+atari2600land Posted August 13, 2009 Author Share Posted August 13, 2009 Added some anti-repeat code. Great idea RevEng, wish I'd thought of that! tetris2player18.bas.bin tetris2player18.bas 1 Quote Link to comment Share on other sites More sharing options...
+atari2600land Posted August 14, 2009 Author Share Posted August 14, 2009 Decided to test the scanline count. I think I fixed all the places where it was over 262. Can someone test this game on a real 2600 to see if it works? tetris2player19.bas.bin tetris2player19.bas 1 Quote Link to comment Share on other sites More sharing options...
smartkitten26 Posted August 14, 2009 Share Posted August 14, 2009 I just have one more suggestion: Could you change the playfield color every 5 points, Just like in the original game? Quote Link to comment Share on other sites More sharing options...
+atari2600land Posted August 14, 2009 Author Share Posted August 14, 2009 I just have one more suggestion: Could you change theplayfield color every 5 points, Just like in the original game? You mean 10? I don't think I can because of the two-player option, if one player has 8 lines and the other has 11, I couldn't change part of the playfield vertically like that. Quote Link to comment Share on other sites More sharing options...
smartkitten26 Posted August 14, 2009 Share Posted August 14, 2009 I just have one more suggestion: Could you change theplayfield color every 5 points, Just like in the original game? You mean 10? I don't think I can because of the two-player option, if one player has 8 lines and the other has 11, I couldn't change part of the playfield vertically like that. You can by using CTRLPF=03 wich let's you use player0's color for the the left side and player1's color for the right side Quote Link to comment Share on other sites More sharing options...
+atari2600land Posted August 19, 2009 Author Share Posted August 19, 2009 The main reason I haven't been working on Tetris is that I found a bug, got discouraged, and I don't know how i did it or how it can be duplicated. I know it has something to do with being near the end of the game (at the top.) I'll play it some more and see if I can do it again and find the cause. (That and Boxiz is much easier to work on.) If I release Tetris, it'd have to wait a while because I'm using the SuperChip and there's no (feasible) way to release SuperChip games, at least not now anyway. Quote Link to comment Share on other sites More sharing options...
sandmountainslim Posted August 20, 2009 Share Posted August 20, 2009 I thought someone was workin on an alternative to the Superchip?? Maybe my memory is all fuzzed. Wp Quote Link to comment Share on other sites More sharing options...
+atari2600land Posted August 20, 2009 Author Share Posted August 20, 2009 I thought someone was workin on an alternative to the Superchip?? Maybe my memory is all fuzzed. Wp Yes, someone is working on a way to release SuperChip games, but it's not finished yet. Quote Link to comment Share on other sites More sharing options...
+atari2600land Posted September 4, 2009 Author Share Posted September 4, 2009 (edited) I am completely stumped as to why this won't compile. Could someone take a look at this and tell me why? tetris2player21.bas Edited September 4, 2009 by atari2600land 1 Quote Link to comment Share on other sites More sharing options...
smartkitten26 Posted September 4, 2009 Share Posted September 4, 2009 (edited) . Edited May 20, 2015 by smartkitten26 Quote Link to comment Share on other sites More sharing options...
+atari2600land Posted September 4, 2009 Author Share Posted September 4, 2009 If this helps, when I try to compile it, it says: Possible duplicate label: L011 117f So apparently it thinks I have a duplicate label somewhere but I can't seem to find it! Quote Link to comment Share on other sites More sharing options...
smartkitten26 Posted September 4, 2009 Share Posted September 4, 2009 (edited) . Edited May 20, 2015 by smartkitten26 Quote Link to comment Share on other sites More sharing options...
RevEng Posted September 4, 2009 Share Posted September 4, 2009 (edited) Problem 1: There is no label erase_line_1c_p1, but you're trying to goto it. I think you meant erase_lines_1c_p1. Problem 2: This one might just be a problem on my setup, but for some reason the asm is using "pfwidth" when pfres is defined, and pfwidth isn't in any of my headers or bB asm files. If you add "const pfwidth=4" in addition to the pfres constant, you can then compile. Edited September 4, 2009 by RevEng Quote Link to comment Share on other sites More sharing options...
+atari2600land Posted September 5, 2009 Author Share Posted September 5, 2009 Fixed it! It was RevEng's idea, and i discovered it on my own. The reason I was trying to mess with it at all was to fix the various bugs. Please play this latest version and tell me what bugs you see if any. tetris2player21.bas tetris2player21.bas.bin 1 Quote Link to comment Share on other sites More sharing options...
smartkitten26 Posted September 5, 2009 Share Posted September 5, 2009 (edited) Fixed it! It was RevEng's idea, and i discovered it on my own. The reason I was trying to mess with it at all was to fix the various bugs. Please play this latest version and tell me what bugs you see if any. When I clear a line the score moves by more then 1, is this a bug or a feature?Another thing I noticed is that once the score gets into the 100s the numbers get scrambled up Edited May 20, 2015 by smartkitten26 Quote Link to comment Share on other sites More sharing options...
MausGames Posted September 5, 2009 Share Posted September 5, 2009 I've been sitting on my Superchip 2-player tris for a while now, and honestly it doesn't do much that Chris' version does not. The main differences in mine being a higher vertical resolution, player-masked dropping blocks (for more color), multicolor backgrounds, and multiple 1 & 2 player modes. I never would have been able to pull off anything close to this without the sc, I'm definitely impressed. I think you could use the players for more color though and possibly add more modes without going the sc route. Quote Link to comment Share on other sites More sharing options...
+atari2600land Posted September 5, 2009 Author Share Posted September 5, 2009 I AM using the Superchip. By the way, I have a new version. I know there are still some bugs that have to do with the number of scanlines going over 262 and the dreaded red number has appeared again, but this is to get both sides changing colors once they reach a multiple of ten (Nati's idea). I'll keep working on this. Since the shapes change colors, I changed the game's background color to black. I think it's cool-looking with the colors that appear now (While playtesting, I haven't had a chance to go above 19 lines. I'll do that now to see what the colors look like afterwords.) What I'd really like is a two-player 3 digit score. (Curtis P, this seems to be your forte.) tetris2player22.bas.bin tetris2player22.bas 1 Quote Link to comment Share on other sites More sharing options...
kenfused Posted September 5, 2009 Share Posted September 5, 2009 Every time you powerup the game, the piece order always seems to be the same. You probably should have it pull random numbers while on the title screen, and then until the person releases the button to get a random starting value for the first game. Quote Link to comment Share on other sites More sharing options...
+atari2600land Posted September 5, 2009 Author Share Posted September 5, 2009 This is a little better about having different pieces at the start. I think most if not all red numbers and scanlines above 262 are gone. tetris2player23.bas.bin tetris2player23.bas 1 Quote Link to comment Share on other sites More sharing options...
+atari2600land Posted September 6, 2009 Author Share Posted September 6, 2009 Added a sound effects for moving a block left, right, and turning. It also hits the ground with a thud. tetris2player24.bas.bin tetris2player24.bas 1 Quote Link to comment Share on other sites More sharing options...
MausGames Posted September 6, 2009 Share Posted September 6, 2009 Oh, I thought it was a custom kernel. Since your last ver there is a new issue; quick-tapping fire slows the drop quite a bit. Timing should be 100% consistent. Quote Link to comment Share on other sites More sharing options...
smartkitten26 Posted September 7, 2009 Share Posted September 7, 2009 (edited) . Edited May 19, 2015 by smartkitten26 Quote Link to comment Share on other sites More sharing options...
+atari2600land Posted November 12, 2009 Author Share Posted November 12, 2009 OK, I got back to working on this again. There is only a one-player option because I'm going to add a B-Type mode. For those of you who aren't into Tetris for the Game Boy or NES, B-Type is where garbage blocks fill up some space and your job is to get 25 lines and if you can, clear up some of those garbage blocks. I haven't added this in yet, but when you start the game, you will be able to choose between levels 0-9 (0 being slowest and 9 being fastest) in both A-type and B-type. tetris1player.bas.bin tetris1player.bas 1 Quote Link to comment Share on other sites More sharing options...
+atari2600land Posted November 12, 2009 Author Share Posted November 12, 2009 I got a two-player simultaneous version going. I didn't think I would be able to, but I did. tetris2player27.bas.bin tetris2player27.bas 1 Quote Link to comment Share on other sites More sharing options...
+atari2600land Posted November 13, 2009 Author Share Posted November 13, 2009 You may have noticed in the last version, the score turned red during certain times in the 2-player mode. I've fixed that. Please tell me if you see any red score or any suggestions/improvements I can make on this. tetris2player28.bas.bin 1 Quote Link to comment Share on other sites More sharing options...
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