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Author Topic: Smiley  (Read 5111 times)
Chris!
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« 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.
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Chris!
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« Reply #1 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.
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timdu
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« Reply #2 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
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Chris!
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« Reply #3 on: March 06, 2013, 12:09:13 AM »

I guess it would be possible, but what about a tie?
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« Reply #4 on: March 06, 2013, 03:51:47 AM »

Yippee. My first problem. Angry
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.
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Ozyr
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« Reply #5 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!
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Rene_G7400
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« Reply #6 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
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Chris!
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« Reply #7 on: March 06, 2013, 09:38:57 AM »

No, that doesn't seem to work either.
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timdu
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« Reply #8 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!
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Chris!
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« Reply #9 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.
« Last Edit: July 08, 2014, 03:52:28 PM by Chris! » Logged

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« Reply #10 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??
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timdu
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« Reply #11 on: July 12, 2014, 05:54:55 PM »

You can find the grid edit tool here...

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

Enjoy!

 Smiley

Tim

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« Reply #12 on: July 12, 2014, 09:28:31 PM »

THX!

It's easy to draw grids but it's hard to draw a functional grid.  Roll Eyes
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Chris!
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« Reply #13 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.
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« Reply #14 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.

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