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Beef Drop work in progress


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I did try it with PAL carts when I got it and it didn't seem to work, so it's just been a part of my collection since. Curious... maybe I'll give it a go here (if I can find where I've put it!).

 

Which ones did you try it with? There are only like five PAL carts that work with it.

 

Mitch

Changes:

1. Maybe fixed problem of "Get Ready" screen not always displaying correctly

2. Prelimary two player support *

 

* 2 player game Limitations:

a. Currently the board will reset when each player resumes. I think I have a way I can fit the screen save info into available RAM but have to implement it yet (the 5200 version uses 1.5K to save the data , I think I can get it into about 70 bytes maybe).

b . Only one joystick is supported currently.

c. On the HS cartrridge when entering scores, both players will read Player One on the entry screen.

bd7800.zip

Well, that pretty much matches my testing.

 

Ken, are you planning on adding support for the pause button at some point? I'm asking beacuse I had a need for it when I was testing earlier this morning. :D

 

Mitch

Well, that pretty much matches my testing.

 

Ken, are you planning on adding support for the pause button at some point? I'm asking beacuse I had a need for it when I was testing earlier this morning. :D  

 

Mitch

I keep forgetting to add that. It simple enough to do, just replace the "commented out" 5200/computer code with the appropriate 7800 check.
Well, that pretty much matches my testing.

 

Ken, are you planning on adding support for the pause button at some point? I'm asking beacuse I had a need for it when I was testing earlier this morning. :D  

 

Mitch

I keep forgetting to add that. It simple enough to do, just replace the "commented out" 5200/computer code with the appropriate 7800 check.

 

Cool, hope to see it in the next rev. :)

 

Mitch

New release

 

(1) Game now pauses immediately and doens't do an additional loop. I done it deliberately in the 5200 version but can't remember why. I dont see any side effects changing it.

 

(2) Reworked some of the graphics.

bd7800.zip

Sorry for spamming with two updates in one day but this one could use some testing:

 

(1) With TIA sound, intro and death music 2nd channel will now override most sound effect and not cut out when you walk across a burer part or use pepper, etc..

bd7800.zip

This one looks great. How close would you consider it to done ken?
Lots of little things to do yet.

(1) Not make players start over on a board in two player mode

(2) Put back the "extra" screens which requires freeing up some ROM space. I have a method to add for compressing he screens ~50% which should free up some space but need to implement it.

(3) Have some way to enable extra screens or features

(4) Fix bug where sometimes an enemy is not smashed by a part when on a ladder

(5) Turn the thrown pepper into a sprite vs character graphics. I would like to do the pepper bonus object also but that one is not as important.

(6) Put a little more stuff on the title screen

(7) Fix the enemies flickering off briefly one frame when they enter from the left side of the board

(8) Pull the high score from the high score cart to populate the high score (Is this normally done in games that support the HSC?)

 

Not as likely but possible:

(1) if more than one enemy is dropped it should spawn from where the burger part ended up. THis also would require adding the "safe" time when an enemy first enters and be able to give them the smars to climb up from the bottom of the screen.

(2) Two player simultaneous play.

(1) Not make players start over on a board in two player mode

(2) Put back the "extra" screens which requires freeing up some ROM space.  I have a method to add for compressing he screens ~50% which should free up some space but need to implement it.

(3) Have some way to enable extra screens or features

(4) Fix bug where sometimes an enemy is not smashed by a part when on a ladder

(5) Turn the thrown pepper into a sprite vs character graphics.  I would like to do the pepper bonus object also but that one is not as important.

(6) Put a little more stuff on the title screen

(7) Fix the enemies flickering off briefly one frame when they enter from the left side of the board

(8) Pull the high score from the high score cart to populate the high score (Is this normally done in games that support the HSC?)

 

Not as likely but possible:

(1) if more than one enemy is dropped it should spawn from where the burger part ended up.  THis also would require adding the "safe" time when an enemy first enters and be able to give them the smars to climb up from the bottom of the screen.

(2) Two player simultaneous play.

 

Regarding number eight, I don't think they do (just checked Ms Pac Man, it doesn't).

Also, the speed on the PAL game runs a bit slow.

 

I agree with BJK7382, but I think it's just the chef that moves faster. It seems like that also makes it slightly easier on the earlier levels, not that I mind. :D

 

Mitch

I really like the new graphics on Egg and Pickle. Still feels like something else should be on the lettuce...but I am getting too picky. Anyway I am really digging this latest build! My only complaint is that Normal feels too slow still to me. Maybe for normal the speed of the game should be as it is in hard mode...but not as many enemies come out so soon?

 

When did that pink pixel show up in the Letter "O" on the title screen? It may not do it on real hardware, but it appears in Emu7800.

It's definitely slower.

One other thing I've noticed but I kept forgetting to mention is that sometimes the bonus pepper sound plays twice in a row like there are two appearing right after each other. Even thought there is only one there.

 

Mitch

 

PS. Attached is a present from Chad. :)

78hscpok.zip

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