Jump to content
IGNORED

Cave-In (PAL50/60 versions available)


Atarius Maximus

Recommended Posts

Hi Steve

Played the actual version with the cheats.What should i say????A really nice endscreen.Really great work.

If there is no space for a title music,then this is not a problem.But it would be nice and a little music at the endscreen would be nice too.But like i said:"It is not so important"

Another thing.I checked the actual version with my CC2 on my Pal system.But at the first screen it is dark.When i move up,i can see the next screen.But when i touch a wall in every room,the room scrolls down

for a while,which makes playing difficult.I do not have this problem on the emulator.

Maybe this does not happen on NTSC????? :?

But all your other versions worked great on my Pal system.

What is the problem???Unfortunately i am not a programmer;only a little hacker and gametester.

greetings Walter

 

Walter,

 

Try this version and let me know if you still have the screen roll problem on real hardware. I've removed the shield status from the inventory bar, which has given me all kinds of trouble in my testing because of the method I was using to detect when to remove it. The inventory status was being checked every time you touched a wall to see if you still had the shield - which I believe was causing the problem you experienced.

 

Steve

adv151.bin

Link to comment
Share on other sites

I'm actually running a little low on space now, there's only about 4.5K of space left out of the 32k now (spread out among the 8 banks). I think I'm just about done adding new features, I'm concentrating more on testing the game now.

 

If you would like to send me a copy of the source code, I can see if there is anything that can be optimized. I may also be able to help with the music. There's already a machine language 2600 tracker out there that I have wanted to integrate into bAtari Basic, and I have a friend who might want to write some original music.

 

Thanks Curtis. I usually post the source code every time I post a new binary, I don't mind sharing it. I'd love some help with the music if you're willing, that would be great! :D

 

I've only used Kirk Israel's music code for bB, which works fine, but it's really difficult to compose with. That code is already included in my source in the "music" subroutine in bank 3. It can be called anytime and works ok now, but the song I created doesn't sound very good.

 

You'll need the custom score_graphics.asm file too to recompile it correctly, which I posted some time ago but I'll included in this post again.

 

Steve

adv151source.txt

score_graphics.zip

Link to comment
Share on other sites

If you would like to send me a copy of the source code, I can see if there is anything that can be optimized. I may also be able to help with the music. There's already a machine language 2600 tracker out there that I have wanted to integrate into bAtari Basic, and I have a friend who might want to write some original music.

 

That would be great, writing music in bB code is kind of a pain.

Link to comment
Share on other sites

Hi Steve

Played the actual version with the cheats.What should i say????A really nice endscreen.Really great work.

If there is no space for a title music,then this is not a problem.But it would be nice and a little music at the endscreen would be nice too.But like i said:"It is not so important"

Another thing.I checked the actual version with my CC2 on my Pal system.But at the first screen it is dark.When i move up,i can see the next screen.But when i touch a wall in every room,the room scrolls down

for a while,which makes playing difficult.I do not have this problem on the emulator.

Maybe this does not happen on NTSC????? :?

But all your other versions worked great on my Pal system.

What is the problem???Unfortunately i am not a programmer;only a little hacker and gametester.

greetings Walter

 

Walter,

 

Try this version and let me know if you still have the screen roll problem on real hardware. I've removed the shield status from the inventory bar, which has given me all kinds of trouble in my testing because of the method I was using to detect when to remove it. The inventory status was being checked every time you touched a wall to see if you still had the shield - which I believe was causing the problem you experienced.

 

Steve

Hi Steve

Checked on my Pal system.It works great now.

Good work.

greetings Walter

Link to comment
Share on other sites

I'm really close to being finished with this game now. The only things left on my to-do list involve sound effects and music. :) It's really to the point now where adding more to the game will cause hardware compatibility problems - I've crammed so much in there already every time I make a change I have to change 3 or 4 other things to accomodate it.

 

There's now over 5000 lines of code for this game, and it's using about 28k of the available 32k space.

 

Changes:

- took steps to eliminate screen roll when changing to hidden rooms

- carrying around the completed crown piece was eliminated - the completed crown is now displayed in your inventory instead.

- removed shield status from inventory display (it's now used for the crown)

- fixed issue of blacked out playfield in cave warp room

- other hardware compatibility issues were addressed - lots of minor code tweaking.

 

Cheats changed slightly (and now can be used without causing the screen to roll). Should these stay in the final version? I've just got them in there for debugging purposes right now.

- Right Joystick left && fire button - opens hidden passage, gives gun upgrade, gives all keys, gives crown & all crown pieces

- Right Joystick right && fire button - restores health to full

 

Steve

adv153.bin

adv153source.txt

Link to comment
Share on other sites

Very nice game with lot's of stuff. I'll have to look at the code again. I think there's some more streamlining that can be done using lookup tables, etc.

 

Any ideas what kind of music you want?

 

 

Any streamlining that can be done would be helpful, I appreciate you taking a look at the code. I think everything is working ok as it is now, but anything that will make the code more efficient will make this game more likely to work correctly on actual hardware.

 

As far as the music, I guess it's pretty hard to describe in words what I'd like a song to sound like. I'd really be willing to use anything that sounds good, especially if I've got someone volunteering to help out. I've had Indiana Jones in my head the whole time I've been working on this game - so something like that would be cool, as Walter mentioned.

 

Steve

Edited by Atarius Maximus
Link to comment
Share on other sites

Well steve, I finally realized the huge rat creature is actualy borrowing the same normal sized rat sprite image, so I can't really do anything for sprucing up the look of the giant rat without affecting the normal rat as well. If you like, maybe we can swap the images with your spider? I think I can rework it to look similar to the giant spider I did in the title screen.

Hi Steve

Checked the actual version on real hardware.It works great.No bugs found.About the cheats.I think it is equal,if you keep them in the final version or not."Cave In"is really a great game;maybe the best 2007.

greetings Walter

Hello Walter

Nice to see you're willing to assist here with your real hardware gameplay testing, ... :ponder: mind if you can test my Blue Jay's Move hack while you're at it? You already know my situation. Thanks much.

Link to comment
Share on other sites

Well steve, I finally realized the huge rat creature is actualy borrowing the same normal sized rat sprite image, so I can't really do anything for sprucing up the look of the giant rat without affecting the normal rat as well. If you like, maybe we can swap the images with your spider? I think I can rework it to look similar to the giant spider I did in the title screen.
Sure thing. This version simply swaps the rat and the spider's positions in the game.

 

If you want to help with the enemy death animation, it could use a little sprucing up too, I wasn't really sure what do do with it. It's a four frame animation, however the last frame is blank to make the enemy disappear. The first is 10 pixels tall, the second is 8 pixels, and hte last is 6 pixels, as I was making the animation get smaller in size as it disappeared. If you have an idea that would require uniform or slightly larger sprites, I could make that change.

 

Current death animation (I replaced the % with _ so the forum software displays it correctly):

 

  
 rem first frame
 player0: 
	_00000000
	_00111100
	_01000010
	_01000010
	_01000010
	_01000010
	_01000010
	_01000010
	_00111100
	_00000000
end
 rem second frame
 player0:
	_00000000
	_00011000
	_00100100
	_00100100
	_00100100
	_00100100
	_00011000
	_00000000
end
 rem third frame
 player0:
	_00000000
	_00000000
	_00011000
	_00011000
	_00000000
	_00000000
end
 rem fourth frame
 player0:
	_00000000

 

Thanks!

 

Steve

adv154.bin

adv154source.txt

Edited by Atarius Maximus
Link to comment
Share on other sites

Hi Steve

Played your actual version.When i passed the first Railcar sequence,i went up and found a transporter.When i moved inside,nothing happened :? .I was not moved to another room or so.Is that right,must i find something to activate it?Or is the transporter off in this version.Otherwise,the game plays great on real hardware.

I have an idea.How about a little melody at the beginning,like in the VCS game "Raiders of the lost Arc"?

This would sound nice and fits to an Indiana Jones game.

greetings Walter

Link to comment
Share on other sites

Hi Steve

Played your actual version.When i passed the first Railcar sequence,i went up and found a transporter.When i moved inside,nothing happened :? .I was not moved to another room or so.Is that right,must i find something to activate it?Or is the transporter off in this version.Otherwise,the game plays great on real hardware.

That particular room doesn't have a transporter, it actually just recharges your health to 100%. I reused the same sprite that's used in the "warp" rooms, however in the health recharge room it's blue instead of gray.
I have an idea.How about a little melody at the beginning,like in the VCS game "Raiders of the lost Arc"?

This would sound nice and fits to an Indiana Jones game.

greetings Walter

I'd love to have a titlescreen song, but my attempts to create something that sounds good have not gone well. As you're probably read in his posts, CurtisP has offered to help develop a song. I'm hoping that works out, if not, then this game may just have to be music free.

 

Steve

Link to comment
Share on other sites

Here's the new enemy death frames. They sort of explode when shot.

I also included a new medical kit sprite since I found it next to the death frames in the code.

 

rem first frame
player0: 
_01000011
_11100111
_01100010
_01011100
_00111010
_11011111
_11100111
_11100110
_01000000
_00000000
end
rem second frame
player0:
_01000010
_00000000
_00011000
_00011000
_00010000
_11000010
_00011000
_00000000
end
rem third frame
player0:
_00000000
_00000000
_00001000
_00000000
_10000000
_00000000
end
rem fourth frame
player0:
_00000000

medical kit sprite

_00011000
_00100100
_11111111
_00011000
_11100111
_11000011
_11000011
_11100111
_11111111
_00000000

end

 

And the hacked binary to see it right away..adv154_hacked_deathframes.bin

Btw Steve, this hack also has a new hero death sequence and a new pose for indy in the railcar scene. Can you reposition the new indy sprite so he is visable standing atop of the mining cart?

 

Here are the new new indy and mining cart sprites in code format to make it easier to implement the change to your source. I'll have the the new hero death sequence sprites a little later.

 

new mining cart 
_10000001
_11111111
_11111111
_11111111
_01111110
_11111111
_00111100
_10100101
_10111101
_10100101
_10100101
_01000010
end

new standing hero sprite (railcar)
_00001100
_00011110
_00001100
_00001000
_00100100
_01111110
_10110001
_00000000
_00111000
_01100100
_10000110
_00000000

end

Link to comment
Share on other sites

Here's the new enemy death frames. They sort of explode when shot.

I also included a new medical kit sprite since I found it next to the death frames in the code.

 

rem first frame
player0: 
_01000011
_11100111
_01100010
_01011100
_00111010
_11011111
_11100111
_11100110
_01000000
_00000000
end
rem second frame
player0:
_01000010
_00000000
_00011000
_00011000
_00010000
_11000010
_00011000
_00000000
end
rem third frame
player0:
_00000000
_00000000
_00001000
_00000000
_10000000
_00000000
end
rem fourth frame
player0:
_00000000

medical kit sprite

_00011000
_00100100
_11111111
_00011000
_11100111
_11000011
_11000011
_11100111
_11111111
_00000000

end

 

And the hacked binary to see it right away..adv154_hacked_deathframes.bin

Btw Steve, this hack also has a new hero death sequence and a new pose for indy in the railcar scene. Can you reposition the new indy sprite so he is visable standing atop of the mining cart?

 

Here are the new new indy and mining cart sprites in code format to make it easier to implement the change to your source. I'll have the the new hero death sequence sprites a little later.

 

new mining cart 
_10000001
_11111111
_11111111
_11111111
_01111110
_11111111
_00111100
_10100101
_10111101
_10100101
_10100101
_01000010
end

new standing hero sprite (railcar)
_00001100
_00011110
_00001100
_00001000
_00100100
_01111110
_10110001
_00000000
_00111000
_01100100
_10000110
_00000000

end

 

 

I Love it! :cool: The changes you've made look great - I'll update the source as soon as I get some time.

 

Thanks!

 

Steve

Link to comment
Share on other sites

Ok, all of the sprite changes have been added to the source. There's a new railcar, a new player sprite for riding the railcar (who now rides on top of it instead of in the middle), a new heatlh powerup sprite, and new death animations for both the player and the enemies.

 

Thanks espire8!!!! :D

 

The gameplay portion of this game is 100% complete now. Here's the final things on my to-do list:

 

1. Titlescreen Music and/or music for the final "you won the game" screen.

2. Check and tweak all sound effects. Most of my testing is done at work with no sound - I need to make sure all sound effects work correctly.

3. Bug testing. There are specific areas I need to test on real hardware as well.

A. Entering and exiting secret rooms - need to make sure they don't make the screen roll

B. Enemy death animation - need to make sure it doesn't cause a screen roll. I may adjust the speed of the animation or number of frames used.

C. That the game is winnable - I need to play through an entire game without using the debug mode cheats.

D. Further test and make sure all items work as expected (shield, gun powerup, keys, etc) in all areas/rooms of the game.

4. Create final version of the map and instruction manual.

 

Steve

adv155.bin

adv155source.txt

Link to comment
Share on other sites

I played your latest build and found you already implemented the new hero death animation. The images were a little off so I corrected them and pasted that part of the code here:

deathplay1
  player1:
	_00100011
	_00110010
	_00010110
	_00111000
	_00000000
	_10110001
	_01111110
	_00000000
	_00000110
	_00001111
	_00000110
end
 AUDF1=15:AUDC1=15:AUDV1=7
 goto deathplayret

deathplay2
  player1:
	_01100100
	_00101100
	_00101000
	_00111000
	_00000000
	_00011010
	_01011101
	_00111100
	_00001100
	_00011110
	_00001100
end
 AUDF1=16:AUDC1=15:AUDV1=7
 goto deathplayret

deathplay3
 player1:
	_11000110
	_01001100
	_01111000
	_00011001
	_00000010
	_00001110
	_00111100
	_01000110
	_00000000
	_00001111
	_00000110
end
 AUDF1=17:AUDC1=15:AUDV1=7
 goto deathplayret

deathplay4
  player1:
	_11000011
	_01000110
	_00111100
	_00011001
	_00001110
	_00011100
	_00100000
	_00000000
	_00000000
	_00001111
	_00000110
end
 AUDF1=18:AUDC1=15:AUDV1=7
 goto deathplayret

deathplay5
 player1:
	_00000000
	_00111101
	_11011110
	_10010010
	_00100000
	_00000000
	_00000000
	_00000000
	_00000000
	_00000110
	_00001111
end
 AUDF1=19:AUDC1=15:AUDV1=7
 goto deathplayret


deathplay6
  player1:
	_00000000
	_00111101
	_01011111
	_11000110
	_10000110
	_00000000
	_00000000
	_00000000
	_00000000
	_00000000
	_00000000
end
 AUDF1=20:AUDC1=15:AUDV1=7
 goto deathplayret

deathplay7
  player1:
	_11000100
	_10111101
	_00011110
	_00000000
	_00001111
	_00000110
	_00000000
	_00000000
	_00000000
	_00000000
	_00000000

 

The hero pose was also missing 1 line and the railcar was missing a very small detail, fixed it as well.

post-7623-1190871160_thumb.png

 player1:

_10000110
_01100100
_00111000
_00000000
_10110001
_01111110
_00100100
_00001000
_00001100
_00011110
_00001100
_00000000
end
 
player0:
_01000010
_10100101
_10100101
_10111101
_10100101
_01011010
_00111100
_11111111
_01111110
_11111111
_11111111
_11111111
_10000001
end

 

Another idea I had is to add an element of consitution for indy by having him move slower to the same speed as the slow moving cave critters whenever his health drops say below 1/3 of the way before dying? The fast moving critters will definetly be able to catch up to indy when he's weak like that and make his situation more dangerous and fun. Of course, replenishing his health will get him back up to running speed.

 

I'll see about changing that big rat into a big spider!

 

and finaly, I'm also working on a different rockslide playfield that I'll post soon! ;) Almost finished.

 

Okay, here's the new rockslide playfield. I found it quite easy to get pass it as were originaly so I redesigned it so indy has to zig zag more horizontaly, making it trickier to avoid the rocks that move in the same horizontal direction. This screen would be very tricky if indy's health were weak and you were slowed down because of it as there is more of a chance of getting hit by the rocks, timing it right would be the strategy here.

Steve, you can make any changes to the playfield you deem nessesary if you should decide to implement it.

 
.............XXXXXXXXXXX....XXXX
...XX........XXXXXXXXXXX..XXXXXX
..XXXX......X.XXXXXXXXX....XXXXX
.XXXXXX........XXXXXXX.......XXX
..XXXX..................X.......
...XX........................XXX
XX.....XX...................XXXX
XXX...XXXX....XXX...X.......XXXX
XX...XXXXXX..XXXXX............XX
,,....XXXX....XXX..........X....
..X....XX..X....................
.....X....XXX............XXX..X.
XX.X.......X......X.....XXXXX...
XXX....................XXXXXX...
XXX......................XXX...X
XX............................XX
.......X..........XXX..X......XX
X.........XXXXX..XXXXX.........X
XX.......XXXXXXX..XXX...........
XXX......XXXXXXX................
XX........XXXX...........X....XX
X.....X....XX................XXX
.....................XXX......XX
.x..................XXXXX.......
XXX................XXXXXX.....XX
.XXX.............X..XXXX......XX
..X........XX..X.....XX........X
...XX.....XXXX..................
..XXXX..X..XX..............XXXX.
.XXXXXX..................XXXXXXX
..XXXX...............X..XXXXXXXX
...XX.....X..............XXXXXX.

Edited by espire8
Link to comment
Share on other sites

espire8... Thanks for posting all of the sprite fixes, this build includes all of your corrections. I couldn't use the rockslide playfield you created, as the passages were too narrow to pass through. I did update the existing one, however, to make it a little harder to navigate. I also put in place the change you suggested about the player character slowing down when he's low on health. I can't guarantee that this feature will remain, as I'd still need to test it on real hardware and make sure it doesn't cause any problems. When you get down to three blocks of health remaining, your character will move at about half speed.

 

Propane13... thanks for the compliment! :)

 

gambler172... thanks for continuing to test the game on real hardware for me, it's a big help! :)

 

Steve

adv156.bin

adv156source.txt

Edited by Atarius Maximus
Link to comment
Share on other sites

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

Loading...
  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...