Was trying to figure out how to show the special objects* in the Frenzy variation when I realized a 2x player would just about fill the width of the smaller room sections. I checked the kernel and discovered I had enough time to change the size of Player 1 during it's reposition routines. I also had an unused color data stream value, due to Player 1's reposition routine taking 1 scanline longer than player 0's routine, where I could store the NUSIZ1 value. So I've updated the kernel and the sprite flicker routines to support double size objects. Only one is in place at the moment, Big Otto. For this test I just manually doubled the graphic data to create Big Otto, so you can't tell that it really supports single-line detail for the double size sprites.

There's quite a bit more to be done before the Frenzy variation is really playable: updating the collision routines to support 2x sprites, revised shot routines to deal with the new wall properties, doors that line up in different positions, etc.
Note: Left Difficulty controls the flicker/animate for the walls.
ROM
frantic_harmony_20110909.bin (32K)
downloads: 21
Source
Frantic20110909.zip (612.28K)
downloads: 14
* This video shows 3 of them, though it's stretched widescreen for some reason:
3:15 Big Otto
5:17 Power Plant
8:01 Central Computer
It's missing the Robot Factory. This video shows the ColecoVision version of Frenzy:
1:18 Big Otto
2:00 Power Plant
3:18 Central Computer
4:01 Robot Factory
There's quite a bit more to be done before the Frenzy variation is really playable: updating the collision routines to support 2x sprites, revised shot routines to deal with the new wall properties, doors that line up in different positions, etc.
Note: Left Difficulty controls the flicker/animate for the walls.
ROM
frantic_harmony_20110909.bin (32K)
downloads: 21
Source
Frantic20110909.zip (612.28K)
downloads: 14
* This video shows 3 of them, though it's stretched widescreen for some reason:
3:15 Big Otto
5:17 Power Plant
8:01 Central Computer
It's missing the Robot Factory. This video shows the ColecoVision version of Frenzy:
1:18 Big Otto
2:00 Power Plant
3:18 Central Computer
4:01 Robot Factory



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How are you going to handle the difference in the lethal walls / robots? (i.e. the robots in Frenzy just stop you from moving in that direction instead of killing you, as do the walls) ...or I should say *are* you going to handle it differently than the Berzerk-inspired version?
I ask this because In the version I am doing for the 7800 I am having two separate collision routines for Frenzy and Berzerk... Because In Frenzy the objects stop moving just *before* there is a collision (i.e. there's a small gap between them), and in Berzerk you (or the robot) die when there *is* a collision.