Albert Posted December 7, 2005 Share Posted December 7, 2005 Strat-O-Gems Deluxe can now be pre-ordered in the AtariAge Store, as part of our annual holiday sale: http://www.atariage.com/store/product_info...products_id=337 We anticipate being able to start shipping on December 15th. ..Al Quote Link to comment Share on other sites More sharing options...
Brad2600 Posted December 7, 2005 Share Posted December 7, 2005 My first score was 3,525. Not bad! I like it. I might be buying this and another homebrew from the AA store soon! Quote Link to comment Share on other sites More sharing options...
Thomas Jentzsch Posted December 7, 2005 Share Posted December 7, 2005 How about slowly "morphing" the shapes level by level (e.g. 4, 2, 1...)?976699[/snapback] Have you though about this idea? Quote Link to comment Share on other sites More sharing options...
supercat Posted December 7, 2005 Author Share Posted December 7, 2005 How about slowly "morphing" the shapes level by level (e.g. 4, 2, 1...)?976699[/snapback] Have you though about this idea? 977918[/snapback] I guess I'm not quite sure what you mean. Do you mean arranging the shapes in order of similarity, or something trickier? BTW, here's another pair of WIP binaries (PAL/NTSC). Some new gem designs, fixed scoring bugs, and proper messages for ending levels 1-15 (level 16's ending message is a repeat of the game-start message; I'll come up with something better). Note that the maximum total value for a chain reaction is 9,995. I would tend to doubt anyone would hit that with legitimate play, but if anyone does, it will 'peg' rather than wrapping. I wonder if anyone can figure out (without 'cheating') how I did the new "DELUXE" title screen? A subtle little detail, but a nice one. n051207.bin p051207.bin Quote Link to comment Share on other sites More sharing options...
Cybergoth Posted December 7, 2005 Share Posted December 7, 2005 Hi there! I'll check out the PAL version on real hardware tonight. Greetings, Manuel Quote Link to comment Share on other sites More sharing options...
Thomas Jentzsch Posted December 7, 2005 Share Posted December 7, 2005 I guess I'm not quite sure what you mean. Do you mean arranging the shapes in order of similarity, or something trickier? My problem with the changing shapes is, that you have to adapt to them. And the larger the difference, the longer it lasts. So when you change them only gradually from level to level, it should become much easier to adapt, than if you have to "learn" a completely new design. So basically the idea is arranging them in order of similarity, with probably some new, "intermediate" shapes. I wonder if anyone can figure out (without 'cheating') how I did the new "DELUXE" title screen? A subtle little detail, but a nice one. 977926[/snapback] I cheated. Nice! I know you are a perfectionist (just like me ) so I think I should tell you that IMO the gaps around the 2nd 'T' don't look right compared to the other ones. The "kerning" isn't correct there. Not sure if you can fix that. BTW: I just thought about letting the Strat-O-Gems letters "dance" a bit by making the even lines odd and vice versa. Though maybe that wouldn't work well. Quote Link to comment Share on other sites More sharing options...
sukotsu9 Posted December 12, 2005 Share Posted December 12, 2005 I just played the 16K version: AWESOME! I had to use F6 bankswitching on my CC2 to get it to load; dunno if that's correct or not. The title is glam, and scoring is much better. I like most all of the shapes, but a couple of things seem a bit off. The speed ramping is too fast! Within about 5 minutes, I can't even guess where I'm dropping the gems. Also, the bomber gems come a little too soon. Though they help with the FAST buildup. Quote Link to comment Share on other sites More sharing options...
supercat Posted December 12, 2005 Author Share Posted December 12, 2005 I just played the 16K version: AWESOME! I had to use F6 bankswitching on my CC2 to get it to load; dunno if that's correct or not. The title is glam, and scoring is much better. I like most all of the shapes, but a couple of things seem a bit off. The speed ramping is too fast! Within about 5 minutes, I can't even guess where I'm dropping the gems. Also, the bomber gems come a little too soon. Though they help with the FAST buildup. 980775[/snapback] Try changing the left difficulty switch. The game advances levels every 64 gems, but there's a bit of 'debug code' to advance every 4 if the left difficulty is on "A" (to allow testing of level advance and similar code). Quote Link to comment Share on other sites More sharing options...
supercat Posted December 12, 2005 Author Share Posted December 12, 2005 (edited) Another WIP version. Left difficulty still behaves as before. Right difficulty enables the instant replay function if you get a good combination (recommended). Known bugs: -1- If the "next" gem was a bombergem and the game ends, next game will start with a bombergem. -2- If the game misses sync, it will output the program counter where the problem occurred (press fire to continue). I know of missing sync problems on the "game over". Let me know of any others you find. This game uses F4 bank switching. On real hardware, the openign screen should switch between NTSC and PAL mode once per second; in emulation, the opening screen will be NTSC only but you may select PAL for gameplay if you want. For some reason my Cuttle Cart 2 fails to load this game. I'd appreciate it if anyone else with a CC2 could test the 32K composite binary on real hardware. sf051211.bin Edited December 12, 2005 by supercat Quote Link to comment Share on other sites More sharing options...
supercat Posted December 12, 2005 Author Share Posted December 12, 2005 (edited) Yet another WIP. I added (and removed) some stress-test code for the vertical timing and found a couple spots that were a bit close (so I fixed 'em). If anyone gets one of the sync error messages, please let me know the number. BTW, here are all the gem shapes if anyone has any suggested improvements. Gems: Array[0..1,0..3,0..63] of char = (({--------========--------========--------========--------========} ' xx xxxxx x x x xxxxxx xxx xxxxx x x x xxxxxx ', ' xxxx xxxxxxx xxxxxxx xxxxxx xxxxx x xxx x xxxxxxx xxxx ', 'xxxxxx xxxxxxx xxxxx xxxxxx xxx xxx xx xx xx xx x xx x ', 'xxxxxx xxxxxxx xxxxxxx xxxxxx xx x xx xx x xx xx x xx xx xx ' ),( ' xx xx xx xx xx xx xxxxx xxxxxx xxxxxxx xxxxx x x ', 'xx x xx xxxxxxx xxxxxxx xx x xx xxxxxx x xxx x xxx xxx xxxxx ', 'x xxx x xxxxxxx xxx xxx x xxx x xx xx xxxxxxx xxx xxx xxx xxx ', ' xxxxx xx xx x x x xxxxxxx xx xx xxx xxx x x x x x x ' )); sf051211b.bin Edited December 12, 2005 by supercat Quote Link to comment Share on other sites More sharing options...
sukotsu9 Posted December 12, 2005 Share Posted December 12, 2005 (edited) What luck! A new 32k version posted? And this has mucho polish (you've been holding out!). Very nice. Once I switched left difficulty switch to A, I can play a little longer. I love the level up combo status. Great work (and thanks for including the mini game, my wife prefers the slower pace). The program froze once and gave a black screen with 11 3COE on it. Only got it once though. Edit: forgot to mention, I'm using a CC2/7800 on an NTSC TV. And the F4 bankswitching worked. Edited December 12, 2005 by sukotsu9 Quote Link to comment Share on other sites More sharing options...
supercat Posted December 12, 2005 Author Share Posted December 12, 2005 The program froze once and gave a black screen with 11 3COE on it. Only got it once though. 980877[/snapback] Press fire to get past that. It may sometimes take a few times (though it's worth noting if it does). Address 3C0C in that version is within the level-advance animation routine. I would think the timing in that routine should be fairly deterministic, but it apparently runs long. Perhaps I can inline my call to the random number generator and save a few cycles. Quote Link to comment Share on other sites More sharing options...
supercat Posted December 13, 2005 Author Share Posted December 13, 2005 (edited) Yet another WIP. This one adds a few more Atarivox effects, shortens the level-advance-effect routine by a few cycles, changes the difficulty-switch behavior, adds a little more spit-and-polish to the title screen, and is generally nearing completion. Biggest thing left to go is saving record accomplishments. I would like feedback on difficulty (make sure left difficulty is in "normal" position), gem shapes, Atarivox effects, and anything else people want to comment on. BTW, what do I have to send the Atarivox to kill the current speech playback and start something else? Right now, if a triple scores while the Atarivox is playing "Level seven complete", the Atarivox can get behind, which really doesn't sound all that great. There are some more things I'd like to put in if I had the energy, but I want to get this thing released before (1) Christmas, and (2) I get too burned out on it. sf051212.bin Edited December 13, 2005 by supercat Quote Link to comment Share on other sites More sharing options...
vdub_bobby Posted December 13, 2005 Share Posted December 13, 2005 (edited) BTW, what do I have to send the Atarivox to kill the current speech playback and start something else? Right now, if a triple scores while the Atarivox is playing "Level seven complete", the Atarivox can get behind, which really doesn't sound all that great. Alex Herbert and Richard Hutchinson are the folks to ask, and I believe they both are reasonably active in the forums here. You might try starting a new thread just to ask that question, though. EDIT: I attached the speakjet user manual; you may already have it but, if you don't, there you go. Just glancing through it, there appear to be a command to clear the buffer as well as a command to immediately stop talking. Not sure how to send those commands from the 2600, though. See page 8. speakjetusermanual.pdf Edited December 13, 2005 by vdub_bobby Quote Link to comment Share on other sites More sharing options...
Richard H. Posted December 13, 2005 Share Posted December 13, 2005 what do I have to send the Atarivox to kill the current speech playback and start something else? \0RX I would like feedback on difficulty (make sure left difficulty is in "normal" position), gem shapes, Atarivox effects, and anything else people want to comment on. I thought your game was good, but with the AVox it absolutely ROCKS !! (I see you've got the hang of making it sing ) I also like how you've mixed Atari an AVox sounds together, and the 'replay mode' is totally insane Quote Link to comment Share on other sites More sharing options...
vdub_bobby Posted December 14, 2005 Share Posted December 14, 2005 (edited) I would like feedback on difficulty (make sure left difficulty is in "normal" position), gem shapes, Atarivox effects, and anything else people want to comment on. I thought your game was good, but with the AVox it absolutely ROCKS !! (I see you've got the hang of making it sing ) I also like how you've mixed Atari an AVox sounds together, and the 'replay mode' is totally insane 981812[/snapback] This reminds me - does the replay mode work with the AVox only, or will it work with the memory card? Edited December 14, 2005 by vdub_bobby Quote Link to comment Share on other sites More sharing options...
supercat Posted December 14, 2005 Author Share Posted December 14, 2005 This reminds me - does the replay mode work with the AVox only, or will it work with the memory card? 982116[/snapback] I would expect it to work with the memory card as well. Quote Link to comment Share on other sites More sharing options...
Richard H. Posted December 14, 2005 Share Posted December 14, 2005 I would expect it to work with the memory card as well. Just tried it, works great Quote Link to comment Share on other sites More sharing options...
supercat Posted December 16, 2005 Author Share Posted December 16, 2005 (edited) Another WIP. Not quite final beta because there's still some debug code and I need to make a couple of slight tweaks to attract mode logic (e.g. pushing fire, reset, or select during an attract mode demo should exit immediately). But I'm very happy with how the final round of spit and polish is shaping up. If you don't yet have an Atarivox or Memcard, get one. Note that for normal operation, the left difficulty switch must be in the "B" position. Set the right difficulty switch to the "B" position if you like "Instant Replay" or "Great Play" interstitials (the former require an Atarivox or memcard) and to the "A" position if you do not. Note that great plays that establish new records will show an instant replay regardless of the right difficulty switch. BTW, if you have an Atarivox, the first "Instant Replay" may announce "Level Seven Complete". That means it's formatting the spot on the memory card that holds the Stratogems records info. The message will be removed on final release. Note also: if you see a black screen with some numbers on it, please write them down and let me know; you may press fire to resume play though it may take a few attempts. sp051215.bin Edited December 16, 2005 by supercat Quote Link to comment Share on other sites More sharing options...
supercat Posted December 17, 2005 Author Share Posted December 17, 2005 My bad--last post was PAL-only version instead of the universal version. sf051215.bin Quote Link to comment Share on other sites More sharing options...
supercat Posted December 17, 2005 Author Share Posted December 17, 2005 Here's a beta of the deluxe version. Just about everything that's going to be in is in this version. The only features remaining that I can think of are: -1- It should be possible to clear the records table. I will add code to the boot section to do that. -2- The boot menu should only appear if you hold SELECT on startup; otherwise, the game should default to the last-selected video mode if an Atarivox is connected (or NTSC if it is not). The left difficulty switch in the final release will select whether the gems rotate up or down in response to the fire button. Currently it has that effect, but also makes the levels 4 gems long instead of 64 (used for debugging higher levels). The game may be paused either by pushing RESET briefly at any time during play, or by pushing and holding the fire button while gems are reacting (the fire button must be held until the reaction is complete). Push fire button, reset, or select to exit pause. During "attract" mode, pulling down on the joystick will skip the current screen. If the game misses Vsync, an error screen will appear with some vertically-arranged numbers on it. PLEASE LET ME KNOW WHAT THE NUMBERS READ so I can track down the problem. I would like to release the game soon, but want to ensure all the bugs are out of it first. Any problem reports would be much appreciated. sf051216.bin Quote Link to comment Share on other sites More sharing options...
Cybergoth Posted December 17, 2005 Share Posted December 17, 2005 Hi there! Seems like Al beat me spotting the "beta" and pinning the topic Greetings, Manuel Quote Link to comment Share on other sites More sharing options...
bjk7382 Posted December 18, 2005 Share Posted December 18, 2005 (edited) I am playing this with a cc2 and a 7800 on an ntsc tv. When the first screen comes up to select PAL - NTSC it rolls 4 times every 2 or 3 seconds (so it is alternating ntsc and pal every few seconds) I can still play the game normal after selecting down, but I thought you might want to know (it is the very latest one posted also) EDIT: I just read the rest of this thread and seen that you said that it did the ntsc-pal switch, sorry for the meaningless post Edited December 18, 2005 by bjk7382 Quote Link to comment Share on other sites More sharing options...
supercat Posted December 18, 2005 Author Share Posted December 18, 2005 I am playing this with a cc2 and a 7800 on an ntsc tv. When the first screen comes up to select PAL - NTSC it rolls 4 times every 2 or 3 seconds (so it is alternating ntsc and pal every few seconds) 984940[/snapback] That is by design, so that the screen will be readable on either PAL or NTSC systems. I'll readily admit that it's ugly, but I didn't know what else to do there. If I lock the screen in NTSC mode, PAL users won't be able to read it. I have, however, changed the booter so that if an Atarivox is present it will remember your choice, and if an Atarivox is not present it will default to NTSC. If you wish to override the default, hold either FIRE or SELECT on startup. If you have an Atarivox and wish to clear the records table, summon the startup menu, push and hold fire, tap the joystick down (still holding fire), and then push and hold SELECT+RESET while releasing the fire button. The system will beep to confirm that the EEPROM records are erased. BTW, in addition to being able to pause the game at any time using RESET, you may pause the game via the joystick by pushing fire during a gem reaction and keeping it held down until the reaction is complete. ** FINAL BETA ** If there are no problems, this is what will ship except that I'll change one byte so that any late vsyncs will simply result in a slight screen skip instead of putting up an error screen. If you get the error screen (six hex digits written vertically on a black background) please write down the numbers and let me know was soon as possible. You may then push fire to continue the game. sf051218.bin Quote Link to comment Share on other sites More sharing options...
bjk7382 Posted December 18, 2005 Share Posted December 18, 2005 (edited) That is by design, so that the screen will be readable on either PAL or NTSC systems. I'll readily admit that it's ugly, but I didn't know what else to do there. If I lock the screen in NTSC mode, PAL users won't be able to read it. 984954[/snapback] Come to think of it, Man Goes Down uses the select switch to change between ntsc, pal60, and PAL. And the Atarivox announces what selection you are on. I do have an atarivox and the sounds in stratogems are great. Edited December 18, 2005 by bjk7382 Quote Link to comment Share on other sites More sharing options...
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