is? 🤷♂️ It's the only exciting thing from my point of view so I'm not removing it 😁 I just have to unroll a loop if it over cycles. Thwomp spikes!! so obvious that I didn't think of it, thanks! Quote Link to comment Share on other sites More sharing options...
alfredtdk Posted January 15 Share Posted January 15 (edited) You managed to give depth to objects like doors and windows. I love this type of trick when done on the Atari 2600, I also loved the new soundtrack, very engaging. It's incredible how you can get stone milk out of a console designed in the 70s. The new puzzles are really cool. Reminds me of those cell phone games like Super Meat Boy. Edited January 15 by alfredtdk 1 Quote Link to comment Share on other sites More sharing options...
+ZeroPage Homebrew Posted January 15 Share Posted January 15 10 hours ago, Lillapojkenpåön said: Okidoki 🧡 I added support for scrolling nusiz copies on and off the screen, but I would really like to know that it's not over cycling on real hardware before I start making levels, so if anyone wants to volunteer for a test that would be nice Heya @Lillapojkenpåön! Everything looks a lot smoother and you've fixed just about every drop out but I did find one. About 25 frames after you click the fire button after dying there will be one frame of 310 lines, then a frame of 20 lines and then it'll go back to the normal 262 lines. It will manifest through my RetroTINK5x on my screen like this, a flash of the garbled title screen, stored in memory to fill in "dropped frames" like the two above. Other than that I don't think I noticed anything else! Hope this helps! Here's the video of my playthrough of all the levels for reference. So much death.... - James 1 Quote Link to comment Share on other sites More sharing options...
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