Videopac / Odyssey2 forum

Programming the Videopac / Odyssey2 => Homebrews => Topic started by: Chris! on March 05, 2013, 07:16:54 AM



Title: Smiley
Post by: Chris! on March 05, 2013, 07:16:54 AM
I've given up on Walls because I just can't get the random function right. So I'm working on a game that doesn't have any random numbers in it. I don't know how many of you have played the homebrew game AStar for the 2600, this is like that. I once did something like this for the 2600, but I didn't think I finished it. But the goal is to guide the smiley face to the candy cane in each level. The levels will be like that of GoSub, only you can move the smiley face if he bumps into a wall. I might add a moves counter and level counter if I can get it working. It took god knows how many times to get this one working correctly. (By the way, once you get to the candy cane, nothing happens because I haven't got that far programming yet. Think of this as a demo of what's to come, perhaps.) Note, I have not tested this on real hardware yet.


Title: Re: Smiley
Post by: Chris! on March 05, 2013, 08:52:24 AM
Added a moves counter. I also tested it on real hardware and it works OK. Version 3 didn't.


Title: Re: Smiley
Post by: timdu on March 05, 2013, 06:55:58 PM
Chris - Just thought of an option:  Would you be able to have 2 Smileys in the game?
1 controlled by the left joystick and 1 controlled by the right joystick?
2 players playing at the same time. (Simultaneous)
The Player with least moves wins ?

Tim


Title: Re: Smiley
Post by: Chris! on March 06, 2013, 12:09:13 AM
I guess it would be possible, but what about a tie?


Title: Re: Smiley
Post by: Chris! on March 06, 2013, 03:51:47 AM
Yippee. My first problem. >:(
You'd think this would work:
Code:
mov r0,#score_l
mov r1,#move_limit

mov a,@r0
xrl a,r1
jz too_many_moves
But no. Once it reaches the address number of move_limit (which is "move_limit equ 033h") instead of the value of move_limit THEN it goes to too_many_moves. So once the move_limit number is 33 instead of what I put it as (9), then it works. How do I make it read the value of move_limit instead? Anyway, I got to make more than one level by myself anyway. Once you touch the cane, press fire to move to the next level. The Binary file should work, it's those lines in the code (314-319) that don't and it doesn't affect the game any except for what I told you happens.


Title: Re: Smiley
Post by: Ozyr on March 06, 2013, 05:53:48 AM
Okay for now, but I wouldn't give up on Walls. Learn as you go, and if you find a solution, go back to it!


Title: Re: Smiley
Post by: Rene_G7400 on March 06, 2013, 09:19:55 AM
Code:
mov r0,#score_l
mov r1,#move_limit

mov a,@r0
xrl a,r1
jz too_many_moves

I think the XRL instruction should be: XRL a,@r1


Title: Re: Smiley
Post by: Chris! on March 06, 2013, 09:38:57 AM
No, that doesn't seem to work either.


Title: Re: Smiley
Post by: timdu on March 06, 2013, 02:35:06 PM
I guess it would be possible, but what about a tie?

Well, you could make it like American hockey. If the game ends at at a tie, they go into an overtime match.
You could do this... basically what you could do is reset and force another match. There are no ties!


Title: Re: Smiley
Post by: Chris! on July 08, 2014, 03:44:42 PM
I have rebegun work on this again because the Odyssey 2 needs more puzzle games. Only problem is, the mazes seem to be too hard to make and they are all easy. I'd like for you to use the GridEdit tool and see if you can make any hard mazes. Directions are pretty simple. Use the joystick (or arrow keys) to guide the smiley face to the candy cane. Right now there are three levels and it just loops back to the first one.


Title: Re: Smiley
Post by: Blueleader on July 12, 2014, 05:16:11 PM
Cool!
I like this kind of Games and i like this Game!

Where do i find the GridEdit tool??


Title: Re: Smiley
Post by: timdu on July 12, 2014, 05:54:55 PM
You can find the grid edit tool here...

http://www.guttenbrunner.com/videopac/ (http://www.guttenbrunner.com/videopac/)

Enjoy!

 :)

Tim



Title: Re: Smiley
Post by: Blueleader on July 12, 2014, 09:28:31 PM
THX!

It's easy to draw grids but it's hard to draw a functional grid.  ;:)


Title: Re: Smiley
Post by: Chris! on July 13, 2014, 12:51:49 PM
How hard is this level? I'm thinking of just giving up since grid making for this game is hard.


Title: Re: Smiley
Post by: Blueleader on July 13, 2014, 03:26:23 PM
Here are 2 Grids i've made.
I Know the Design is different but so it was easier to imaginate.
The Number in Filename are the turns in which it's possible to solve.

If this is usable for you i'll try to do more.



Title: Re: Smiley
Post by: Chris! on July 13, 2014, 04:00:51 PM
What are the move limits for these levels?


Title: Re: Smiley
Post by: sokoban on July 13, 2014, 04:05:17 PM
Here is not a level grid, but only an idea you could use to complexify the gameplay. I don't know if it's easy or not for you to manage at least 2 candies and then implement some traps in your levels. You put the 2nd candy in a trap, and so, it forces the player to collect the candies in the correct order. Here is an example of what I mean by "traps". Once you are, let's say at the bottom of the level (and have move once to the left or to the right), you can never leave the bottom of the level because you can only do right and left movements...

(http://imagizer.imageshack.us/v2/280x200q90/841/nwxl.png)


Title: Re: Smiley
Post by: Blueleader on July 13, 2014, 04:11:58 PM
What are the move limits for these levels?

Smiley 10.jpg =10 Turns
Smiley 13.jpg=13 Turns



Title: Re: Smiley
Post by: Chris! on July 13, 2014, 06:41:39 PM
I modified the mazes a little bit, but they're still a little too easy. See what I mean? I like the look of nothing but squares though, it never occurred to me to do them that way. I also had to modify my code to fit the levels as well as the move limits in (to make them double digits.) I also modified the smiley sprites a little.


Title: Re: Smiley
Post by: Blueleader on July 13, 2014, 07:52:56 PM
Hmmmm i know what you mean.
But i think with a 8+9 grid the possibilities are limited.

So i like the idea with additional elements like traps or e.g. Teleporters, Directionchanger or other.

So the Maze cold get more difficult.

I dont know what is possible or how much work this is.


Title: Re: Smiley
Post by: Chris! on March 02, 2015, 10:15:47 AM
Christmas in March? I worked on this game a little bit. You now have to get two candy canes in order to pass the level. The candy canes are upside down, but striped. This is due to me having to use the letter J as the white part of the candy cane since no other character would do. I have not tested this game on real hardware yet, so it may not work on it. And I'm tired and I need to get to sleep since it's after 1 in the morning currently where I am.


Title: Re: Smiley
Post by: Chris! on October 25, 2015, 12:10:24 PM
take 2.
Since Christmas is near, I thought I'd take another look at this game.
I added a house to get to. You can only get in the house if both the candy canes are collected (and you reach the house within the certain move limit.)