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Final Builds

Posted by SpiceWare, in Medieval Mayhem 12 December 2006 · 157 views

The last of the animation changes are now in place.

I'd like to thank you all for your help and support :thumbsup:

Enjoy the final BINs :)
Attached File  Medieval_Mayhem___NTSC.bin (32K)
downloads: 126
Attached File  Medieval_Mayhem___PAL.bin (32K)
downloads: 122
Attached File  Medieval_Mayhem.zip (145.74K)
downloads: 112

Just for fun - made a couple of animated gifs that cover the development of Medieval Mayhem:

Main Menu
Posted Image

Game Screen
Posted Image




I'm really glad for the final build. I had a great time working on the easter egg animation part of Darrell's game for all to enjoy.
The level of creativity here is incredible for this platform and I believe this homebrew has reached new heights in many areas.
The game play, features, hidden extras and the visuals it's got it all. Compared to the original warlords I must say there is
no comparison.

Thanks Darrell for bringing to us this masterpiece.

I now have a real reason to keep my old 2600 next to the tv. :)
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Congratulations on the Final Build! It was fun following along the development all this time. The game looks absolutley stunning!
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Congratulations on finishing the game, and thanks for the mention in the easter egg! I'm keen to see what your next project will be now - a remake of Donkey Kong, or a decent version of ET perhaps :)

Chris
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Congratulations on the release!

cd-w, on Wed Dec 13, 2006 9:20 AM, said:

I'm keen to see what your next project will be now - a remake of Donkey Kong, or a decent version of ET perhaps :)

NRX please ;)
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Great work, Darrell (and David as well)! Congratulations on finishing up your first 2600 game - and what an amazing first game it is, too.

You've got a lot to live up to, now. :)
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Thanks!

I have a game idea already - Dragon Defense Squad. Kind of a missile command meets Pern. All that ever happened back then was a cheesy display kernel that did color changes based on joystick and keypad readings.

NRX?
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New Rally X
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Just noticed this in the final build - I let the demo run for awhile, and saw the screen hop twice in Stella. Haven't seen it while playing a game though.
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Nathan Strum, on Wed Dec 13, 2006 9:30 AM, said:

Just noticed this in the final build - I let the demo run for awhile, and saw the screen hop twice in Stella. Haven't seen it while playing a game though.
:) hmm - I'll run it in the the background with a breakif {_scan==#263} and see if anything shows up.

The break's caught it twice so far. There's an extra scan line occuring in the vertical blank, shifting the screen down by 1. Only pattern I've noticed so far is the fireball was on the right side of the screen. I'm going to leave it running and save screen grabs of the debugger to send home for analysis this evening.
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Maybe also breakif {_scan==#261}
or if possible breakif {_scan!=#262}

EDIT: Or non of the above if _scan ain't the sum...
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it's not the sum, so those would trap all the time.

I've noticed a pattern - it happens when a right side player is holding onto a fireball.

Nobody's seen it during normal gameplay(and I've been playtesting with the scanline break) so I suspect it's the timing of the music routines causing issues with the extra time to process fireball flareups and the resulting sprite positioning(3 items to the far right).

I currently have it set to move 2 AI players per frame during the demo - possible solution would be just 1 AI player per frame. Main issue is ROM space - if I'm not mistaken, both banks holding Vertical Blank code are down to 0 bytes free.
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Yep, both banks had 0 bytes free. I was able to free up a little wiggle room

I tried making the AI players update 1 per frame in DEMO mode. The DEMO was horrible after that so, so that's not an option.

I've made some changes and have it running with the scanline break on both my iMac and my MacBook. Looking good so far. I'm investigating other options while the tests run.
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