+Atarius Maximus Posted September 10, 2007 Author Share Posted September 10, 2007 Hi StevePlayed 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 Quote Link to comment Share on other sites More sharing options...
+Atarius Maximus Posted September 10, 2007 Author Share Posted September 10, 2007 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! 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 Quote Link to comment Share on other sites More sharing options...
CurtisP Posted September 11, 2007 Share Posted September 11, 2007 Wow that's a lot of code. I don't see any glaring inefficencies. It would just be a little optimizations here and there. For now I think I'll just leave that part alone. Quote Link to comment Share on other sites More sharing options...
MausBoy Posted September 11, 2007 Share Posted September 11, 2007 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. Quote Link to comment Share on other sites More sharing options...
gambler172 Posted September 11, 2007 Share Posted September 11, 2007 Hi StevePlayed 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 Quote Link to comment Share on other sites More sharing options...
+Atarius Maximus Posted September 14, 2007 Author Share Posted September 14, 2007 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 Quote Link to comment Share on other sites More sharing options...
gambler172 Posted September 15, 2007 Share Posted September 15, 2007 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 Quote Link to comment Share on other sites More sharing options...
CurtisP Posted September 15, 2007 Share Posted September 15, 2007 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? Quote Link to comment Share on other sites More sharing options...
gambler172 Posted September 15, 2007 Share Posted September 15, 2007 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? Hi Curtis How about an "Indiana Jones style"melody???? greetings Walter Quote Link to comment Share on other sites More sharing options...
+Atarius Maximus Posted September 17, 2007 Author Share Posted September 17, 2007 (edited) 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 September 17, 2007 by Atarius Maximus Quote Link to comment Share on other sites More sharing options...
espire8 Posted September 18, 2007 Share Posted September 18, 2007 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 SteveChecked 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 WalterNice to see you're willing to assist here with your real hardware gameplay testing, ... mind if you can test my Blue Jay's Move hack while you're at it? You already know my situation. Thanks much. Quote Link to comment Share on other sites More sharing options...
+Atarius Maximus Posted September 18, 2007 Author Share Posted September 18, 2007 (edited) 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 September 18, 2007 by Atarius Maximus Quote Link to comment Share on other sites More sharing options...
gambler172 Posted September 18, 2007 Share Posted September 18, 2007 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 Quote Link to comment Share on other sites More sharing options...
+Atarius Maximus Posted September 18, 2007 Author Share Posted September 18, 2007 Hi StevePlayed 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 Quote Link to comment Share on other sites More sharing options...
gambler172 Posted September 19, 2007 Share Posted September 19, 2007 Hi Steve I always read the post in this thread.Would be great,if Curtis can do something.But "Cave In" is a great game,with or without sound.At the moment,my most prefered 2600 game.Played some more time last night and i did not find any bugs. greetings Walter Quote Link to comment Share on other sites More sharing options...
espire8 Posted September 19, 2007 Share Posted September 19, 2007 (edited) Hi Steve, I'll look at what I can do with the death sequence over the weekend. I'll let you know if I need extra hight in the sprites I still need to work on the giant spider though. I'll finish that during the week. Edited September 25, 2007 by espire8 Quote Link to comment Share on other sites More sharing options...
espire8 Posted September 25, 2007 Share Posted September 25, 2007 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 Quote Link to comment Share on other sites More sharing options...
Lauren Tyler Posted September 25, 2007 Share Posted September 25, 2007 Very nice. Shows the true power of bAtari BASIC. Quote Link to comment Share on other sites More sharing options...
gambler172 Posted September 25, 2007 Share Posted September 25, 2007 Hi Espire The death animations look good. great work. greetings Walter Quote Link to comment Share on other sites More sharing options...
+Atarius Maximus Posted September 25, 2007 Author Share Posted September 25, 2007 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! The changes you've made look great - I'll update the source as soon as I get some time. Thanks! Steve Quote Link to comment Share on other sites More sharing options...
+Atarius Maximus Posted September 26, 2007 Author Share Posted September 26, 2007 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!!!! 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 Quote Link to comment Share on other sites More sharing options...
gambler172 Posted September 26, 2007 Share Posted September 26, 2007 Hi Steve I tried the actual version on my 7800 Pal system and it works great.No bugs found,until now.But i will check some longer time at weekend.The enemies are really nice.Only the big rat..........It looks too funny. greetings Walter Quote Link to comment Share on other sites More sharing options...
espire8 Posted September 27, 2007 Share Posted September 27, 2007 (edited) 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. 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 September 27, 2007 by espire8 Quote Link to comment Share on other sites More sharing options...
+Propane13 Posted September 27, 2007 Share Posted September 27, 2007 This. Game. Is. Awesome. I just saw this thread yesterday. -John Quote Link to comment Share on other sites More sharing options...
+Atarius Maximus Posted September 27, 2007 Author Share Posted September 27, 2007 (edited) 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 September 27, 2007 by Atarius Maximus Quote Link to comment Share on other sites More sharing options...
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