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Frogger, first playable demo


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#301 Propane13 ONLINE  

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Posted Fri May 28, 2010 9:12 AM

Hey! You're back!

I'm sure this question has been asked before, but the answer may be different now.
What was left to do before you would consider this releasable?

I heard you mention flicker-- was that an issue?

-John

#302 GroovyBee OFFLINE  

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Posted Fri May 28, 2010 11:00 AM

View PostSchmutzpuppe, on Fri May 28, 2010 9:03 AM, said:

I wonder if there is still the flicker issue…?

You might find my a78psd utility useful for finding DLs close to the limit.

#303 gdement OFFLINE  

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Posted Fri May 28, 2010 2:36 PM

View PostSchmutzpuppe, on Fri May 28, 2010 9:03 AM, said:

View Postgdement, on Wed May 26, 2010 12:45 AM, said:

Just to followup on my old post, XBoard does work with this game.
I got my XBoard replaced and it started working after that.
Thanks for the info it’s good to hear that it works.
On the other hand that means that my XBoard is faulty :(
Did you run the game on a NTSC Device?
I wonder if there is still the flicker issue…?
Yes, NTSC.
I don't remember a flickering issue. I do remember the sound only worked when I had the XBoard's audio plug connected, so that's how I concluded that it must be using the POKEY. It's been a while since I tried it, I'll try to hook it up soon and make sure.

My apparently-bad XBoard didn't have working POKEY or RAM either, it was like it wasn't there at all. It makes me think something must have been wrong with the PLD.

#304 Schmutzpuppe OFFLINE  

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Posted Tue Jun 8, 2010 8:55 AM

Hey John,

Real live needs a lot of attention so there isn't much time left for any hobby (including Atari :().
But I really would like to finish the game because it took some work to get that far.
That brings me to your question what is to do before releasing the game.
I planned to make a second game mode with different street/river pattern (which was done partly) that can be finished so the game would end after reaching level X (X because I didn’t decide yet how much levels you have to play).
This would also mean that I had to add an end sequence or screen.
The otter isn't implemented.
Since I love Easter eggs of course I would like to have at least one in the game.
Btw. Santa Simon and the Halloween cart have a hidden "egg" which as far as I know nobody found yet.
Title music would also be nice.
Without the stuff mentioned there would only be testing and bug fixing left I guess.

Matthias




View PostPropane13, on Fri May 28, 2010 9:12 AM, said:

Hey! You're back!

I'm sure this question has been asked before, but the answer may be different now.
What was left to do before you would consider this releasable?

I heard you mention flicker-- was that an issue?

-John


#305 Schmutzpuppe OFFLINE  

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Posted Tue Jun 8, 2010 8:59 AM

It doesn't help me with my case but this very nice tool, good work!
I really like the idea to use the save state file :)


View PostGroovyBee, on Fri May 28, 2010 11:00 AM, said:

View PostSchmutzpuppe, on Fri May 28, 2010 9:03 AM, said:

I wonder if there is still the flicker issue…?

You might find my a78psd utility useful for finding DLs close to the limit.


#306 Schmutzpuppe OFFLINE  

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Posted Tue Jun 8, 2010 9:05 AM

Good to hear that you don't have a flicker problem.
Thanks again for testing.
Concerning the sound issue I guess it's my XBoard because Beef Drop also doesn't work with my board :(

View Postgdement, on Fri May 28, 2010 2:36 PM, said:

View PostSchmutzpuppe, on Fri May 28, 2010 9:03 AM, said:

View Postgdement, on Wed May 26, 2010 12:45 AM, said:

Just to followup on my old post, XBoard does work with this game.
I got my XBoard replaced and it started working after that.
Thanks for the info it’s good to hear that it works.
On the other hand that means that my XBoard is faulty :(
Did you run the game on a NTSC Device?
I wonder if there is still the flicker issue…?
Yes, NTSC.
I don't remember a flickering issue. I do remember the sound only worked when I had the XBoard's audio plug connected, so that's how I concluded that it must be using the POKEY. It's been a while since I tried it, I'll try to hook it up soon and make sure.

My apparently-bad XBoard didn't have working POKEY or RAM either, it was like it wasn't there at all. It makes me think something must have been wrong with the PLD.


#307 Bakasama ONLINE  

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Posted Tue Jun 8, 2010 8:39 PM

Schmutzpuppe, have you considered adapting this game to for the 7800 Expansion Module? Curt and the Jedi Council have working on that for some time. It would seem that this game would be idea for the module.

Edited by Bakasama, Tue Jun 8, 2010 8:39 PM.


#308 jaybird3rd OFFLINE  

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Posted Tue Jun 8, 2010 9:37 PM

View PostBakasama, on Tue Jun 8, 2010 8:39 PM, said:

Schmutzpuppe, have you considered adapting this game to for the 7800 Expansion Module? Curt and the Jedi Council have working on that for some time. It would seem that this game would be idea for the module.
The game might already be compatible with the Expansion Module. It supports the XBoard for POKEY sound, and the Expansion Module will use the same memory locations for POKEY access.

#309 Bakasama ONLINE  

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Posted Tue Jun 8, 2010 10:42 PM

I thought as much but I was also wondering about adding a high score feature.

#310 gdement OFFLINE  

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Posted Wed Jun 9, 2010 12:08 AM

I just hooked it up again and made sure - I don't see any flickering on NTSC.

View PostSchmutzpuppe, on Tue Jun 8, 2010 9:05 AM, said:

Good to hear that you don't have a flicker problem.
Thanks again for testing.
Concerning the sound issue I guess it's my XBoard because Beef Drop also doesn't work with my board :(

View Postgdement, on Fri May 28, 2010 2:36 PM, said:

View PostSchmutzpuppe, on Fri May 28, 2010 9:03 AM, said:

View Postgdement, on Wed May 26, 2010 12:45 AM, said:

Just to followup on my old post, XBoard does work with this game.
I got my XBoard replaced and it started working after that.
Thanks for the info it’s good to hear that it works.
On the other hand that means that my XBoard is faulty :(
Did you run the game on a NTSC Device?
I wonder if there is still the flicker issue…?
Yes, NTSC.
I don't remember a flickering issue. I do remember the sound only worked when I had the XBoard's audio plug connected, so that's how I concluded that it must be using the POKEY. It's been a while since I tried it, I'll try to hook it up soon and make sure.

My apparently-bad XBoard didn't have working POKEY or RAM either, it was like it wasn't there at all. It makes me think something must have been wrong with the PLD.

Edited by gdement, Wed Jun 9, 2010 12:09 AM.


#311 Schmutzpuppe OFFLINE  

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Posted Wed Jun 9, 2010 3:44 AM

True, it should also work with the Expansion Module (great Project btw.)

View Postjaybird3rd, on Tue Jun 8, 2010 9:37 PM, said:

View PostBakasama, on Tue Jun 8, 2010 8:39 PM, said:

Schmutzpuppe, have you considered adapting this game to for the 7800 Expansion Module? Curt and the Jedi Council have working on that for some time. It would seem that this game would be idea for the module.
The game might already be compatible with the Expansion Module. It supports the XBoard for POKEY sound, and the Expansion Module will use the same memory locations for POKEY access.


#312 Schmutzpuppe OFFLINE  

Schmutzpuppe

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Posted Wed Jun 9, 2010 3:51 AM

HSC support has already been added.
Actually it's the only HSC game I know that works fine on PAL devices (which means no garbage on screen or flicker when showing the score table).

View PostBakasama, on Tue Jun 8, 2010 10:42 PM, said:

I thought as much but I was also wondering about adding a high score feature.


#313 Schmutzpuppe OFFLINE  

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Posted Wed Jun 9, 2010 3:52 AM

:) :thumbsup:

View Postgdement, on Wed Jun 9, 2010 12:08 AM, said:

I just hooked it up again and made sure - I don't see any flickering on NTSC.


#314 gambler172 OFFLINE  

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Posted Wed Jun 9, 2010 12:34 PM

Hallo Matthias
Schön,dass du wieder da bist.Also bei mir funktioniert alles ohne Probleme.Ach ja,ich habe auch noch die Aufnäher für einen Release. :)
Gruss Walter

#315 Shawn Sr. OFFLINE  

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Posted Thu Jun 10, 2010 11:55 PM

View PostSchmutzpuppe, on Tue Jun 8, 2010 8:55 AM, said:


Btw. Santa Simon and the Halloween cart have a hidden "egg" which as far as I know nobody found yet.
Title music would also be nice.
Without the stuff mentioned there would only be testing and bug fixing left I guess.

Matthias



I found the Easter Egg for the Halloween cart a long time ago actually! Nice little speach synth you added in there for sure!! I'm not gonna let the cat out of the bag on how to trigger it though. I'll leave it up to each owner to find it on their own. So simple but yet so easy to never find.

#316 DracIsBack OFFLINE  

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Posted Fri Jun 11, 2010 3:19 AM

View PostShawn Sr., on Thu Jun 10, 2010 11:55 PM, said:


I found the Easter Egg for the Halloween cart a long time ago actually! Nice little speach synth you added in there for sure!! I'm not gonna let the cat out of the bag on how to trigger it though. I'll leave it up to each owner to find it on their own. So simple but yet so easy to never find.

Is this the little scream at the beginning or something different?

#317 Shawn Sr. OFFLINE  

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Posted Sat Jun 12, 2010 12:55 AM

View PostDracIsBack, on Fri Jun 11, 2010 3:19 AM, said:

View PostShawn Sr., on Thu Jun 10, 2010 11:55 PM, said:


I found the Easter Egg for the Halloween cart a long time ago actually! Nice little speach synth you added in there for sure!! I'm not gonna let the cat out of the bag on how to trigger it though. I'll leave it up to each owner to find it on their own. So simple but yet so easy to never find.

Is this the little scream at the beginning or something different?

"Coded By" and thats all I'm gonna say about the Egg. I'll now return to the shadows from which I was lurking.

#318 Lendorien OFFLINE  

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Posted Tue Dec 21, 2010 12:21 AM

Just thought I'd say that I played this game in Prosystem a bit. I really hope you have time to polish this up in the near furture. It's an excellent port and deserves to be released!

#319 Spurge OFFLINE  

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Posted Tue Dec 21, 2010 5:17 AM

VERY well done!! I found a small bug, if you jump on something in the water scene and continue holding up, the frog stays motionless until dead when the log moves past.

This is a great peice of work! Something that should have been out from day dot, but... better late than never :D

#320 Schmutzpuppe OFFLINE  

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Posted Mon Mar 21, 2011 10:20 AM

Thanks for testing.
Unfortunately I wasn't able to reproduce the bug.
Which version did you used?

View PostSpurge, on Tue Dec 21, 2010 5:17 AM, said:

VERY well done!! I found a small bug, if you jump on something in the water scene and continue holding up, the frog stays motionless until dead when the log moves past.

This is a great peice of work! Something that should have been out from day dot, but... better late than never :D


#321 Mitch OFFLINE  

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Posted Mon Mar 21, 2011 11:26 PM

View PostSchmutzpuppe, on Mon Mar 21, 2011 10:20 AM, said:

Thanks for testing.
Unfortunately I wasn't able to reproduce the bug.
Which version did you used?

View PostSpurge, on Tue Dec 21, 2010 5:17 AM, said:

VERY well done!! I found a small bug, if you jump on something in the water scene and continue holding up, the frog stays motionless until dead when the log moves past.

This is a great peice of work! Something that should have been out from day dot, but... better late than never :D

Any chance there might be an updated version released soon?

Mitch

#322 MadBomber OFFLINE  

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Posted Wed Mar 23, 2011 4:14 PM

Was 2-player simultaneous play ever implemented?

#323 Schmutzpuppe OFFLINE  

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Posted Thu Mar 24, 2011 6:30 PM

View PostMitch, on Mon Mar 21, 2011 11:26 PM, said:

Any chance there might be an updated version released soon?

Mitch
I didn’t planned to release an updated version before the final but not sure about that.

View PostMadBomber, on Wed Mar 23, 2011 4:14 PM, said:

Was 2-player simultaneous play ever implemented?
2 player mode will not be implemented, sorry.

#324 Mitch OFFLINE  

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Posted Thu Mar 24, 2011 9:14 PM

View PostSchmutzpuppe, on Thu Mar 24, 2011 6:30 PM, said:


I didn’t planned to release an updated version before the final but not sure about that.

Glad to hear it is planned to be completed anyway. :)

Been playing Frogger over at Flynn's but it would be nice to have a finished version for the 7800 when I can't run by there. ;)

Mitch

#325 gorfcadet OFFLINE  

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Posted Sun Sep 11, 2011 5:24 PM

Any news?




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