+SpiceWare Posted October 30, 2006 Author Share Posted October 30, 2006 Yep - I'll start working on that next. Quote Link to comment Share on other sites More sharing options...
Albert Posted October 30, 2006 Share Posted October 30, 2006 Yep - I'll start working on that next. Awesome, can't wait to see it.. Got a lot of great comments about the game at the show this weekend. Many people asked me when they could buy it! ..Al Quote Link to comment Share on other sites More sharing options...
+SpiceWare Posted October 30, 2006 Author Share Posted October 30, 2006 Got a lot of great comments about the game at the show this weekend. Many people asked me when they could buy it! ..Al Sweet Quote Link to comment Share on other sites More sharing options...
+SpiceWare Posted October 30, 2006 Author Share Posted October 30, 2006 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. Quote Link to comment Share on other sites More sharing options...
espire8 Posted October 30, 2006 Share Posted October 30, 2006 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. That's fantastic! Much better than I would have been able to do. Nice work! 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! Quote Link to comment Share on other sites More sharing options...
Mayhem Posted October 30, 2006 Share Posted October 30, 2006 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. In a word, yes please Quote Link to comment Share on other sites More sharing options...
+SpiceWare Posted October 31, 2006 Author Share Posted October 31, 2006 moderntimes99 figured out a small change to the music routines that makes the PAL version run at the correct speed. mm20061030PAL.bin Quote Link to comment Share on other sites More sharing options...
Zach Posted October 31, 2006 Share Posted October 31, 2006 I was never into Warlords much, but this game of yours is so well done, I'm getting into Medieval Mayhem. Quote Link to comment Share on other sites More sharing options...
jpfalcon2003 Posted October 31, 2006 Share Posted October 31, 2006 I was never into Warlords much, but this game of yours is so well done, I'm getting into Medieval Mayhem. Same here. Quote Link to comment Share on other sites More sharing options...
+Nathan Strum Posted October 31, 2006 Share Posted October 31, 2006 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? Quote Link to comment Share on other sites More sharing options...
Jacob Rose Posted November 1, 2006 Share Posted November 1, 2006 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? 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..." Quote Link to comment Share on other sites More sharing options...
supercat Posted November 1, 2006 Share Posted November 1, 2006 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). Quote Link to comment Share on other sites More sharing options...
+SpiceWare Posted November 1, 2006 Author Share Posted November 1, 2006 Thanks all! Yeah, the debugger in Stella is great to have when trying to figure things out. Quote Link to comment Share on other sites More sharing options...
espire8 Posted November 4, 2006 Share Posted November 4, 2006 (edited) Here's an update to the last dragon frame count. Depending on the amount of memory it's gonna need, this is most likely the final version Darrell will use. Edited November 4, 2006 by espire8 Quote Link to comment Share on other sites More sharing options...
+Nathan Strum Posted November 4, 2006 Share Posted November 4, 2006 Awesome! Quote Link to comment Share on other sites More sharing options...
rockfistus Posted November 11, 2006 Share Posted November 11, 2006 Wow, this is rad I wouldn't mind having it on cart. Warlords is still my favorite multiplayer game. Quote Link to comment Share on other sites More sharing options...
mos6507 Posted November 12, 2006 Share Posted November 12, 2006 Here's an update to the last dragon frame count. Depending on the amount of memory it's gonna need, this is most likely the final version Darrell will use. That has to be the most baroque graphics ever created for a 2600 game. Quote Link to comment Share on other sites More sharing options...
+SpiceWare Posted November 19, 2006 Author Share Posted November 19, 2006 (edited) 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 November 19, 2006 by SpiceWare Quote Link to comment Share on other sites More sharing options...
mos6507 Posted November 20, 2006 Share Posted November 20, 2006 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? Quote Link to comment Share on other sites More sharing options...
+Nathan Strum Posted November 20, 2006 Share Posted November 20, 2006 I think it'd be better if it said "DEVO". And played "Whip It". That would be cool. Quote Link to comment Share on other sites More sharing options...
SeaGtGruff Posted November 20, 2006 Share Posted November 20, 2006 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 Quote Link to comment Share on other sites More sharing options...
+SpiceWare Posted November 20, 2006 Author Share Posted November 20, 2006 supercat suggested this in the blog: XXX..XX.X...X..X _X.X.X..XX.XX.X.X _X.X.XX.X.X.X.X.X _X.X.X..X...X.X.X XXX..XX.X...X..X 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. Quote Link to comment Share on other sites More sharing options...
SeaGtGruff Posted November 20, 2006 Share Posted November 20, 2006 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 Quote Link to comment Share on other sites More sharing options...
+SpiceWare Posted November 20, 2006 Author Share Posted November 20, 2006 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). Quote Link to comment Share on other sites More sharing options...
+SpiceWare Posted November 21, 2006 Author Share Posted November 21, 2006 (edited) Comments on? vs. Edited September 9, 2007 by SpiceWare Quote Link to comment Share on other sites More sharing options...
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