atwwong Posted May 13, 2004 Share Posted May 13, 2004 I am looking forward to playing this with the sound f/x; Nukey never fails to amaze me! Quote Link to comment Share on other sites More sharing options...
Nukey Shay Posted May 16, 2004 Author Share Posted May 16, 2004 Flashing logo...kinda messy still... hangly_intermission_test.zip Quote Link to comment Share on other sites More sharing options...
ATARI TROLL Posted May 16, 2004 Share Posted May 16, 2004 The title screen looks great with the pac looking fonts. Intermission is still freaking awesome. No problems with stella 1.1 or 1.2. You cease to amaze us all Nukey! Quote Link to comment Share on other sites More sharing options...
lost child Posted May 16, 2004 Share Posted May 16, 2004 Atari Troll ... You cease to amaze us all Nukey! I'm betting that Atari Troll meant to insert a "NEVER" in there somewhere. :-) This hack rules over all other hacks! @Nukey: If you were to cut out the redundant routines and plumb the code back together, could you free up enough bytes to put Hangly Man, Hangly Man +, Hack'Em, and Hack'Em + all into one 8k ROM? Quote Link to comment Share on other sites More sharing options...
Nukey Shay Posted May 16, 2004 Author Share Posted May 16, 2004 Not really. The redundancy is there because I can't scrape up enough cycle time to have a generic routine handle differing mazes - almost - but not quite. So I copied the whole thing, and had one set load one maze, the other set load a different maze. A compromise would be to just use the Hack'Em maze as the first one and empty that for the the second...but without gaps in all the walls and the additional tunnels, it wouldn't be much like Hangly Man either. I managed to get the score display and the lower portion where the extra men (nearly 1k total) are changed to handle both mazes, but the rest of it that fills in the center is nearly 1k for each. 1k is devoted to the data and gameplay sprite tables...so that makes the total free space @ 100 bytes in the 1st bank. All the intermission GFX and music routines are in the free area in the 2nd bank (where the gameplay display kernal used to be)...and that is down to about 300 bytes free. Still far away from the 1k mark that would be needed to add in a 3rd maze. Unless a way can be found to eliminate the copied kernal. If that could be done, 1k would be enough space for roughly 12 mazes (or more...depending on how complex they are). Quote Link to comment Share on other sites More sharing options...
ATARI TROLL Posted May 16, 2004 Share Posted May 16, 2004 quote: Atari Troll ... You cease to amaze us all Nukey! insert You NEVER cease to amaze us all Nukey! Ty lost child.....wasn't awake yet when I posted that! Cheers Quote Link to comment Share on other sites More sharing options...
Nukey Shay Posted May 18, 2004 Author Share Posted May 18, 2004 Glitches fixed. Should play alright on a television now. hangly_man.zip Quote Link to comment Share on other sites More sharing options...
bjk7382 Posted May 18, 2004 Share Posted May 18, 2004 Glitches fixed. Should play alright on a television now. Perfect. Rock solid picture when hitting reset and select Nice title screen too Quote Link to comment Share on other sites More sharing options...
Nukey Shay Posted May 18, 2004 Author Share Posted May 18, 2004 Still has the possibility of jumping...and I'm going through and trying to cut back on still more cycles used outside of the display (I still have a page of free rom memory left). On occasion, a monster gets out of bounds in the maze...trying to track down that glitch. I've only seen it happen a couple times...but that's twice too many. (not a game killer, since beating the board corrects it). Also, there appears to be a page fault in the intermission routine...that's got to be fixed as well. So far, I just mixed things around a bit...but I haven't looked around for it yet (I figured that I'd save that part until they are polished up anyway). 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. Added upper/lower tunnels to the open maze. There is really only supposed to be one, but the program will not allow an asymmetrical layout for the "rules" to moving sprites...so two tunnels it is. hangly_man.zip 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. I also corrected the upper tunnel in the open maze. The top line was appearing/disappearing as monsters moved on that line in the previous version. hangly_man.zip Quote Link to comment Share on other sites More sharing options...
ATARI TROLL Posted May 25, 2004 Share Posted May 25, 2004 No reset glitches on this one! Thumbs up!!!! Quote Link to comment Share on other sites More sharing options...
Nukey Shay Posted May 25, 2004 Author Share Posted May 25, 2004 A little closer... Timing during the program section has been increased by 128 cycles. Now it only seems to "bump" very seldom...I think the kernal itself might have an extra cycle someplace I corrected the speed increase for the red monster (when the long timer has it's high bit set)...but now it looks like the "2" symbol got lost someplace I also trimmed out the positioning table from bank2 (for intermissions). Instead, the game flips to bank 1 to grab the correct value and then swaps back. And now I've got 122 bytes free in bank1/204 bytes free in bank2. hangly_man.zip Quote Link to comment Share on other sites More sharing options...
geosteve Posted May 25, 2004 Share Posted May 25, 2004 what an awesome game! great job Quote Link to comment Share on other sites More sharing options...
Goochman Posted June 6, 2004 Share Posted June 6, 2004 I just stumbled across this and can only say WOW - I never thought a Pac Man game like this was possible on the 2600 - great piece of work. Quote Link to comment Share on other sites More sharing options...
WildBillTX Posted June 28, 2004 Share Posted June 28, 2004 WOW!! this looks great and I like how agressive the monsters are. My little gripe is the power pills should larger blocks and not flashing slashmarks - sometimes its hard to see them. Keep working on it, Yes I would buy it! Quote Link to comment Share on other sites More sharing options...
Nukey Shay Posted June 28, 2004 Author Share Posted June 28, 2004 I agree...but there's no chance of adding that in. Energizers are the same as dots...and they can only appear every Nth scanline. Still at a standstill on this...since the screen flicker is still present occasionally (haven't tracked down the cause). Quote Link to comment Share on other sites More sharing options...
SS Posted June 29, 2004 Share Posted June 29, 2004 I got one of the ghosts stuck in the "straight across the screen" pattern the other day when playing too. Obviously a rather rare occurrence in the latest version but still there. I'm playing on a real system via a CC2, BTW. Quote Link to comment Share on other sites More sharing options...
StanJr Posted July 8, 2004 Share Posted July 8, 2004 are we there yet? are we there yet? are we there yet? are we there yet? are we there yet? Quote Link to comment Share on other sites More sharing options...
ATARI TROLL Posted July 8, 2004 Share Posted July 8, 2004 So Nukey is that you in the avatar!-LMFAO cool avatar! Cheers Mr Hangly Quote Link to comment Share on other sites More sharing options...
Nukey Shay Posted July 8, 2004 Author Share Posted July 8, 2004 I was listening to Zappa...and got a bit inspired @Stan not even close (read: I still have no idea what I'm doing) Quote Link to comment Share on other sites More sharing options...
+-^CrossBow^- Posted July 29, 2004 Share Posted July 29, 2004 What I can play of this is excellent! Great Work Nukey...but can anyone tell me why it is playing as super sonic speed?! in Z26? All the other games are fine..but this thing is acting like it is on some major steroids!!! otherwise, it seems good. But in my case it is literally unplayable in emulation on z26 here... Quote Link to comment Share on other sites More sharing options...
Nukey Shay Posted July 29, 2004 Author Share Posted July 29, 2004 I dunno What is your system setup? Win98 with Z26 version 2.11 works fine over here. Quote Link to comment Share on other sites More sharing options...
Nukey Shay Posted July 29, 2004 Author Share Posted July 29, 2004 Current tweaks...dunno about screen flickers: hangly_man.zip Quote Link to comment Share on other sites More sharing options...
+-^CrossBow^- Posted July 29, 2004 Share Posted July 29, 2004 Well..something has changed on my setup. I am running WinXP pro with a new installation of SP2 on it. I have Z26..not sure which version..but It is within the past few months easily... But I noticed that all my games are now running at like 3x or maybe even 4x speed in Z26. I am sure there was a setting I used to correct this..but I can't remember what it was for the life of me. Oh well...I did work in StellaX but again, this time it seemed really really slow... Quote Link to comment Share on other sites More sharing options...
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