Jump to content



2

Castle of Doom - Virtual Boy


30 replies to this topic

#1 atari2600land OFFLINE  

atari2600land

    Quadrunner

  • 6,494 posts
  • All hail the zyzzyva!
  • Location:Salem, Oregon

Posted Sat Mar 27, 2010 12:45 AM

I posted a playable mock-up of this game over on the Planet Virtual Boy forums, and since it's for the Virtual Boy, and a classic system, I just thought I'd share what little I've done so far and ask for feedback.

#2 atari2600land OFFLINE  

atari2600land

    Quadrunner

  • 6,494 posts
  • All hail the zyzzyva!
  • Location:Salem, Oregon

Posted Sat Mar 27, 2010 8:33 PM

Since Planet Virtual Boy seems to be down at the moment, I've posted the latest ROM you can get here. Not very much has changed, I just added some walking animation, but had a heckuva time getting the stupid thing to work!

#3 atari2600land OFFLINE  

atari2600land

    Quadrunner

  • 6,494 posts
  • All hail the zyzzyva!
  • Location:Salem, Oregon

Posted Sun Mar 28, 2010 11:41 AM

OK, PVB is back up again, and I've got an updated version where I polished the code and the gameplay so it behaves like I want it to (mostly.) You can get the latest ROM here, although there's still only one room and no enemy.

#4 GroovyBee OFFLINE  

GroovyBee

    7800 Developer

  • 5,781 posts
  • Busy bee!
  • Location:North, England

Posted Sun Mar 28, 2010 12:00 PM

Any screenshots?

#5 atari2600land OFFLINE  

atari2600land

    Quadrunner

  • 6,494 posts
  • All hail the zyzzyva!
  • Location:Salem, Oregon

Posted Sun Mar 28, 2010 12:20 PM

Here. Keep in mind I haven't added an enemy in yet.

Attached Thumbnails

  • castleofdoom1.png


#6 atari2600land OFFLINE  

atari2600land

    Quadrunner

  • 6,494 posts
  • All hail the zyzzyva!
  • Location:Salem, Oregon

Posted Sun Mar 28, 2010 3:58 PM

Here's an updated screenshot. The game now has three rooms.

Attached Thumbnails

  • castleofdoom3.png


#7 Pyromaniac605 OFFLINE  

Pyromaniac605

    Dragonstomper

  • 541 posts
  • Location:Melbourne, Australia

Posted Mon Mar 29, 2010 12:17 AM

Looking good any idea if there will be a run of carts when its done?

-Darren-

#8 atari2600land OFFLINE  

atari2600land

    Quadrunner

  • 6,494 posts
  • All hail the zyzzyva!
  • Location:Salem, Oregon

Posted Tue Mar 30, 2010 4:15 AM

I highly doubt there will be a run of carts. There hasn't been for any homebrew game thus far.
I'm having trouble with the enemy collision code, anyone who is familiar with C, can anyone help me make a good collision detection code part?

Attached Files



#9 GroovyBee OFFLINE  

GroovyBee

    7800 Developer

  • 5,781 posts
  • Busy bee!
  • Location:North, England

Posted Tue Mar 30, 2010 5:13 AM

That's one crazy programming style you've got going on there. "," isn't normally used to make compound statements. Have a look at how to use "{" and "}" (otherwise known as left/right braces) in a good "C" reference book. Have a look at using arrays too. Lots of "if (room==xxxx)" will get hard to maintain in a complex game.

#10 atari2600land OFFLINE  

atari2600land

    Quadrunner

  • 6,494 posts
  • All hail the zyzzyva!
  • Location:Salem, Oregon

Posted Tue Mar 30, 2010 4:49 PM

Despite my crazy programming style, I think I managed to fix the problem. Check the link in my signature to download it.

#11 Pyromaniac605 OFFLINE  

Pyromaniac605

    Dragonstomper

  • 541 posts
  • Location:Melbourne, Australia

Posted Tue Mar 30, 2010 10:44 PM

In that case i think a multicart for VB is needed.

-Darren-

#12 Trooper OFFLINE  

Trooper

    Dragonstomper

  • 979 posts
  • Location:Sweden

Posted Wed Mar 31, 2010 1:48 AM

FlashBoy

#13 Pyromaniac605 OFFLINE  

Pyromaniac605

    Dragonstomper

  • 541 posts
  • Location:Melbourne, Australia

Posted Thu Apr 1, 2010 6:34 AM

Cool now to get a Virtual boy :ponder: ..... Hours later *face palm*

-Darren-

Edit: WTF? that page is flipped around?

Edited by Pyromaniac605, Thu Apr 1, 2010 6:35 AM.


#14 BigO OFFLINE  

BigO

    River Patroller

  • 2,939 posts
  • Location:Phoenix, AZ

Posted Thu Apr 1, 2010 6:47 AM

View PostPyromaniac605, on Thu Apr 1, 2010 6:34 AM, said:

Cool now to get a Virtual boy :ponder: ..... Hours later *face palm*

-Darren-

Edit: WTF? that page is flipped around?
I suspect that the reversed page is a date driven feature.

#15 Pyromaniac605 OFFLINE  

Pyromaniac605

    Dragonstomper

  • 541 posts
  • Location:Melbourne, Australia

Posted Thu Apr 1, 2010 7:16 AM

Quote

In August 2006, Richard Hutchinson, who also created cool hardware like the VecFlash, a Vectrex flash cartridge, before, started working on a Virtual Boy flash cart based on his Vectrex cart. Now, after more than a year in development, the FlashBoy, the first ever commercially available Virtual Boy flash cart, is finally here, lying on my desk. My review sample is a prototype, but it has the same specifications as the final.

Seems i need to copy &paste to read the page :lol:

-Darren-

#16 atari2600land OFFLINE  

atari2600land

    Quadrunner

  • 6,494 posts
  • All hail the zyzzyva!
  • Location:Salem, Oregon

Posted Fri Apr 2, 2010 12:24 PM

Added a few new rooms (5 & 6). Room 6 marks the first appearance of holes. You start on room 4. Again, follow the link in my signature to get the latest version.

#17 nonner242 OFFLINE  

nonner242

    River Patroller

  • 3,407 posts
  • ALL your base ALL belong to us!!!!!!!!!!!!!!
  • Location:On a Ohio rooftop...Sniping

Posted Fri Apr 2, 2010 12:50 PM

View Postatari2600land, on Tue Mar 30, 2010 4:15 AM, said:

I highly doubt there will be a run of carts. There hasn't been for any homebrew game thus far.
I'm having trouble with the enemy collision code, anyone who is familiar with C, can anyone help me make a good collision detection code part?

Too bad!Posted Image

#18 eebuckeye OFFLINE  

eebuckeye

    Chopper Commander

  • 144 posts

Posted Fri Apr 2, 2010 5:01 PM

I want a Flashboy to play this!! :-)

#19 Richard H. OFFLINE  

Richard H.

    Dragonstomper

  • 827 posts
  • VecMulti Vectrex cart
  • Location:UK

Posted Sun Apr 4, 2010 11:50 AM

Quote

I highly doubt there will be a run of carts. There hasn't been for any homebrew game thus far.
There's been the odd one, but none in numbers. I know Chris (of PVB) is planning a small run of BLOX2. I have the boards and chips here ready (they have battery-backed RAM).

If any VB homebrewer wants carts made, I'm up for it :)

#20 atari2600land OFFLINE  

atari2600land

    Quadrunner

  • 6,494 posts
  • All hail the zyzzyva!
  • Location:Salem, Oregon

Posted Mon Apr 5, 2010 10:23 PM

New update. As always, the link's in my sig.

#21 atari2600land OFFLINE  

atari2600land

    Quadrunner

  • 6,494 posts
  • All hail the zyzzyva!
  • Location:Salem, Oregon

Posted Tue Apr 27, 2010 10:28 AM

New update. Worked on the collision detection of the walls. Link is in my signature.

#22 atari2600land OFFLINE  

atari2600land

    Quadrunner

  • 6,494 posts
  • All hail the zyzzyva!
  • Location:Salem, Oregon

Posted Wed Dec 29, 2010 5:34 AM

Hey! I'm back working on this again. You can find the latest version here. I've added some animation to the character. If someone would draw me a nice looking bat, I'd appreciate it a lot.

#23 RayXambeR OFFLINE  

RayXambeR

    Star Raider

  • 97 posts

Posted Wed Dec 29, 2010 2:09 PM

Good news! I have to try it with my Flash Boy cart. Nice to see development on this great system! :)

#24 atari2600land OFFLINE  

atari2600land

    Quadrunner

  • 6,494 posts
  • All hail the zyzzyva!
  • Location:Salem, Oregon

Posted Wed Dec 29, 2010 2:21 PM

When you get a chance, tell me how it works on a FlashBoy. I'm FlashBoy-less.

#25 atari2600land OFFLINE  

atari2600land

    Quadrunner

  • 6,494 posts
  • All hail the zyzzyva!
  • Location:Salem, Oregon

Posted Fri Dec 31, 2010 11:30 AM

I changed the bat look and added a room counter. Also, I put the link to the game's website back in my signature. If anyone wants to help with room designs, that'd be really great.




0 user(s) are reading this topic

0 members, 0 guests, 0 anonymous users