Videopac / Odyssey2 forum

Programming the Videopac / Odyssey2 => Homebrews => Topic started by: Chris! on September 13, 2019, 11:35:48 PM



Title: Chris the Cranberry
Post by: Chris! on September 13, 2019, 11:35:48 PM
Time to get back into the Odyssey 2 scene. I'm going to make a new racing game in the style of Excitebike and MotoRodeo (more info on MotoRodeo for the 2600: https://atariage.com/software_page.php?SoftwareLabelID=1020 (https://atariage.com/software_page.php?SoftwareLabelID=1020))
I'm calling it Chris the Cranberry. Here is its title screen, all I have so far.
(http://www.atari2600land.com/odyssey2/christhecranberrytitlescreen.png)

I got my Odyssey 2 out and it still works great.


Title: Re: Chris the Cranberry
Post by: Chris! on September 14, 2019, 03:42:39 AM
Added a timer to display during the race. It works fine on a real Odyssey 2 and O2EM but for some reason runs really slow on Homer.
(http://www.atari2600land.com/odyssey2/christhecranberrytimer.png)


Title: Re: Chris the Cranberry
Post by: Chris! on September 14, 2019, 06:20:51 AM
Figured out that that timer is incorrect. This version should have a better timer, but I had to sacrifice the hundredths digit.


Title: Re: Chris the Cranberry
Post by: Rafael on September 14, 2019, 06:32:27 PM
 8) 8) 8)


Title: Re: Chris the Cranberry
Post by: Chris! on September 15, 2019, 06:10:36 AM
Added the first obstacle: A big box.
(http://www.atari2600land.com/odyssey2/christhecranberrybox.png)


Title: Re: Chris the Cranberry
Post by: Chris! on September 16, 2019, 03:26:35 AM
HELP!
Suppose I want to have the boxes be various y positions.
I have this code:
Code:
boxydata:
db 029h, 039h, 049h, 059h

add a,#boxydata & 0ffh
movp a, @a ;get byte
mov r1, a

mov r0,#000h ; pointer to sprite 0 Y pos in VDC
mov r7, #1
call copyspriteloop
It works good for the first position (029h), but I can't figure out how to advance the correct number in boxydata for it to read it and make the box be in the second position listed (039h) the second time.
Code:
copyspriteloop:
mov a,r1
movp a,@a ; get byte
movx @r0,a
inc r0
inc r1
djnz r7,copyspriteloop
ret


Title: Re: Chris the Cranberry
Post by: Chris! on September 16, 2019, 07:02:32 AM
I figured it out. I needed to add this:
Code:
mov r1,#obstaclenumber
mov a,@r1
mov r3,a
and change that other bit of code to this:
Code:
copyspriteloop2:
mov a,r3
movp a,@a ; get byte
movx @r0,a
ret
So now I might be able to design some rudimentary tracks now. I'd like some ideas for more stuff to put in. I already put in an item that when Chris runs over he gets a short burst of speed (the green arrow thingy.) Thoughts?


Title: Re: Chris the Cranberry
Post by: Chris! on September 18, 2019, 04:07:54 AM
Time for a little update, even though nobody downloaded the previous one. I'm still working on stuff.


Title: Re: Chris the Cranberry
Post by: cjherr on September 18, 2019, 03:30:19 PM
Nice! I like where this is going!


Title: Re: Chris the Cranberry
Post by: Chris! on September 19, 2019, 06:15:12 AM
Thanks!

Can someone with a PAL tv test this latest version? I only have an NTSC TV and an Odyssey 2 so I am wondering if the sprites disappear all the way off the screen when not used because I doubled their height.


Title: Re: Chris the Cranberry
Post by: Chris! on September 19, 2019, 09:48:39 PM
Don't need a PAL tester any more. I recoded it so I don't need to worry.
I also got rid of the title screen "music" and replaced it with a countdown at the start.


Title: Re: Chris the Cranberry
Post by: Chris! on September 20, 2019, 09:51:05 PM
The first track is done.


Title: Re: Chris the Cranberry
Post by: Rafael on September 21, 2019, 04:15:12 PM

Doesn't look too challenging


Title: Re: Chris the Cranberry
Post by: Chris! on September 22, 2019, 03:19:55 AM
Yeah, I know. Perhaps I won't finish this game after all.


Title: Re: Chris the Cranberry
Post by: Nesrocks on September 23, 2019, 10:09:52 PM
I have tested this twice, but I don't think my character is moving. I did start the game and the timer started counting but nothing seems to happen.


Title: Re: Chris the Cranberry
Post by: Chris! on September 30, 2019, 04:33:46 PM
You need to press right to make the cranberry move.


Title: Re: Chris the Cranberry
Post by: Chris! on February 11, 2020, 08:58:25 AM
I went back to work on this. I thought of a feature I need to implement but I am having trouble trying to program in: A random track. I redid some code and I made it so the button press on the keyboard chooses a track instead of the joystick. The tracks 1-4 will have various lengths. Track 1 is the shortest and track 4 is the longest. Track 5 will be the random obstacle track and will feature randomly selected objects at random y positions. You push a button between 1-5 on the keyboard, press 6 to start (I want it to be ENTER but I don't know what button that is.) and the countdown, and once you hear the fire of the gun, the race starts, the timer goes, and you press right to move the cranberry through the track. Be aware though that track 1 is the only available track now. 2-4 are duplicates of track 1, and I need help on track 5.


Title: Re: Chris the Cranberry
Post by: TedFoolery on February 11, 2020, 03:45:13 PM
I believe the block character (0x2fh) is the ENTER character.


Title: Re: Chris the Cranberry
Post by: Chris! on February 11, 2020, 05:05:55 PM
I just tried that and it wouldn't work.
EDIT: I tried YES and that wouldn't work either. Perhaps part of my keyboard is broken?


Title: Re: Chris the Cranberry
Post by: Chris! on February 11, 2020, 07:38:53 PM
Made it so you don't need to press ENTER. Just 1-5 and it starts right up.


Title: Re: Chris the Cranberry
Post by: Chris! on April 04, 2020, 07:06:03 PM
Here is the latest one. Press 1-6 to start. 4-6 are random placement of objects, while 1-3 are fixed courses. Let's think of some stuff that I can add to the game. Can't be much since I only have about 200 bytes left before it's a 4k game. It's already a 4k game though because I put the Cedar Games intro in and that bumps it up to 4k.


Title: Re: Chris the Cranberry
Post by: Rafael on April 05, 2020, 06:48:41 PM
I think it's a little slow.