Nukey Shay Posted May 18, 2004 Author Share Posted May 18, 2004 Hiccup at the start corrected...I just placed the pink monster in the doorway as well. Still need to discover possible ingame jitters, as well as the source of those "ghost" dots. hackem_.zip Quote Link to comment Share on other sites More sharing options...
atwwong Posted May 18, 2004 Share Posted May 18, 2004 Lots of fun with the intermissions despite the "bumps" that occur during playing... Keep up that magical coding! Quote Link to comment Share on other sites More sharing options...
pmpddytim Posted May 18, 2004 Share Posted May 18, 2004 Great hack! I just played through about 8 mazes and I'm having a blast! I have not noticed any of the bumps in the gameplay that your talking about though. The only thing I noticed was a slight jump of the screen during the second intermission. You should put out a multicart called "The Very Best of Nukey" -Tim Quote Link to comment Share on other sites More sharing options...
Nukey Shay Posted May 18, 2004 Author Share Posted May 18, 2004 Unrolled a few loops and eliminated a bunch of subroutines, and now it doesn't look like it glitches. I've still got over a page of memory left should there be The monsters will also speed up slightly (50hz) when the timer gets high/siren changes...making it possible for them to catch a normal-speed player hackem_.zip Quote Link to comment Share on other sites More sharing options...
+DamonicFury Posted May 19, 2004 Share Posted May 19, 2004 WOW! Just tried this and I'm beyond impressed. I very much wish I could pass this cart through a wormhole to 1981. :-) I'm trying to get this to work with the Cuttle Cart 2. What is the bankswitching scheme used? Thanks! Quote Link to comment Share on other sites More sharing options...
SS Posted May 20, 2004 Share Posted May 20, 2004 I'm trying to get this to work with the Cuttle Cart 2. What is the bankswitching scheme used? Thanks! F8BANK1 Quote Link to comment Share on other sites More sharing options...
+DamonicFury Posted May 20, 2004 Share Posted May 20, 2004 F8BANK1 Thanks for the tip! Works great now! Other CC2 users: Use a line in MENU.TXT like the following: Hack-em HACKEM F8 F8BANK1 Quote Link to comment Share on other sites More sharing options...
SS Posted May 20, 2004 Share Posted May 20, 2004 Hey Nukey, Did you lighten up the blue of the energized ghosts a bit? They're a little easier to see on my TV now. Quote Link to comment Share on other sites More sharing options...
Nukey Shay Posted May 20, 2004 Author Share Posted May 20, 2004 Still bugfixing... The jitters are almost eliminated...it seems to only happen now when 2 monsters are eaten at the same time (tho I'm still unshure how this is possible...the program should only be dealing with them 1 per frame ). There is also the slight possiblity that a monster will become out of tune with the maze itself - moving right through walls. I'm currently trying to fix that glitch. Started changing the score font...so some digits might appear a bit off. hackem_.zip Quote Link to comment Share on other sites More sharing options...
Nukey Shay Posted May 20, 2004 Author Share Posted May 20, 2004 Hey Nukey, Did you lighten up the blue of the energized ghosts a bit? They're a little easier to see on my TV now. Yep...that was one of the things that I addressed. Expanding the compacted routines makes it possible to correct some of the things that HAD to be handled a specific way in the 4k version. Tho I dunno if it's going to be possible to do the same for the maze walls (lightening that would cause the invisible maze to be visible in the second game). Quote Link to comment Share on other sites More sharing options...
SS Posted May 20, 2004 Share Posted May 20, 2004 I dunno if it's going to be possible to do the same for the maze walls (lightening that would cause the invisible maze to be visible in the second game). The walls are pretty much OK as is. It was the moving ghosts that were kinda hard to see at times (especially when they flickered). Thanks! Quote Link to comment Share on other sites More sharing options...
Nukey Shay Posted May 24, 2004 Author Share Posted May 24, 2004 Still cleaning up... I think that I've got the problem of monsters moving through walls corrected...this was due to incorrect EOR values being used to change directions. Right now, it appears that there is only a slight timing problem left to correct. The collision detection routine has been altered to check 2 monsters per frame, so that should correct the problem of moving through them (and I was able to narrow the collision parameters a bit...so they won't kill you with the slightest touch). The score font has been fixed up. Due to timing issues, it's not possible to flash the score anymore..but it's not such a big deal. The logo will still appear at the end of a game. hackem_.zip Quote Link to comment Share on other sites More sharing options...
oesii Posted May 24, 2004 Share Posted May 24, 2004 great job, never liked the flashing score but I guess that's in the original? Quote Link to comment Share on other sites More sharing options...
Nukey Shay Posted May 24, 2004 Author Share Posted May 24, 2004 Yup...the arcade game used it to signify whose turn it was. Since no 2-player option is available, it doesn't really matter. Quote Link to comment Share on other sites More sharing options...
oesii Posted May 24, 2004 Share Posted May 24, 2004 Yup...the arcade game used it to signify whose turn it was. Since no 2-player option is available, it doesn't really matter. what?!? No two-player option? I want my money back. Quote Link to comment Share on other sites More sharing options...
Nukey Shay Posted May 24, 2004 Author Share Posted May 24, 2004 Alright...who's the wise guy selling the crappy freebie hacks I make?! Quote Link to comment Share on other sites More sharing options...
neotokeo2001 Posted May 24, 2004 Share Posted May 24, 2004 Alright...who's the wise guy selling the crappy freebie hacks I make?! Where is this happening? Quote Link to comment Share on other sites More sharing options...
Nukey Shay Posted May 24, 2004 Author Share Posted May 24, 2004 Oops...I forgot the little "just kidding" winkie I was responding to the "I want my money back" quip. Quote Link to comment Share on other sites More sharing options...
Nukey Shay Posted May 24, 2004 Author Share Posted May 24, 2004 BTW if there were, the joke would be on them (since there are still unresolved bugs in most of my hacks). I'd just release a "Platinum" edition once they were solved Quote Link to comment Share on other sites More sharing options...
neotokeo2001 Posted May 25, 2004 Share Posted May 25, 2004 Oops...I forgot the little "just kidding" winkie I was responding to the "I want my money back" quip. Oh yeah!! I want my money back too! Quote Link to comment Share on other sites More sharing options...
SS Posted May 25, 2004 Share Posted May 25, 2004 Still cleaning up... I played this newest version a few times and made it up through the 3rd key. In that time I only saw the screen jump a couple of times each game (and they were very brief). The overall ghost flicker seems to have been lessened and I only passed through a ghost once (when it was blue). I didn't see any ghost or ghost eyes moving through the walls either. I also noticed that the fruit colors aren't quite as dark as they had been ( ). The lack of a flashing score or "GO" doesn't bother me in the least bit. The thing that really blows me away is the fact that the hiding spot is there! I looked back at the first release version of Hack-Em and realized that it had been there all along. I don't know how I had missed it before but this is a really cool feature! Nukey, I think that you're really close to a release candidate version! Quote Link to comment Share on other sites More sharing options...
SS Posted May 25, 2004 Share Posted May 25, 2004 Someone should edit the "complete" out of the title of this thread, BTW. Quote Link to comment Share on other sites More sharing options...
oesii Posted May 25, 2004 Share Posted May 25, 2004 Still cleaning up... I played this newest version a few times and made it up through the 3rd key. In that time I only saw the screen jump a couple of times each game (and they were very brief). The overall ghost flicker seems to have been lessened and I only passed through a ghost once (when it was blue). I didn't see any ghost or ghost eyes moving through the walls either. I also noticed that the fruit colors aren't quite as dark as they had been ( ). The lack of a flashing score or "GO" doesn't bother me in the least bit. /quote] I passed through a ghost twice on the 1st board while it was blue. Still can play this for awhile Quote Link to comment Share on other sites More sharing options...
oesii Posted May 25, 2004 Share Posted May 25, 2004 I passed through a ghost twice on the 1st board while it was blue. Still can play this for awhile That's what I meant to say before I butchered the quotes, who's going to start the 10 ten worst posts created by the lack of an edit buttong? Quote Link to comment Share on other sites More sharing options...
ATARI TROLL Posted May 25, 2004 Share Posted May 25, 2004 This version plays great....like the lighter ghosts. I did notice when chasing the ghosts, after the third eaten one the game reset itself. This happened a day ago. I just thought it was a miskey'd move on the keyboard. Am I the only one who has experienced this?? Other than that Thumbs up Nukey! Quote Link to comment Share on other sites More sharing options...
Recommended Posts
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.