Jump to content
IGNORED

Beef Drop work in progress


Recommended Posts

Mitch,

 

Although only Ken can really answer this. I think the double pepper sound you heard is because the peppers come up in two ways. They will appear based on burger parts dropped, and will also appear on their own with time. So sometimes you will hear one right after the other because both instances to make pepper appear happen at the same time or right near it.

 

I didn't mention is before, but on the earlier 5200 versions of beef drop, when you would hear the two peppers, you would actually pick up two peppers...hehe...

 

I didn't mention it because I was sorta hoping that would stay...but Ken obviously found it and corrected it. As I stated the only things I see are that odd stray pink pixel on the "O" in the title screen and making the game move faster on the easier levels. As I stated, making it slower doesn't really make it easier...just more tiresome. I say the difficulty should be determined by not just overall enemy speed, but also by number of enemies. So on the easier to play levels, there should only be a certain max on enemies until so many rounds are cleared, and then another enemy is added...etc. But at this point in BD's development...it is way to late to implement this.

Mitch,

 

Although only Ken can really answer this. I think the double pepper sound you heard is because the peppers come up in two ways. They will appear based on burger parts dropped, and will also appear on their own with time. So sometimes you will hear one right after the other because both instances to make pepper appear happen at the same time or right near it.

It only appears after a certain number of pieces have been dropped. But if you drop a lot of pieces in a short time it can happen. The number of pices varies per level. You only get points and pepper one time (unless you manage to pick it up right before the next one appears
...

As I stated, making it slower doesn't really make it easier...just more tiresome.

The arcade is a little slow in the start IMO. Ideally I think Normal should be close to Arcade speed, and Hard can be faster
I say the difficulty should be determined by not just overall enemy speed, but also by number of enemies. So on the easier to play levels, there should only be a certain max on enemies until so many rounds are cleared, and then another enemy is added...etc. But at this point in BD's development...it is way to late to implement this.
The arcade you start out at 4 or 6 enemies based on a dip switch setting. After the first two levels there are 6 enemies. Expert difficulty kind of simulates that. Hard besides being faster than Normal, also gives the enemies more of a speed edge.

Changes in this version:

 

(1) Game now really supports two players and doesn't reset the board for each player. (which requires 64 bytes of Ram to store the board state vs. 1536 bytes I was using on the 5200 version). Let me know if there are any problems.

 

One other thing I forgot on the "to do" list:

 

(x) Add ability in to earn bonus lives.

 

I am very low on ROM space at this point and am going to have to do the screen compression or other optimizations before working on oher features.

bd7800.zip

Two player support works great, though on the HSC screen player two is still called player 1.

One other question, are you going to support two seperate sticks for a two player game or keep it alternating one stick?

 

Another question, when I'm on a ladder, near the top, going down and I throw the pepper it goes to the side instead of down, is that supposed to happen?

 

Mitch

Two player support works great, though on the HSC screen player two is still called player 1.

One other question, are you going to support two seperate sticks for a two player game or keep it alternating one stick?

 

Another question, when I'm on a ladder, near the top, going down and I throw the pepper it goes to the side instead of down, is that supposed to happen?

 

Mitch

It will require two joysticks eventually. I more than likely will not have a one stick option since people are more likely to have two functioning 2600/7800 joysticks than for the 5200 :-). I am also not sure if the high score cart allows two players using one joystick.

 

As for the pepper problem, it "should" go in the last direction the joystick was pressed.

  • 2 weeks later...

I had hoped to accomplish more before christmas but probably won't get much done the remainder of the week. Not much externally visible new. Screen are now compressed to free up more ROM space. 10 screen snow take 2660 bytes for the screen data vs. 7680, minus some overhead for the decompression routine. The left difficulty switch will toggle off the sound during play. Access to additional "More" mode and "Mirror" mode added if you figure out how.

bd7800.zip

Ken - I know we're all anxiously awaiting the arrival of this one on Cart - but since very few of us have a Cuttle Cart 2 - Is there anyway to make this one not play INSANELY FAST in MESS?

 

I mean even on "easy" I get wiped out in under 2 seconds. Is there a setting I can set to make it run at a reasonable speed?

Danno,

 

Only option to play the A78 files at correct speed is to play this under Emu7800. However, you will lose Pokey using that Emu since it doesn't support the Pokey yet. But at least it dosen't have MESS's speed bug that is being exploited more or less with Ken's port.

Couple of quick patches to MESS 7800 source (.89) to have beef drop work a little better. With it the riot timers should actually work (using the external riot 6532 driver vs the hacked up internal driver). It still runs a little bit fast (probably due to other timing inaccuracies) but is playable now. It is also possible I broke something else in the process since I have never messed with MESS or MAME source before but it seems to work. The A and B difficulty switches can be toggled also (dip switches). Note: This is source code only.

mess78.zip

Ken, have you sent your patches over to the MESS devs? Maybe they can get it incorporated into the main build.

I was trying to test it out but the MESS CVS keeps hanging on me.

 

Mitch

I just decided to see if I could download MESS and build and then tinker with it a little. I also used the .89 sources vs. getting files from CVS so it is possible someone else may have done something with it since then. I pretty much looked at the a2600 source to try and figure out what to do. Next week maybe I will mess with it a little more.

The MESS CVS started working so I downloaded the latest sources and tried it out with the new changes. I played a few games and everything seemed to work OK. The PAL version of Commando now plays at the proper speed and it's nice to be able to use the difficulty switches in Tower Toppler and the couple other games that need them. :)

Oh, and Beef Drop is better as well. :D

 

Mitch

The MESS CVS started working so I downloaded the latest sources and tried it out with the new changes. I played a few games and everything seemed to work OK. The PAL version of Commando now plays at the proper speed and it's nice to be able to use the difficulty switches in Tower Toppler and the couple other games that need them. :)

Oh, and Beef Drop is better as well. :D  

 

Mitch

 

Any chance of posting your compiled binary version here of kenfused's changes? Pretty please? :D

 

-Trebor

It's like 150 megs total, I'm sure there's some stuff in there that's not needed but I don't know what. :?  

 

Mitch

 

Wow! Yep, I could see where there can be a problem posting that :)

 

Wonder why it is just a large binary, hmm...Anyhow, thanks for replying. Hopefully, kenfused's changes will make it into the next MESS 'official' binary - that would be fanatstic. Glad to see the progress on both Beef Drop and always with Atari 7800 emulation as well.

 

What cracks me up though is a loooooong outstanding bug in MESS 7800 emulator that is present with the new NET 7800 emulator and in the Flashback console unit as well. The top line of the gameplay box of Centipede screen is incorrectly displayed (Green bar around the top of the box and then dashed lines to the left and right). Only one emulator ever had it corrected, which is Dan Boris' V7800 emulator. Funny thing is supposenly Dan's code is what was brought over to MESS to give Atari 7800 system emulation to MESS. However, the 'green line/dash line' bug has always been present.

 

I really wish Kung Fu Master was fixed too (Even more so than the Centipede bug), it appears to be the last 7800 "Retail games" that is still very poorly emulated unforunately. Maybe with kenfused's correction to the timing system it will encourage others with such talent to 'finish-off' or fix some of the last remaining bugs. I wish I had the talent - I don't. I can only admire the works of others and give praise and commendation :D

 

-Trebor

Using a MESS version (Thanks to an Anonymous donor - who will remain so unless they wish to make themselves known), utilizing the fixes by kenfused, I do not hear POKEY sounds with the lastest build of Beef Drop (12-23-04 file dated), and even several revision before it (Tried all of December's builds and end of November too). I only hear TIA music and sounds. I do not believe it is the build of MESS I am using, as Commando's music and BallBlazer are both present and sound great.

 

Am I missing something? :?

 

-Trebor

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.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

Loading...
  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...