So I got an Atari 2600 game I didn't have before. I bought Chase the Chuckwagon. But a huge shout out to AtariAge user SpiceWare, who changed the way the score looks in my nosehair game. It now looks like this:
I redesigned the number font and I think it looks good enough. I also worked a little more on it and got the scissors back to facing the "correct" way (the way I wanted them to and were before.) With all the changes though, I have about 2 bytes left. Which I guess is okay since
I worked on my Nosehair game last night. I did three things: I made the nosehair's top speed faster (because people said it was too slow), I got rid of the horrid title screen music and replaced it with a better-sounding tune, and I changed the shape of the nostril. This is what it looks like now:
So I was making the beginning of Count's Castle for the Atari 2600 (The "lost" Kid's Controller game) when the power went out. I was expecting it to be out for a couple days since we had an ice storm here that toppled trees. It lasted SIX DAYS. For almost a week, all I had to keep myself warm was a gas fireplace. And all I had to entertain myself with was the radio and a Game Boy. Many hours were spent trying to figure out the puzzles in Daedalian Opus and trying to complete the screen in Word Z
I was having trouble with this game getting the cutting just right every single time. An idea came to me as I was laying in bed trying to go to sleep. Make the Cutting variable the same as the PlayerY variable. This meant when PlayerY moved, so did the Cutting variable. And THIS meant setting a permanent variable for all of PlayerY's positions. Thankfully it wasn't as complicated as it sounds. It just meant to put in this code before exiting the Joystick code:
I started working on level 3 of Quest of the Cranberry a few days ago. But I was looking at my code (which is over 5,500 lines long) and I decided that I might want to move the password entering code to the end instead of the beginning because I will add to it as I make new levels. And I may break something. Apparently the Channel F is as finicky with code as the Odyssey 2. So I managed to move the password code down to the end and make it work in only about 15 minutes. So now I can actually beg
I finished level 2 of Quest of the Cranberry for the Channel F this morning. It was hard. But I finally got it working okay after a few hours of coding. I still don't know what the problem is (I think it might have something to do with code page boundaries, but I'm not sure.) I spent almost all day asleep. I went to sleep at about noon and woke up at 3 a.m. after a horrible nightmare. So I got up and solved the problem I was having earlier. Once you get to the end of level 2, it freezes for a bi
So I worked some more on Uncle Hairy's Nosehair tonight. I went to sleep at about 11 a.m. and woke up at 10 p.m. because my leg hurt. I saw someone found a bug, so I was off to fix that. And then the stupid scanline wasn't being steady. Most of my work on this game has been attempting to make the scan line count be a steady 262. I did find a way however to add back the color changes and have music at the same time. But now I have 0 bytes left. That is, if I want to make it a 2k game (which I do.
Music has returned to Uncle Hairy's Nosehair. The colors don't change any more though (unless you flip the switch to b&w). I also made some more changes. For instance, if the demon gets the box, you lose 10 points. And I also made the nosehair's beginning growing speed slower. And then I had to get the scanline count a steady 262 so it doesn't jitter on real hardware. That is the hardest part of the projects I do in Atari 2600 assembly. The machine is what? 45 years old? It shouldn't be stup
I want to finish Uncle Hairy's Nosehair. I returned to work on it. I made it so when the box pops up, the demon stops chasing you and goes after it. Nothing special if he gets it, although you lose all the points lost while the scissors weren't going after the nosehair, and you do have to wait a little bit for another box to pop up. There's no more music, but there is color cycling when the game isn't running (think "Combat"). So now I have 10 bytes left. And I spent hours and hours working on t
I'm still working on this whenever I get a desire to. Added a boss level, much like the one in the Virtual Boy version.
There's a giant eggplant shooting giant peas at you. Shoot him twenty times to get past the level. I only have two levels done: Meat Meadow and Mayonnaise Mountains. Soon I will work on Sesame Seed Sea. I worked on the boss for a couple hours because the computer was being a jerk and wouldn't do what I told it to. But eventually it worked.
I decided to make a version of Hamburgers En Route To Switzerland for the Intellivision. I finished the Virtual Boy version on Christmas, and started this on January 10. Here is the title screen for it.
I've been working on this each morning and it is technically a game. You can die in it and there's a score. But there is much work to do. Instead of the milkshakes in the Virtual Boy version, the enemies in the Intellivision version will be different forms of vegetables. This may change
Latest Xybort news: Now you can move your ship and make it shoot out laser beams.
But most of my waking hours I've been super busy working on my Quiz Wiz game. What I'm doing is making my own trivia questions, but making sure the answers match the ones on cartridge #1 (the most common Quiz Wiz cartridge.) So when I'm done, I will put new labels on #1 cartridges. I have a long way to go to finish. Each cartridge has 1,001 questions. I'm betting a team of writers wrote the questions, but
I have decided to make a new Odyssey 2 game. It will be called Xybort. I have been playing around with the title screen trying to get it just right. That's all I've done so far, though. Perhaps tomorrow I will actually work on the in-game stuff now that the title screen is completed.
In case you're wondering, that white x above the big X is a sparkle. It switches between an multiply sign and a plus sign very fast, creating an illusion of a sparkle. In case you're wondering what Xybort
I worked some more on the game. Here's a video of me playing it with the Stella emulator.
I made it so the nosehair demon chases you around the screen instead of him moving randomly. Since he now does this, I could delete a fair amount of code associated with the process of randomly moving around, and as a result I now have about 70 bytes left, which is up from about 30.
I also made it so you can play the game in black and white instead of in color. Though I doubt many people will, I j
Yesterday I did some more work on Uncle Hairy's Nosehair. That's the name of the game, although since the game doesn't display the name in it, I could call it anything I want. I got rid of the cutting nosehair for points. I made it so touching the nosehair demon subtracts from your score. I made the box worth ten points instead of one. I have over 100 bytes left. And the game is 2k. I don't know what else to put in the game. I don't know how much I can put in the game and still have the display
Last night I didn't want to go to sleep. So I was laying in bed thinking about various things like I do. I got up and worked on the nosehair game I had made for the Atari 2600 and then gave up on because it wasn't going well. I thought about what I was doing and tried different ways to do what I wanted the game to do. A couple hours later, I had it: A steady picture while playing, and while not playing. It was good. Then I finally fell sleep at about 10:30 pm.
Woke up at about 9 am and work
On the VB Discord channel, everyone was kind of in agreement with the sentiment that there was too much red in it. So I changed it back to what it was before, the night scene. Looking at it now, I have to agree that the entire screen was just red and overwhelming. But in making that all-red screen, I discovered a way to make the text black, so I guess it wasn't all for naught.
Since I have yet to find a way to change the text's palette, I just changed the palette it used. Since the same pal
I designed a level 8 for the game.
It's a beach scene. I still have to do music for it. Then levels 9, 10 and ending, and it will be all done. I am wondering though whether or not I should make a custom font for the game. I know how to, but I don't know if I should. I want some originality, but at the same time I want it to be legible like it is now.
I also worked some more on Pipe Down, that Odyssey 2 game I've been working on, changing things to make it better. Not running code
So after a well-deserved sleep (I slept for about 16 hours), at 2:30a.m. I was up and at 'em again. Made a new little enemy to replace the turtle. I think it looks kind of like a goomba, but I was careful not to make it look too much like one.
I had a little bit of room left, so I figured with it, I could animate the fireball. After using too much room, I simplified a little bit of code near it to make it fit. Very snugly, though, since even though I'm using 2,037/2,048 bytes, it won't
So I was having horrible trouble getting the fireball to come when a specific amount of points was got. I programmed for a couple hours until I got something working on an Odyssey 2 emulator, but it didn't work on a real Odyssey 2. So I pulled an all-nighter trying to make the thing work on a real Odyssey 2. Finally, at 7:21 in the morning, I made it work.
This bit of code worried me:
The four-digit score
So I finally got back into Odyssey2 programming again.
This game is like Mario Bros. It's called "Pipe Down". It only has two enemies, and the fireball is always on. But I did try to add some interesting things. Like if you don't kick the enemy within a certain limit, it gets back up and starts walking again (which is in Mario Bros.) Unfortunately I don't have room for much else (like coins or other enemies). The last version I tested works great on a real Odyssey 2, though, so that's
I thought that the picture of the hamburger I had on the title screen was really crappy. It didn't look anything like a burger. So I decided to change it. I drew a logo on a piece of paper, then scanned it, then colored it in and this is what I got:
There. This way I can change the copyright words (if I need to, like suppose I don't get it done next year. It would be a lot easier, I'd just change the 1 to a 2 in the text. Or suppose a homebrew making company wants to be there instead o
So I figured out that the Channel F will not be able to do what I'd like it to do, so I had to give up on the fly swatting game. And I went back to work on Hamburgers for the Virtual Boy. Nothing much, just added a level selection feature. You can select which level to start on. If I finish the game, I plan to move this from available upon start to accessing it via a special code (button pressing sequences on the title screen.)
I woke up this morning at 9 a.m. due to my stomach hurting. An
So I'm back to programming for the Fairchild Channel F again. I wish there was a Flashcart for this. But that will probably never happen, due to lack of interest. Anyway, this time I'm making a game called...
It's a fly swatting game, akin to the one in Mario Paint for the Super NES. So there are these flies. Your job is to swat them. To activate the fly swatter, push down on the joystick. If you hit one, that fly will disappear and another one will come take its place in a random posi
Level 4 is the underwater level. Level 5 is snow. I didn't create the snowman and igloo seen here, but I did arrange the version of "Let It Snow Let It Snow Let It Snow" in the background. I stole the snowflake shape from Wingdings.
I also made a black outline for the hamburger because apparently people requested it. So I obliged, although I don't personally like it, but OK. So now I need to design 5 more levels and some ending screens. One for a non-perfect score (<1000) and one fo