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2006 Mini Game Compo


Cybergoth

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Yeah, I'm going to come up empty for the 4K contest as well. :|

 

Too much real life. :)

Yup. I've done exactly zero 2600 stuff since June. However, Maze Craze 2 uses about 4.1k code space (sans title screen and music) so I might try to make some time and get a stripped version submitted.

 

I suppose I'll have to figure out what's an acceptable code size for a 4k SC game, meaning exactly how much space should be taken out for the SC header.

 

Also, I sort of want a better name than Maze Craze 2.

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I've put aside virtually all of my old projects to wait for a new release of bB, there were just too many things I couldn't find a decent way to do, but I've been working on an installment in a series I've created since I was little called Project Eden. I'll be entering it close to the deadline (finished or not!!) so I don't expect a ton of feedback, but it's pretty damn cool. It works with the limitations of bB instead of againt, I have high hopes for it.

 

Everyone should grab the latest version of bB, there is still time.

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I suppose I'll have to figure out what's an acceptable code size for a 4k SC game, meaning exactly how much space should be taken out for the SC header.

 

The tape header (not counting the first eight "zero" bits) is eight bytes long, and each 256-byte block has another two bytes of header. So if you have 16 pages, that's 40 bytes worth of headers.

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Hello,

 

I entered the 4kb competition with a new game called "Raster Fahndung".

Some more information is available here: http://www.quernhorst.de/atari/rf.html

I just played a few rounds (without sound). Very nice!

 

A few suggestions:

- the scoring should be bit more dynamic. Higher levels should score more and not less points like it is now.

- maintainig a high score would be nice

- the cursor controls are a bit weak. I find it unneccessary hard to position it at the exact spot

- the cursor shape is a bit irritating. Best would of course be a complete rectangle, surrounding the whole pattern. Or at least two angles at the opposite angles of the pattern.

- the positioning of the cursor looks a few pixel wrong too. IMO it should be a few pixels to the left and up, surrounding the pattern instead of being inside it

- how about an extra hard mode which allows wrap arounds of the pattern? :evil:

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Regrettably, I won't be submitting anything this year. Hunt the Wumpus is on track to be my next completed project, likely in Q4 2006. Next will be Stellar Fortress in 2007, followed by The Battle of Midway. All three of these games are targeted to be 4K ROMs. Hopefully I'll be able to submit all three next year, and start publishing them into carts.

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I just played a few rounds (without sound). Very nice!

Thanks for the kind words and your suggestions, Thomas.

 

I'm happy to have the game ready for the competition as it is now, as I wanted to support the compo and add to the 2600 line-up this year. I'm out of spare time within the next weeks unfortunately. I might change/improve some things in my next holidays in september, but that's after the competition already.

 

BTW: the cursors were shown this way as the bit below should always be visible and not covered too much by the cursors, therefore the cursors are different and not on the very top left corner. I already thought about having two cursor edges for every player... as written above: it may be added to a version 2 maybe. :)

 

Thanks again,

Simon

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I'm happy to have the game ready for the competition as it is now, as I wanted to support the compo and add to the 2600 line-up this year. I'm out of spare time within the next weeks unfortunately. I might change/improve some things in my next holidays in september, but that's after the competition already.

Understood.

 

At least you (partially) now already know my comment when voting for your game. ;)

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At least you (partially) now already know my comment when voting for your game. ;)

Oh, oh. Then I'd have prefered a PM, as other voters may have liked the game as it is right now, but got distracted by your suggestions now. ;)

 

Thanks again,

Simon

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Regrettably, I won't be submitting anything this year. Hunt the Wumpus is on track to be my next completed project, likely in Q4 2006. Next will be Stellar Fortress in 2007, followed by The Battle of Midway. All three of these games are targeted to be 4K ROMs. Hopefully I'll be able to submit all three next year, and start publishing them into carts.

Master of Arcturus! I'd really like to have that on a cart someday... :)

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I suppose I'll have to figure out what's an acceptable code size for a 4k SC game, meaning exactly how much space should be taken out for the SC header.

 

The tape header (not counting the first eight "zero" bits) is eight bytes long, and each 256-byte block has another two bytes of header. So if you have 16 pages, that's 40 bytes worth of headers.

So, when you submitted SDI, they didn't care about the $55 checksum bytes, or were you counting those? I ask because when I look at the actual assembled .bin, there are 72 sequential bytes in the header block, though 16 of those are zeros.

 

Also, where in the .bin did you physically locate your code? Mine's in the first 4k (save about 53 bytes right now.)

 

Just want to make sure that I don't get hassled about the size of the game, as the deadline is very near.

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So, when you submitted SDI, they didn't care about the $55 checksum bytes, or were you counting those? I ask because when I look at the actual assembled .bin, there are 72 sequential bytes in the header block, though 16 of those are zeros.

 

The checksum byte is one of the two bytes per block of header I was counting.

 

Also, where in the .bin did you physically locate your code? Mine's in the first 4k (save about 53 bytes right now.)

 

I zeroed out the first 16 bytes.

 

Just want to make sure that I don't get hassled about the size of the game, as the deadline is very near.

 

I know what I did last year. My preference if I were doing a 4K game would be to try to get it into 15 pages since then there would be no question whatsoever about size, though the fact that 1K Commodore games are allowed to use 5 disk blocks if the last block only has two bytes of header plus eight bytes of used data would suggest that what matters is not the number of physical blocks but the amount of data in them.

 

Another way of looking at things is to say that it should be possible to replace all but 4096 bytes of the game file with random data (it may be necessary to change one or more of the 4096 bytes to adjust for the change).

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