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Medieval Mayhem - 2600


SpiceWare
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  • Title Screen/Attract Mode Music, Druid Chip by moderntimes99.
  • Easter Egg(works, but is not finished)
  • Minor fix to prevent captured fireballs from wrapping around the screen

Please note the music is slower on PAL systems. I'd like feedback as to whether or not I should switch the PAL version to PAL60.

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Okay everybody, Here's the link to the 27 frame 'Dragon anime', This is my inital test so I can't say this is the final version yet, enjoy. :cool:

 

That's fantastic! Much better than I would have been able to do. Nice work! :thumbsup:

Thanks Nathan, --coming from you, that's a real complement! I always have, every now and then, wonder what your version would have been like. I mean, you did such an excellent job on the graphic sprites for Ladybug, and I'm glad you where there to make it happen. I know great looking graphics don't make a game-- but it sure really helps! ;)

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I played Warlords the other day for comparison, and Darrell's version is much better in nearly every respect. It's really quite an accomplishment.

 

I wonder what Carla Meninsky would think? :ponder:

 

Probably something like "Well, sure, if I'd had a year, a Croc Cart, an artist, and 32K..." :) Seriously, though, I wonder if Atari could have functioned if they'd spent the time and effort to do what Darrell has done? It's a far cry from "You have a month to make Pac-Man/ET/etc..."

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Probably something like "Well, sure, if I'd had a year, a Croc Cart, an artist, and 32K..." :)

 

According to Warren Robinett, even in the early days people at Atari had a development system so they could try out their games without burning EPROMs. On the other hand, I don't think programmers were allowed to hog it all to themselves. Although processor emulators had useful goodies like break points and the ability to examine memory, the 2600 would have still been a challenge because the programmers couldn't freeze the raster to examine the display (indeed, I'd be surprised if any 20th-century 2600 programmers ever had that ability although it might have been technically feasible with a properly-configured storage scope or frame buffer).

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  • AI players move if all the caught fireballs are held by AI players(no more sitting on the corner of the castle!)
  • I think I fixed the "stuck at edge" bug when an AI player catches a ball
  • rewrote "draw dragon" routines which allows DEMO message to no longer flicker

I've also moved around quite a bit of code to make room for the forthcoming animation routines. Let me know if you spot anything odd.

mm20061119NTSC.bin

mm20061119PAL.bin

Edited by SpiceWare
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  • AI players move if all the caught fireballs are held by AI players(no more sitting on the corner of the castle!)
  • I think I fixed the "stuck at edge" bug when an AI player catches a ball
  • rewrote "draw dragon" routines which allows DEMO message to no longer flicker

I've also moved around quite a bit of code to make room for the forthcoming animation routines. Let me know if you spot anything odd.

 

Sorry, more whining...

 

Can you widen the DEMO font so the M looks less like an H?

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Can you widen the DEMO font so the M looks less like an H?

He's using just the two players, single copies, and is already using the ball and both missiles for the fireballs, so unless he switches to multiple copies of the players (which may or may not be difficult within his existing kernel), one way to make the M wider might be to make the E 1 pixel narrower, left-justify the D, E, amd M, and right-justify the O-- something like the following:

 

**__**_*___*__*_

*_*_*__**_**_*_*

*_*_**_*_*_*_*_*

*_*_*__*___*_*_*

**__**_*___*__*_

 

Michael

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The 3 rows with the _ are right-shifted from the first and last rows.

 

I didn't like the skinny E, but I'll give it a try tonight.

I don't think the D looked like that in the original, did it? So if you forget about the "serifs" on the top and bottom of the D, you won't need to do any shifting from line to line.

 

MR

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nope, supercat was just utilizing the row-shift feature of my dragon routine.

 

I'll try both to see which looks better; but, the serif version will use more ROM as it requires a new shift table. The non-serif version recycles the shift table from the DRAW message(for the rare occurrence that all players die).

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