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GoSub 2


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#126 thegoldenband OFFLINE  

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Posted Thu Jan 24, 2008 8:25 PM

Did I read correctly that this project is on permanent hold because it needs a Superchip? That's a shame if so. Could the game be retooled so as not to need a Superchip?

#127 atari2600land OFFLINE  

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Posted Fri Jan 25, 2008 2:24 PM

I guess I could try to start work on it again once AG2 is finished. I'd need to redesign all the mazes and figure out how to redistribute variables. That'd be a huge undertaking, though, but I might be able to do it since I wouldn't have anything else better to do, bB speaking.

#128 atari2600land OFFLINE  

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Posted Mon Feb 11, 2008 4:09 AM

I'm going to begin work again on GoSub 2. I'll start from scratch and not use the Superchip this time (so it can be released eventually.) I plan on either going 32K or 128K.

#129 atari2600land OFFLINE  

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Posted Sun Aug 10, 2008 6:34 PM

GoSub 2 will be 8K, but with more mazes than the original. I have a whole 4k to store mazes in if I do this. I guess i could make it be 32k and have 7 banks of mazes, but I don't want to do that much work. In this update, some bugs have been fixed, I added two new mazes and changed one. The gameplay is as the same as before except you shoot the octopus instead of stunning him when touching him. Touching him will make you lose a chance. You have three tries to complete each maze or else it's game over.

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#130 atari2600land OFFLINE  

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Posted Mon Aug 11, 2008 12:30 PM

Major update on this one.
The color/b&w switch works now.
left difficulty switch controls the octopus (b=on, a=off)
right difficulty switch controls the sonar ping noise (a=on, b=off)
added a couple new mazes (you start on level 6)

The last maze will be the last maze by the time I'm finished because it's so hard.

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#131 atari2600land OFFLINE  

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Posted Tue Aug 12, 2008 11:09 AM

New version, now with temporary level select using the game select switch. This won't be in the final version, though. I added a few mazes, so rhe maze total is now 12 (0-11)

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#132 A_SN OFFLINE  

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Posted Wed Aug 13, 2008 9:10 AM

Hi, just tried the game. That's interesting, but does touching walls really have to kill you? Cause I find it annoying. Or am I missing the whole point of the game? ;)

Also, could the thing stop when you don't push the joystick?

#133 gambler172 OFFLINE  

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Posted Wed Aug 13, 2008 12:33 PM

View PostA_SN, on Wed Aug 13, 2008 10:10 AM, said:

Hi, just tried the game. That's interesting, but does touching walls really have to kill you? Cause I find it annoying. Or am I missing the whole point of the game? ;)

Also, could the thing stop when you don't push the joystick?
Hi
The touching walls are really needed.They make the game interesting and difficult.
greetings Walter

#134 atari2600land OFFLINE  

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Posted Wed Aug 13, 2008 12:59 PM

View PostA_SN, on Wed Aug 13, 2008 8:10 AM, said:

Hi, just tried the game. That's interesting, but does touching walls really have to kill you? Cause I find it annoying. Or am I missing the whole point of the game? ;)

Also, could the thing stop when you don't push the joystick?
Hey, thanks for trying the game. I'm trying to make the controls similar to GoSub 1, in which touching walls makes you die, and the thing doesn't stop when you don't push the joystick. I personally find it quite nice that I don't have to keep pushing it until I need to change direction, though that's just me.

BTW, here's a newer version of the game with a few more mazes added.

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#135 gambler172 OFFLINE  

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Posted Thu Aug 14, 2008 12:43 PM

Hi Chris
Just checked the latest version.Works great.Hope to see any other news from you soon.Hope you got my last mails.
greetings Walter

#136 atari2600land OFFLINE  

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Posted Sat Aug 16, 2008 4:15 PM

Added 2 more mazes (levels 13 and 15) Let me know if maze 15 is too hard, but keep in mind it's supposed to be the last level, replacing level 14, which is the second-to-last level. I have room for about 10 more mazes, so GoSub 2 will have at least 25 mazes (GoSub 1 had 19.)

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#137 A_SN OFFLINE  

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Posted Sun Aug 17, 2008 6:38 AM

Played it some more, great game, nevermind my previous comments, I didn't yet understand the point of the game. It's great to see such great Atari 2600 games still being made in 2008!

#138 gambler172 OFFLINE  

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Posted Sun Aug 17, 2008 10:50 AM

Hi Chris
Level 15 is not too hard.Plays very well.The only thing,which nerves,is that you loose a life if this damn octopus touches you.The most difficult thing is not the maze,it is the octopus.But i would not change it,because this makes the game more difficult,than Gosub1.
greetings Walter

#139 gambler172 OFFLINE  

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Posted Sun Aug 17, 2008 11:10 AM

Hi Chris
Level 15 is not too hard.Plays very well.The only thing,which nerves,is that you loose a life if this damn octopus touches you.The most difficult thing is not the maze,it is the octopus.But i would not change it,because this makes the game more difficult,than Gosub1.
greetings Walter

#140 atari2600land OFFLINE  

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Posted Sun Aug 17, 2008 1:08 PM

You can get rid of the octopus if you set the left difficulty switch to A at the title screen.

#141 atari2600land OFFLINE  

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Posted Mon Aug 18, 2008 12:56 AM

Added 2 more mazes (levels 8 & 11.) Now there's 18 mazes so far.

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#142 atari2600land OFFLINE  

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Posted Tue Aug 19, 2008 2:55 PM

Added two mazes (16 & 17.) I moved what was previously mazes #16 & 17 to mazes #18 & #19. With maze #0, there are now more mazes in GoSub 2 than there are in GoSub 1, and GoSub 2 will only be an 8k game! I have room for about 7 more mazes. Also, can someone please test this on real hardware for me?

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Edited by atari2600land, Tue Aug 19, 2008 3:07 PM.


#143 atari2600land OFFLINE  

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Posted Thu Aug 21, 2008 12:22 AM

Added a few new levels. I changed the score to two numbers. #1 is the two-digit level number and the 2nd # is the three-digit score. I doubt anyone can get more than 990 points anyway (in order to do that, you'd have to shoot the octopus 100 times, or 4 times a level.) The final # of levels will be 25. I've turned off the level select, but will turn it back on in the next version, even though the final version will not have it in.

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#144 atari2600land OFFLINE  

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Posted Thu Aug 21, 2008 5:59 PM

Just a little work on the ending screen. Press fire to get to it. What do you think about the words "THE END" and the little tune?

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#145 atari2600land OFFLINE  

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Posted Thu Aug 21, 2008 10:35 PM

The last maze has been added and I also added a Game Over screen. So, the game is almost done. You can find the latest version here. By the way, if you want to see the last maze I added (the second-to-last in the game), change the level # in the "begin" piece of code to 23 and compile.

#146 Fort Apocalypse OFFLINE  

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Posted Fri Aug 22, 2008 4:55 AM

GoSub2 got slashdotted (in addition to AOF)! Well at least commented on in a slashdot article:
http://games.slashdo...mp;cid=24696951

#147 thegoldenband OFFLINE  

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Posted Sun Aug 24, 2008 11:15 PM

Glad to see this game has been revived. Atari2600land, it looks like you're not using my tune for the title screen anymore? No problems if so, just wanted to check. (I rather like the little tune you've got there now, actually.)

Edited by thegoldenband, Sun Aug 24, 2008 11:15 PM.


#148 atari2600land OFFLINE  

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Posted Mon Aug 25, 2008 10:16 AM

As it turns out, I couldn't figure out how to get the code in there for it to work. I tried copying it from the old GoSub 2 code and pasting it in there but it wouldn't work. And even if it did work, I don't think there'd be enough space for it. The way it is now there's <300 bytes left in bank 1 (where the title screen stuff/game routine goes.)




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