Videopac / Odyssey2 forum

Programming the Videopac / Odyssey2 => Homebrews => Topic started by: Chris! on June 27, 2013, 03:42:06 PM



Title: Brix
Post by: Chris! on June 27, 2013, 03:42:06 PM
Giuseppe's finished, time for a new project. This time, I thought I'd take a stab at making a port of the arcade game Brix:
http://www.arcade-museum.com/game_detail.php?game_id=7219 (http://www.arcade-museum.com/game_detail.php?game_id=7219)
Here's what I have so far. It's not much, only a test to see if I could do this. After cursing and yelling, I miraculously made it work.


Title: Re: Brix
Post by: Seob on June 27, 2013, 09:40:37 PM
Never heard of that title, but it looks like it could be a fun game.


Title: Re: Brix
Post by: Chris! on June 28, 2013, 05:19:15 AM
I've decided to turn this into a holiday game, since I don't seem to see any Odyssey 2 games to be played around Christmas time. Plus, if I get started on it now, I might be able to finish it by Christmas 2013. So I turned the grid red and the background green. (let me know if the color combination is ugly!) The little guy you move around will be orange, and the robots will be gray. The robots will serve as the enemies. I haven't programmed the little guy's movement in yet. There will be lives as well as a score counter. The object of the game will be to see how many presents you can get. As the game progresses, the little gaps in the grid will move faster. The presents will be sprite2 and the robot (enemy) will be sprites 1 and 3. You are sprite0. Running into the grid and not a gap will cost you a life. I'm thinking of calling this Christmas Chaos if I decide to go with the holiday theme.


Title: Re: Brix
Post by: Chris! on August 12, 2013, 06:37:12 AM
Geez, this homebrew forum is deader than a doornail.
I thought after a month hiatus, I'd start work on Odyssey 2 programming again. What better game to work on again is Brix?
This build has you moving along with the block holes.
When I get around to it, I'll add collision detection. If you're not touching the gaps in the grid, you'll lose a life and start over on the bottom.
This works in hardware, but sometimes if you're moving right, the game skips moving the block and you right for one duration (which isn't very long, so it shouldn't be too noticeable.)
The bin file is the game while the .a48 file is the code.
Tell me what you think.


Title: Re: Brix
Post by: VideopacBelgium on August 12, 2013, 01:43:46 PM
I'll try BRIX tonite.


Title: Re: Brix
Post by: ANDYRYALS on August 12, 2013, 11:16:04 PM
everyone has probably gone to videopac.org ;:)


Title: Re: Brix
Post by: VideopacBelgium on August 12, 2013, 11:29:26 PM
everyone has probably gone to videopac.org ;:)

  :o I don't think so...
The last message on the videopac.org forum was dated Sat Aug 03, 2013 3:02 pm


Title: Re: Brix
Post by: VideopacBelgium on August 12, 2013, 11:33:11 PM
I played BRIX.  ;)
The colission that will be added will be made only on the legs of the character?
The character is not aligned with the blocks.


Title: Re: Brix
Post by: timdu on August 13, 2013, 01:44:36 AM
I like what I see so far. I am able to move the guy all over the place.
Looking forward to seeing your progress on this!

I found an interesting 11-minute video about the coin-op

http://www.youtube.com/watch?v=nZKEwpAWrQU (http://www.youtube.com/watch?v=nZKEwpAWrQU)

Tim


Title: Re: Brix
Post by: Chris! on August 13, 2013, 02:47:53 AM
That's odd that the character wouldn't be aligned with the blocks on a Videopac. It is on an Odyssey 2. I tested it on my Odyssey 2.


Title: Re: Brix
Post by: Chris! on August 13, 2013, 04:48:43 AM
Another problem.
On real hardware the brick holes show up at the same place whenever you start a new game and they aren't random, even though I (tried to) put in code telling it to get the brick holes randomly. Please help me with this.
I put collision detection in, so if you miss a hole or get to the edge, you lose a life.


Title: Re: Brix
Post by: Chris! on August 13, 2013, 07:26:15 AM
Odd. Adding a title screen seems to make the block holes be more random.


Title: Re: Brix
Post by: Chris! on August 13, 2013, 01:49:23 PM
Last update of the night. I've been working on this all night.
There is now a reindeer to get. To get the reindeer to follow you, touch it. Get it back down to the bottom of the screen and another one pops up.
I'm going to sleep.


Title: Re: Brix
Post by: Rafael on August 15, 2013, 01:16:54 AM
New colors looks better :)


Title: Re: Brix
Post by: Chris! on September 16, 2013, 02:21:34 PM
Who knew adding sound would be so hard? It must be because I'm nearing the end of 1k. So this will be a 2k game since I'm not done yet. I haven't even added a score! Plays perfectly on a US Odyssey2.


Title: Re: Brix
Post by: Chris! on September 17, 2013, 11:02:19 PM
Struggled with this again last night, but I was able to put in a score. Is there a way to retain the score if the user pressed reset and it goes back to the title screen? And then delete it if the user starts a new one (by pressing ACTION on the title screen)?


Title: Re: Brix
Post by: Rafael on September 18, 2013, 04:19:40 AM
I played Santa. My sugestion, like the game that inspired you, it needs some enemies and alternative ways. I know the game is in a advanced stage, but maybe using the blocks (and free space) instead squares you can create more alternative ways, also you can insert more obstacles and even a more detailed Santa?


Title: Re: Brix
Post by: Chris! on September 18, 2013, 04:56:25 AM
My next step is to insert an enemy. I will be gone from Wednesday to Friday (beach trip), so I'll be unable to work on the game until then. The enemy will be a disgruntled elf, trying to foil Santa's plot of reindeer saving. My plans are this: The elf will scroll in on a pseudo-random block once you get to the top, along with another block on the same row so you can avoid the elf and continue your way down to the bottom. I am also going to make the blocks faster once you save more reindeer.


Title: Re: Brix
Post by: Rene_G7400 on September 18, 2013, 09:40:05 AM
Is there a way to retain the score if the user pressed reset and it goes back to the title screen? And then delete it if the user starts a new one (by pressing ACTION on the title screen)?

That is possible. Instead of using JMP 2C3 to start the game, you need to jump to your own code which should look like this:
mov r7,0ffh
sel rb1
clr a
call 00feh ; clear extram and VDC
jmp 02c8h ; (delete this instruction if you have your own start-up screen)

This way the internal RAM won't be cleared. This also means that you can't assume that the intram registers are zero at start-up.


Title: Re: Brix
Post by: Chris! on September 18, 2013, 10:35:41 AM
When I say "title screen," I don't mean the one that says "Select game," I bypassed that and made my own, like in GoSub. Just to be clear.


Title: Re: Brix
Post by: Rene_G7400 on September 18, 2013, 01:25:23 PM
The main issue is that you are using "call init" ( = call 00f1h), which should be replaced by:
clr a
call 00feh ; clear extram and VDC

This way intram won't be cleared.


Title: Re: Brix
Post by: Chris! on September 18, 2013, 03:21:30 PM
When the game starts for the first time, the score says PPPP. How would I change that?


Title: Re: Brix
Post by: Rafael on September 19, 2013, 12:54:29 AM
You should try to change the color code from 0 to 1 or vice-versa. Years ago I had started this Checkers game. I think if you use all your chars and quads (keeping just 4 chars for score), you can get more "space" for Santa jumping. You game had 7 lines you can distribute it like this:  1 quad, 3 chars, 1 quad, 2 chars, 1 quad, 3 chars and 1 quad, so Santa will have 24 space to scape from the elv.


Title: Re: Brix
Post by: Rafael on September 19, 2013, 03:10:08 AM
I know youīre now havin fun on the beach, but I just tryed to imagine how you can do it with more "holes", in the example are intercalade a quad and 2 chars.


Title: Re: Brix
Post by: Rene_G7400 on September 19, 2013, 09:22:46 AM
When the game starts for the first time, the score says PPPP. How would I change that?

When the game starts you could check the score registers for illegal values, for example like this:
  mov r1,#score_h
  mov a,@r1
  anl a,#00fh
  add a,#0f6h
  jc bad_score
  mov a,@r1
  swap a
  anl a,#00fh
  add a,#0f6h
  jc bad_score
  mov r1,#score_l
  mov a,@r1
  anl a,#00fh
  add a,#0f6h
  jc bad_score
  mov a,@r1
  swap a
  anl a,#00fh
  add a,#0f6h
  jnc good_score
bad_score
  mov r1,#score_h
  mov @r1,#0
  mov r1,#score_l
  mov @r1,#0
good_score


Title: Re: Brix
Post by: Rafael on September 20, 2013, 12:14:46 AM
When the game starts for the first time, the score says PPPP.

Or like in Turtle itīs promoting other Ody games , in this case it means Play Puzzle Pieace Panic! ;)


Title: Re: Brix
Post by: Chris! on September 20, 2013, 09:04:34 PM
I tried putting that code in but when you reset the game it says "REINDE" instead of "REINDEER." What am I doing wrong?


Title: Re: Brix
Post by: TomBeck on September 20, 2013, 10:59:04 PM
Thanks for the picture Rafael. The game looks great.

The first christmas game for Videopac/Odyssey2. I love santa and the reindeer.

A wonderful project Chris ! Many thanks! I hope this game will be released.


Title: Re: Brix
Post by: Chris! on September 21, 2013, 03:32:30 AM
OK, I figured out what was wrong. Apparently I didn't need the part of the code that got rid of the E and R at the end any more. Fixed.


Title: Re: Brix
Post by: Chris! on September 22, 2013, 10:15:42 PM
WHY WAS THIS SO HARD?!
I worked for like 6 hours on what I thought would be a small change. Ha. Anyway, when you get to the top, you ride the reindeer like you would a horse and then guide him down to the bottom. I also changed the Santa sprite and added a new sitting on reindeer sprite, which I will probably change because I don't like it. So if someone can do better, please gimme.
Now at only about 500 bytes left. I wonder if I can fit the elf in...
I'm all burned out from programming, so a little break is in order.


Title: Re: Brix
Post by: Rafael on September 23, 2013, 01:35:53 AM
Now at only about 500 bytes left. I wonder if I can fit the elf in...

Usually I go to Atariage to check if thereīs someone talking bad about your beloved Odyssey :)

Well, I founded some interesting things theres, one is a game called Castle of Doom  ;), it seems a good thing to work in an Odyssey. Other, since Iīm Mortal Kombat fan since the first arcade came, I founded a MK themed game. I just decided to check it, play other games is every a good exercicie for ideas. But what I founded more interesting on this is the 8th post on it:
http://atariage.com/forums/topic/216430-mortal-kombat-netherrealm-journey-platformer/
I love Select Game screen since it was the first thing I saw when I received my Ody, I think itīs also the first openning screen in VG history, and later inspired Intellivision and mainly Colecoviosion, just my thoughs. In other side, nothing against Oppening screen, but my sugestion is if you have to choose between an opening screen and a enemy or a X-mas song, choose the second option..


Title: Re: Brix
Post by: Janzl on September 23, 2013, 11:26:33 AM
Usually I go to Atariage to check if thereīs someone talking bad about your beloved Odyssey :)

 :D


Title: Re: Brix
Post by: Rafael on September 24, 2013, 12:10:02 AM
Usually I go to Atariage to check if thereīs someone talking bad about your beloved Odyssey :)

 :D

Someone need to protect us ;)


Title: Re: Brix
Post by: Nognir on October 30, 2013, 01:31:42 PM
just out of curiosity:
Are you still working on the game? I would love to see that on my Videopac :)


Title: Re: Brix
Post by: Chris! on October 30, 2013, 11:32:03 PM
I have just recently taken a break from Odyssey 2 programming but if you want me to I can start back up.


Title: Re: Brix
Post by: Chris! on December 09, 2013, 04:18:18 PM
I'm back working on this and need help.
Suppose I want the value #00dh (sprite 3's x position) to be the same as #011h (character 1's x position). How would I do this? I've tried and can't do it.


Title: Re: Brix
Post by: Rene_G7400 on December 09, 2013, 04:52:44 PM
Suppose I want the value #00dh (sprite 3's x position) to be the same as #011h (character 1's x position). How would I do this?

Make sure the VDC is off (call 011ch if it isn't off yet), then:
mov r0,#011h
movx a,@r0
mov r0,#00dh
movx @r0,a

If you've written something to The Voice or ExtRam before, first select the VDC with call 00e7h.


Title: Re: Brix
Post by: Chris! on December 11, 2013, 10:12:53 PM
I worked on this stupid thing for like, I don't know, at least 12 or so hours during the past few days. And FINALLY I think I got everything right (for now.) I got the elf in. He's just a stick figure for now, so if anyone wants to design a 1 color elf for me, please do so. Things I have to do later are:
- make it so the elf doesn't move to the row you're currently on.
- add collision detection for the elf.
But I've used up 1,932 bytes, so I don't know if I can cram the rest of the code in 2,048. But for now, I'm basking in the glory that I'm finished working on this for now because I'm burned out.


Title: Re: Brix
Post by: Chris! on December 11, 2013, 11:12:39 PM
I'm going to call the game "Nice Ice." It is a lot better than "Reindeer."  :)


Title: Re: Brix
Post by: timdu on December 12, 2013, 11:32:59 AM
In my opinion, I still think you should call the game REINDEER! 
After all, that is the goal here, right? You're trying to save that stranded reindeer on the other side of the ice.


Also I don't want to see you to get burned out by programming this game and working on it all hours on end and driving yourself crazy .

I suggest to plan for holiday / Christmas season release - in like early December 2014. That's a year away. Gives yourself plenty of time
so you can relax and the pressure is off.

What program do you use to create / draw the elf? I may give it a try... is there a sprite editor / creator program you use?

Tim



Title: Re: Brix
Post by: Chris! on December 12, 2013, 11:50:01 AM
As for sprite editors, I just use the eraser (squares) in good old MS Paint.
Now you made me unsure if I want to change the name. If I do, this is what it would look like. I changed the title screen colors to match an ice theme and fixed the bug where you could go up once you get on the reindeer. I think the ice describes what the center of the screen is all about. I don't know, I just thought Reindeer was too bland of a name.
Yeah, I got too wound up and drove myself crazy over this game, mostly because I thought it would be easy to do, but it turned out that wasn't the case. I'll take a break from it now and begin work again after the holidays are over.


Title: Re: Brix
Post by: Define on December 12, 2013, 01:26:42 PM
Rescue Reindeer?

Iced?

just some suggestions :)


Title: Re: Brix
Post by: Chris! on December 12, 2013, 02:06:14 PM
There's a homebrew Atari 2600 game called "Reindeer Rescue". http://atariage.com/software_page.html?SoftwareLabelID=2757 (http://atariage.com/software_page.html?SoftwareLabelID=2757)


Title: Re: Brix
Post by: Define on December 12, 2013, 07:13:31 PM
I'm not into other consoles so good that you are, but a good game name doesn't have to take very long,
just apply the spirit of the 80's... :)


Title: Re: Brix
Post by: Rafael on December 12, 2013, 09:31:11 PM
I think Nice Ice is nice :)
Really sounds like a name of a game.
All in all, the reindeer is just a supporting char on the game. New colors looks better, too.


Title: Re: Brix
Post by: timdu on December 13, 2013, 01:19:18 PM
OK I suppose you guys are right - NICE ICE is a better, clever name.

I am glad you will have time to work on this and look forward to playing it.
I will try out the current binary file this weekend.

Chris, can you post a jpg or bmp of a sample sprite, like the reindeer or santa, so I can load it into my PAINT program
and see just how are you doing it?

thanks

Tim


Title: Re: Brix
Post by: Chris! on December 13, 2013, 02:57:49 PM
Here is a bmp of the reindeer.


Title: Re: Brix
Post by: Chris! on December 13, 2013, 08:49:25 PM
I tried my hand at making a sprite for the elf. The width should be 8 pixels because if you go to a spot where the elf is, you'll die, so the elf should take up all the width so Santa couldn't hang on the edge and be at the same spot the elf is if the elf is 7 pixels wide. Anyway, what do you think? I altered the code a little and now I'm up to using 1,924 bytes out of 2,048.


Title: Re: Brix
Post by: Rafael on December 15, 2013, 01:14:23 PM
Maybe you should to try to do  only an evil elf face instead an entire body elf? Maybe it should be green ???


Title: Re: Brix
Post by: Chris! on December 17, 2013, 11:02:45 PM
I've used up 1,982 bytes (my birth year!). I've been going mad these past few days trying to get collision detection in and trying hard not to make the elf land where you are when he reaches the end. I have a new elf sprite Kiwi from AtariAge designed and I'd like your feedback on. Let me know if there's any bugs or other feedback you have about the game. It isn't finished quite yet, but is playable for Christmas this year.


Title: Re: Brix
Post by: Chris! on December 18, 2013, 04:52:48 AM
Fixed a few minor things:
+Santa cannot go up further than the reindeer.
+Elf can now be on bottom-most row.


Title: Re: Brix
Post by: Chris! on December 20, 2013, 02:56:40 AM
Last Nice Ice update before Christmas, all you, unless I find any bugs. Let me know if you do.


Title: Re: Brix
Post by: Chris! on December 26, 2013, 08:49:07 AM
Changed the scoring. 25 points for getting to the reindeer and 25 points to dropping him off at the bottom.
I do have a question, however. If the player presses reset and the score is more than 0 it reverts back to zero. I was just wondering if there was a way to not make this happen and instead revert to 0 when the player presses fire at the title screen (as well as pressing fire when the game is over, like it is now)? I've attached the code in case you need to look at it.


Title: Re: Brix
Post by: Rene_G7400 on December 26, 2013, 05:08:40 PM
You should remove the "call init" at the start of the game. You've asked this before and that's why the "call 00feh" had been added. "call init" does the same, but also clears INTRAM, and that's where the score is stored.


Title: Re: Brix
Post by: Chris! on December 26, 2013, 11:00:38 PM
Oh, OK. Well sorry if I asked the same question twice. It works OK for now.


Title: Re: Brix
Post by: Rafael on December 27, 2013, 02:38:45 AM
Oh, OK. Well sorry if I asked the same question twice. It works OK for now.

Maybe it should be more quick ???


Title: Re: Brix
Post by: Chris! on December 27, 2013, 04:01:50 AM
One of the things I'm planning to do is make the game faster once more reindeer are rescued.


Title: Re: Brix
Post by: Chris! on December 27, 2013, 09:44:51 AM
I've gone and broke the &^&*(%* code. I have no idea what's wrong. Perhaps someone can fix it for me?  >:(


Title: Re: Brix
Post by: Ozyr on December 27, 2013, 12:19:42 PM
I've gone and broke the &^&*(%* code. I have no idea what's wrong. Perhaps someone can fix it for me?  >:(

Step back to were it worked, and go from there. You do keep a copy of each update?


Title: Re: Brix
Post by: Chris! on December 27, 2013, 01:06:33 PM
OK, I did, and it did the same thing the latest version did. The problem I'm having is sometimes the elf and the ice at the top-most position starts off screen, then scrolls into view and the elf doesn't go to another ice block. What am I doing wrong? I'm back at version 13a, since it uses less space yet still has the same problem.


Title: Re: Brix
Post by: Chris! on December 27, 2013, 03:14:40 PM
I pulled an all-nighter, and I think I finally fixed it, about 5 hours later. Let me know if you see any bugs.


Title: Re: Brix
Post by: Chris! on December 27, 2013, 05:15:42 PM
Why is it if I put clr a and call 00feh in, when I start the game, then turn the power off, then turn the power back on and start a new game, it goes crazy?


Title: Re: Brix
Post by: Rene_G7400 on December 27, 2013, 06:44:48 PM
You need to clear any INTRAM register before using it, except the score registers.
Normally "call init" would do that, but then the score is cleared too.


Title: Re: Brix
Post by: Rafael on December 27, 2013, 11:16:18 PM
Ah, now you put a creative touch on the intro. ;)


Title: Re: Brix
Post by: Chris! on December 28, 2013, 12:02:33 AM
How would I clear the INTRAM registers?


Title: Re: Brix
Post by: Rene_G7400 on December 28, 2013, 03:50:20 AM
How would I clear the INTRAM registers?

I just meant: whenever you use a register for the first time in your program, don't assume that it has the value 0.


Title: Re: Brix
Post by: Chris! on December 28, 2013, 04:31:01 AM
I cleared all the variables I was using and it still acted up. Excuse me for being stupid, but why won't this stupid thing work?!?!??!?!?!  >:(


Title: Re: Brix
Post by: Chris! on December 29, 2013, 04:26:29 PM
I think I did it. Let me know if you find any bugs, especially about turning the power off and back on again.


Title: Re: Brix
Post by: Chris! on January 01, 2014, 01:24:27 PM
Great. Now the thing is ignoring my code. You'd think if I were to put
Code:
more_rescues
mov r0,#rescues
movx a,@r0
add a,#0ffh ; decrease rescues value by 1
movx @r0,a
ret
in there and then call to it, that it would decrease the rescues value by 1. No. It does nothing. Here's the rest of the code in question.
Code:
mov r0,#bloxmovingtimer
inc @r0

mov a,@r0

call more_rescues

mov r1,#rescues
mov a,@r1
mov r7,a

mov r0,#bloxmovingtimer
mov a,@r0
xrl a,r7
jz loop_2abc

jmp loop_2

The part of the code that is being ignored even though I call to it starts at line 1816 in case you care.


Title: Re: Brix
Post by: Rene_G7400 on January 01, 2014, 02:26:18 PM
You are working with INTRAM, so you should use MOV instead of MOVX.


Title: Re: Brix
Post by: Chris! on January 02, 2014, 07:28:52 AM
New version. I've increased the speed of the blocks every time you guide a deer down to the bottom.
There is a bug though. Whenever the elf wants to land on a space you are on, the reindeer blinks before it goes to another space. If you look through my code, you might see why this happens (beginning at line 1509), but I cannot find a way to stop it from doing this. Is there a way to?


Title: Re: Brix
Post by: Chris! on January 02, 2014, 02:49:34 PM
I think I fixed it. I think the score would be 250 to reach the maximum speed I can make it go and still function. What do you think about that speed? I'm not sure. Let me know what bugs you might run into.


Title: Re: Brix
Post by: Rafael on January 02, 2014, 10:33:47 PM
I really like Jopacīs Chex Machine (AKA Restaurant). The biggest problem I see on this game is that sometimes the dog appears and the only thing you can do is wait itīs attack, thatīs becuase you donīt have n alternative way to scape. I already sugestted you to create some alternatives ice blocks, maybe 2 per line. Acttualy, in many times, elf is appering exactly in the next block you need to jump, nad many times he stay there by a long time, so the player will need to alternate between two blocks by a long long time. Maybe you just have 5 char to work ( ???), so maybe you can make alternat, one line with a block, other with two. Also, I died in the block bellow from the block that elf was.


Title: Re: Brix
Post by: Chris! on January 12, 2014, 11:48:09 PM
OK, I've had it. I'm cancelling this project unless someone can find a way to eliminate certain patterns. I have no idea what's going wrong. Elf movement patterns keep popping up and the machine will not stop them so it keeps going over and over again. Perhaps I need to find a better random number generator that generates a random number between 0-7, I don't know. I'm attaching the code in case someone cares.


Title: Re: Brix
Post by: Ozyr on January 13, 2014, 08:21:59 PM
Chris, take a break and come back to it. It can sit for a bit, and you can hopefully look at it from a different angle.


Title: Re: Brix
Post by: Rene_G7400 on January 13, 2014, 11:11:51 PM
One of the problems that I've seen before in your programs is that you try to limit the value generated by the timer with an ANL instruction. You probably don't know exactly how the ANL instruction works, because the way you use it now will exclude a lot of different values. The only values for the ANL instructions that may be used in this case are 003h, 007h, 00fh (15), 01fh (31), 03fh (63) and 07fh (127).

(I don't have time to finish this post now, I will explain later how to limit the range of the random values.)


Title: Re: Brix
Post by: Chris! on January 16, 2014, 06:11:16 AM
Is there an easy way to divide a number by 8?


Title: Re: Brix
Post by: Chris! on January 16, 2014, 07:26:46 AM
I've added an 8th block to the game, but you can't test it very much because the elf random function hasn't been implemented yet. I've added the 8th block in hopes that it would be easier to get a random number, since 8 is a power of 2.


Title: Re: Brix
Post by: Rene_G7400 on January 16, 2014, 09:20:15 AM
If you need random values between 0 and 7 (0 and 7 included) you can use ANL A,#007h after getting the timer value.

To understand the ANL instruction you need to divide the bytes into 8 bits: #007h = 0000 0111 in bits. If a bit of the number used by the ANL instruction is 0, the resulting bit will be 0 too, if a bit of the ANL number is 1 the corresponding bit in the accumulator won't be changed. For example:

mov A,#05Ah
anl A,#007h

result: A = 002h, because:

  A = 0101 1010 (05Ah)
  anl  0000 0111 (007h)
result 0000 0010 (002h)
The first 5 bits are set to 0 by the ANL instruction, the last 3 bits are not changed.


Title: Re: Brix
Post by: Chris! on January 16, 2014, 07:27:33 PM
I fiddled around with this for 6 hours this morning and came up with this. So what do you think?


Title: Re: Brix
Post by: Rafael on January 19, 2014, 09:52:10 PM
I tried it on my trustly C7050. I think, in many times, player is getting trapped. So you need to go testing and ajdusting to avoid this event.


Title: Re: Brix
Post by: Chris! on January 20, 2014, 01:25:46 PM
I think I made the blocks random enough, but that triggered a new bug:
Sometimes you get a reindeer to the bottom and the score changes to a multiple of 100, the blocks just stop for a few seconds and then start up again. I'm not sure why, but the variable that moves the blocks is "rescues," which starts out at 7 and then decreases every time you get a deer to the bottom, which in turn makes the blocks move faster. I've looked through the code, and frankly I'm stumped. A little help?  ???


Title: Re: Brix
Post by: Chris! on January 21, 2014, 12:41:17 AM
New version. I don't know whether the same bug pops up, but there is another one. The reindeer flashes a lot on real hardware. I'm wondering how I can reduce this. Please look at the code and help me.


Title: Re: Brix
Post by: Rafael on January 22, 2014, 12:34:25 AM
I not test this version on real machine, but maybe your reindeer should be close to the top limit ???


Title: Re: Brix
Post by: Chris! on March 10, 2014, 02:43:02 AM
I worked on this and now it's whenever Santa gets on the reindeer, he flashes a lot. I just can't get a break.


Title: Re: Brix
Post by: Chris! on March 11, 2014, 04:04:26 AM
Rafael was right. My sprites were too high up. On my TV, though, it looked okay, the sprites were shown. But when I moved them down a little, Santa didn't flicker at all. One of the things that had to go however was Santa riding the reindeer down. Now he just stands in front of him as though he has him tied to his hand via a rope or something. I don't know how this happened, though, or if it's just me, but the game seems tougher now. Let me know how you like it and if you see any bugs.


Title: Re: Brix
Post by: Chris! on March 12, 2014, 12:27:16 AM
+ graphics mock up. Is it possible?


Title: Re: Brix
Post by: TomBeck on March 12, 2014, 12:47:49 AM
This game would be great with plus graphics.

When I look at other plus games, would be more possible. Maybe Rafael could help here, because some of his games has has plus graphics. I love his Power Lords PLUS !


Title: Re: Brix
Post by: Rafael on March 12, 2014, 02:11:04 AM
Yes, itīs possible to do, since it doesnt have much drawings to do. Maybe some pines should fit nicely on this kind of game.


Title: Re: Brix
Post by: Chris! on March 12, 2014, 07:22:22 AM
I added some trees. You'd think this would be easy to do, but it took at least a few hours trying to figure out various problems and bugs that came up. One bug I saw that when you first load it in the C7050, the score is a weird number, but afterwards, if you turn it off and back on again, it's always 0000. I figure it must have something to do with the C7050 and not my program. Well, anyway, let me know if I missed any bugs.


Title: Re: Brix
Post by: Chris! on March 13, 2014, 09:32:08 AM
I made the trees look better. This took at least 4 hours to do. I still don't understand what I'm doing, but here it is. Let me know if you see any bugs.


Title: Re: Brix
Post by: Chris! on March 14, 2014, 11:40:51 AM
Found out that there's still occasional flicker for no apparent reason other than the Odyssey 2 hates me. Here is a version, one day I hope to get rid of the stupid flickering. My highest score by the way is 325. The fastest speed comes at the 250 mark.


Title: Re: Brix
Post by: Chris! on March 14, 2014, 11:41:16 PM
I think I figured out the reason why it flickered and ended it. I still don't know why it did, though, me not understanding the technical side of the Odyssey 2. Anyway, see if you can find a reindeer flicker or other bugs in this version.


Title: Re: Brix
Post by: Rafael on March 15, 2014, 01:39:07 AM
I sugeste dpines for plus  gfx. The mockup you done have many few objects,  just like it donīt have plus graphics some examples on ice you can check ice level on KTAA or Route66, the concept is simple, but repeating  drawing you can fill your screen.


Title: Re: Brix
Post by: Rafael on March 15, 2014, 01:47:30 AM
Maybe you can fill your screen with Xmas related things like xmas gift packs, xmas tree balls (not sure how you call it there), star...


Title: Re: Brix
Post by: Chris! on March 15, 2014, 02:12:08 AM
I sugeste dpines for plus  gfx. The mockup you done have many few objects,  just like it donīt have plus graphics some examples on ice you can check ice level on KTAA or Route66, the concept is simple, but repeating  drawing you can fill your screen.
Yeah, I know, but I thought it looked kind of bland for those who wouldn't have + graphics (like myself.) I checked out some other plus graphics games, and I'm wondering how much of the program they take up. Right now, I have about 100 bytes free if I want to keep it at 2k. Of course, I can bump it up to 4k if necessary if needed to have + graphics. I guess the main problem is I don't know how to bankswitch. Or figure out what to put in the other 2k bank so it will play good. But I don't think I will need 4k for this game.


Title: Re: Brix
Post by: Rafael on March 15, 2014, 04:43:58 PM
Yeah, I know, but I thought it looked kind of bland for those who wouldn't have + graphics (like myself.) I checked out some other plus graphics games, and I'm wondering how much of the program they take up. Right now, I have about 100 bytes free if I want to keep it at 2k. Of course, I can bump it up to 4k if necessary if needed to have + graphics. I guess the main problem is I don't know how to bankswitch. Or figure out what to put in the other 2k bank so it will play good. But I don't think I will need 4k for this game.

Itīs depend what you want for your game. I think one most important thing in a game are the sounds. Early O2 games was almost silent or it had some annoying sound. Usually the player fails to note the importance of a sound in the game (unless it is troubling), but try to imagine "Turtles" or "Killer Bees" silent or using default sounds? Sometimes a single sound can make a huge difference, I think it can add more value than plus gfx. So I think it's worth to expand the game for adding sounds, or maybe a "The Voice" music. There 's a lot of  Xmas themes that you can use freely. Just adjust the possibilities to your skills. Anyway, the biggest problem I seeing here (I wrote it before) is that sometimes (many times) the player needs to wait a long time to make a move, or gets trapped. Considering you just have 4 free chars, why not to try to make the game using a line with 1 block and other with 2 (like the image). I think it will make the game more dinamic and pleasurable.


Title: Re: Brix
Post by: Chris! on March 15, 2014, 11:40:16 PM
Two big things about programming in a second block.
#1 - I don't know how I would go about doing this, and even if I did...
#2 - Space is limited. I only have about 100 bytes left last time I checked. So I just thought it would be good to use the 4 extra characters I had as trees. I tried to make the elf's movements more random, and they appear to be more random than they were before.


Title: Re: Brix
Post by: Chris! on March 16, 2014, 04:43:38 AM
OK, my program was misbehaving. I was telling it to pick a number between 0 and 7. And the last entry for the 8th number was putting the elf on the second to bottom row. That's why he was ending up there so often. So then I tell the program to pick a number from 0 to 7 and if it didn't, then blank out the elf and try again picking a number between 0 and 7 on the next screen cycle. This results in a sort of very short delay between elves sometimes, as it isn't picking a number between 0 and 7, even though I tell it to. Wouldn't this code pick a number between 0 and 7? Or perhaps there is something else wrong with the code?
Code:
mov r0,#elftimer
mov a,t
anl a,#007h
movx @r0,a
(lines 1511-1515.)


Title: Re: Brix
Post by: Rafael on March 16, 2014, 12:36:58 PM
I had played v. 24a, last night I a really liked how the game work on this. The random is good and the best on it, unlike the previous versions, when the Elf appears sundelly ahead of the player seems you ever have a chance to escape. My hiscore is 275. Whatīs new on this version 25 ???


Title: Re: Brix
Post by: Rene_G7400 on March 16, 2014, 04:48:05 PM
Code:
mov r0,#elftimer
mov a,t
anl a,#007h
movx @r0,a

If #elftimer is a place in 'intram', you should use MOV instead of MOVX.


Title: Re: Brix
Post by: Rafael on March 16, 2014, 06:01:19 PM
I just hurt my ass (on PC keyboard suport)  when I was copying Nice Ice to C7050 >:(

Anyway, I really think the game is enjoyable now, good work ;). Anyway I have 3 working Odys and I already same problem here. In one of these console the score is just partially visible, I not sure if others user could have the same problem, but I sugest you to up the score (maybe 4 pixels can be enough)
In time: I get 500 points.


Title: Re: Brix
Post by: Chris! on March 16, 2014, 10:57:22 PM
New version. I fixed the thing Rene pointed out, and I added a sound for once you get down to the bottom (on previous versions, it was silent.) Let me know if you spot anything suspicious. I did, when I got down to the bottom and started my way up again and died, the red numbers of the score disappeared. But that only happened once and I was unable to reproduce it, so I think it's just my Odyssey 2 acting weird. It does that sometimes. Like when I'm in the middle of playing a game, the game disappears and I have to wiggle the cord that is hardwired in the console to get the image back. So I'm thinking that was just me. But let me know anyway.


Title: Re: Brix
Post by: Chris! on March 16, 2014, 11:00:03 PM
As it turned out, I had to remove the noise for scoring down at the bottom. Weird...


Title: Re: Brix
Post by: Chris! on March 19, 2014, 03:01:34 AM
So about the + graphics again, would this be possible?


Title: Re: Brix
Post by: Rafael on March 19, 2014, 09:39:03 PM
Something close is possible to do. You canīt have 3 (or more) colors inside a same cell, for instance.


Title: Re: Brix
Post by: Chris! on March 19, 2014, 11:43:38 PM
How big is a cell?


Title: Re: Brix
Post by: Rene_G7400 on March 20, 2014, 09:23:32 AM
How big is a cell?

8 pixels wide and 10 pixels high.


Title: Re: Brix
Post by: Rafael on March 21, 2014, 12:36:30 AM
Just to have you a better idea I just "grided" Nice, (the same I do with my projects)
So you can put an "sprite" in each cell. Burnin your brain you can try some concept like Clay Pigeon (but I think it was done by aliens ???)
I sugest you donīt stop on the first idea, do a brainstorming and try diferent concepts.


Title: Re: Brix
Post by: Chris! on March 21, 2014, 01:42:31 AM
Attempt #1.


Title: Re: Brix
Post by: Nognir on March 21, 2014, 01:07:50 PM
looks very nice :)

I hope that I can also get a C7050 to test it on my console at home someday..


Title: Re: Brix
Post by: Rafael on March 23, 2014, 02:16:36 PM
Sometimes, to make  plus graphics, it was Power Lords case, for instance. I use to try a collage. Itīs an exercise we did in the school when we were kids, building scenario with magazine cuttings. Now we have internet so itīs more easy. I just made an example, we can try your own. Itīs fun exercise ;)


Title: Re: Brix
Post by: TomBeck on March 23, 2014, 06:35:18 PM
Looks really amazing Rafael  8)


Title: Re: Brix
Post by: Ozyr on March 23, 2014, 08:02:54 PM
No offense to Chris or anyone else, but Rafael is like the King of Plus graphics.  8)


Title: Re: Brix
Post by: Sweersa on March 23, 2014, 08:31:12 PM
No offense to Chris or anyone else, but Rafael is like the King of Plus graphics.  8)

And O2 cover art!


Title: Re: Brix
Post by: TomBeck on March 23, 2014, 08:49:38 PM
No offense to Chris or anyone else, but Rafael is like the King of Plus graphics.  8)
And O2 cover art!

Indeed  8)

I hope till today, that somebody makes a PLUS release from his Power Lords!  ;:)


Title: Re: Brix
Post by: Rene_G7400 on March 23, 2014, 10:57:23 PM
Looks really amazing Rafael  8)

This picture doesn't look like a real Plus-graphics screen yet.


Title: Re: Brix
Post by: Rene_G7400 on March 23, 2014, 11:00:26 PM
I hope till today, that somebody makes a PLUS release from his Power Lords!  ;:)

Until then you can play it on the C7060.


Title: Re: Brix
Post by: VideopacBelgium on March 23, 2014, 11:48:25 PM
No offense to Chris or anyone else, but Rafael is like the King of Plus graphics.  8)
And O2 cover art!

Indeed  8)

I hope till today, that somebody makes a PLUS release from his Power Lords!  ;:)

I did it (lol)


Title: Re: Brix
Post by: TomBeck on March 23, 2014, 11:54:52 PM
Until then you can play it on the C7060.

Guess what I was playing today  ;)

I did it (lol)

Sometimes I hate producers.... only sometimes  :-*


Title: Re: Brix
Post by: Rafael on March 24, 2014, 01:07:36 AM

This picture doesn't look like a real Plus-graphics screen yet.


Exactly. How I sugested to Chris, in some case I use to do a rough to have an idea what objects to use, places sizes. The ideal is that Chris make your own attempts. How I said the rough is the fun part of plus graphics desing, the rest usually is painful.


Title: Re: Brix
Post by: Rafael on March 24, 2014, 01:15:54 AM
No offense to Chris or anyone else, but Rafael is like the King of Plus graphics.  8)
And O2 cover art!

Indeed  8)

These comments gets me embarassed :-[
Iīll need to disapear by one month.
Thanks for all, but the "secret" for both covers and plus graphics (despite Iīm not the King) is to make many attempts. Sometimes you get it on the first or on the tenth and also make mistakes. In my Power Lords Plus project folder for instance, I counted 26 roughs.


Title: Re: Brix
Post by: Chris! on June 17, 2014, 07:17:49 AM
I'm trying to work out a few bugs. I tried to on my own and am getting nowhere. First off, when you get to the top, be left or right of the reindeer and keep moving after you get the reindeer. You'll notice that it flickers. I have tried lots of things but I can't get it to go away.
Second: When you turn off the game in real hardware and turn it back on again, the high score is not four 0000s, but symbols. I find this weird because when you exit the downloading to the cart, it's all 0s like it's supposed to be. Again, I tried fixing this, but to no avail. Can someone please help?


Title: Re: Brix
Post by: Rene_G7400 on June 17, 2014, 02:17:17 PM
Second: When you turn off the game in real hardware and turn it back on again, the high score is not four 0000s, but symbols. I find this weird because when you exit the downloading to the cart, it's all 0s like it's supposed to be. Again, I tried fixing this, but to no avail.

At the start of the game you should call "check_score" for registers "highscore_l" and "highscore_h".


Title: Re: Brix
Post by: Chris! on June 17, 2014, 05:47:14 PM
I finally got it up and working again. But the trees had to go, and the noise that happens when you touch the reindeer was causing it to flicker, so that had to go as well.


Title: Re: Brix
Post by: Chris! on June 21, 2014, 04:58:44 AM
Here is a new version. The last one wouldn't let you move after 300 points. So I fixed it. My highest score is 525. Can you do better?


Title: Re: Brix
Post by: Chris! on June 25, 2014, 07:30:29 AM
Just uploaded a YouTube video of Nice Ice. I figured I hadn't done so in a while.
YouTube: http://www.youtube.com/watch?v=hpkiTYCqv5o


Title: Re: Brix
Post by: timdu on September 05, 2014, 12:13:23 AM
Hi everyone,

Just wanted to pass along the news that I (2600 Connection) have worked out an agreement to take over the production of Nice Ice.

I am planning a release date of NICE ICE on cartridge on November 15, 2014.

More information to come,

Tim


Title: Re: Brix
Post by: timdu on September 06, 2014, 12:18:30 AM
Some other news, too:

Chris and I have discussed the idea of having a contest open to everyone to design / create artwork for the box and label for NICE ICE.

I will make a formal announcement on the web site and will provide a link to that in the next few days. Artwork submission deadline is November 1, 2014.The grand prize: a free game of NICE ICE!



So get your Christmas music playing and get in the holiday mood and CREATE!

please send me a private message if you would like to enter a submission for the artwork...

I just checked...

There are 56 days until the artwork deadline submission for the contest  :  November 1, 2014!

There are 70 days until the cartridge release date of NICE ICE  :   November 15, 2014!

There are 110 days until Christmas:  December 25, 2014!

Merry Christmas and Happy New Year!  ;)

Tim



Title: Re: Brix
Post by: timdu on October 08, 2014, 12:20:52 AM
I have created a web site for the NICE ICE game.

check it out @

http://www.2600connection.com/features/nice_ice/features_nice_ice.html (http://www.2600connection.com/features/nice_ice/features_nice_ice.html)

It is still under construction.

I am having some trouble getting the code to work so it automatically counts the days down.

Also today, we received our first artwork submission for NICE ICE!  It is not too late to enter. You could win NICE ICE! ( serial # 1 of 100)

OK so here are the countdowns as of today:

There are 25 days until the artwork deadline submission for the contest  :  November 1, 2014!

There are 39 days until the cartridge release date of NICE ICE  :   November 15, 2014!

There are 79 days until Christmas:  December 25, 2014!


"boas festas!"

Tim




Title: Re: Brix
Post by: timdu on November 02, 2014, 02:35:04 PM
UPDATE: November 2, 2014:  THE WINNER HAS BEEN CHOSEN:  Timothy Cotter
He will receive NICE ICE! cartridge serial #1 of 100

We will have the artwork up on the web site within the next few days.

http://www.2600connection.com/features/nice_ice/features_nice_ice.html (http://www.2600connection.com/features/nice_ice/features_nice_ice.html)


Tim


Title: Re: Brix
Post by: ptol on November 02, 2014, 03:04:29 PM
1 copy please.


Title: Re: Brix
Post by: Tom31 on November 02, 2014, 03:08:46 PM
#13 for me please.


Title: Re: Brix
Post by: ccc--- on November 02, 2014, 08:20:37 PM
One for me please.

I am slowly losing track with that lot of new homebrews  ;:)

Can you ship it together with the other game that I ordered? Err, I think it was that Flappy Bird game?