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About this blog

What I'm working on for the various consoles I can program for.

Entries in this blog

Shooting some hoops

So I decided to take another stab at my Odyssey² basketball game I had given up on. I somehow made it work. And I added a few things: shot clock shooting arc bug fixed ball-possession sfx fixed Before I made this video, I didn't take into account whether or not the player was shooting was the shot clock is winding down. So if it gets to 0 when in the act of shooting, the ball would probably mysteriously not go into the basket and it will be a jump ball instead.

Gamegearguy

Gamegearguy in Odyssey 2

Scrolling where there is none (part 3)

I've been working on what I have for X vs. O. I added a flying O that goes by. This is what you're shooting at. But the most troublesome part was making this okay on a real Odyssey 2 because the screen part where the score is kept crapping out on me and I had to make it stable. Now after about three hours of programming, my right hand hurts because i've been typing and working the mouse too much. I've been going to sleep later and later. Yesterday I fell asleep at about 2:30 a.m. But i

Gamegearguy

Gamegearguy in Odyssey 2

Scrolling where there is none (part 2)

I just spent three hours on this: Fortunately, I had the scrolling all done from a previous project I gave up on, I just needed to add a tree and the X. I need to change the colors of the ground (x's can't walk on water and trees don't grow from the top of the water neither). Since I'm sleepy I'll go to sleep now and come back and read any feedback in the morning.

Gamegearguy

Gamegearguy in Odyssey 2

Scrolling where there is none

I'm having a bit of a problem here. I want the lines to get the visual effect that the game is moving forwards. Right now I have this: I need some more eyes to look at this. What do you think? I have three grids rapidly changing to create this effect. I was thinking along the lines of an ever-moving Battlezone type game where the Xs shoot at Os on the ground. If this is good enough I'll add some trees to move along with this.  

Gamegearguy

Gamegearguy in Odyssey 2

Robot Ron in 2084: February 23, 2023 update

I decided to change the characters to sprites. The characters looked really lame, so I decided since I had two available why not use one? Since I don't have any awesome ship sprites designed (that's where you come in), I used boxes as place holders. Unfortunately, I had to change my really cool border to a plain one since my game was showing signs that it was thinking too much. When there's too much code, the top of the screen goes crazy and blinks a lot. So this is what the game looks like now:

Gamegearguy

Gamegearguy in Odyssey 2

Robot Ron in 2084: February 22, 2023 update

So the game is beginning to take a better shape. I added a new type of enemy which goes really fast (pictured.) This enemy moves straight and when it reaches the other side, a new enemy comes. The enemy that chases you will not disappear until you shoot it. I changed Ron's missile to be more of a ring shape. My plan: four enemy types total. each wave between waves 1-4 will be introducing the enemies (with the zoomer being in wave 4 because it's really hard to hit.)

Gamegearguy

Gamegearguy in Odyssey 2

Robot Ron in 2084

So someone made a controller "coupler" for the Odyssey 2. What this does is puts both controllers together with a piece of plastic. I guess so you can hold both of them like you would, say, an NES controller. So now a game like, say, Robotron 2084 would be a cinch for games that would benefit from such a thing. And that's what I'm doing. I'm making one of my "semi-ports". This won't be like the original Robotron 2084 because my plan is needing to shoot a certain number of enemies that pop u

Gamegearguy

Gamegearguy in Odyssey 2

Q!

So I was looking through my website that has tons of stuff I worked on and backed up in case my computer dies, which it did in 2016. There was stuff in there pre-2016. Like this interesting project entitled Q. It was interesting and I wondered why I gave up on it. So I made a few changes to it, adding and changing some stuff. I don't know what I'll do to it next though, probably start a new bank of stuff because I left off with only 500 bytes left in it. It looks to be like a game where you

Gamegearguy

Gamegearguy in Odyssey 2

Q version 25

I got tired of working on Pineapples, so I decided to work on my Q game. I don't know why, seeing as how it's not a very interesting game, at least it isn't to me. But I need to find things to do while I wait to die, so I decided to do this. I wish I could die now, but I can't. I thought to myself "What can I do to make the game longer?" So I decided to slow the game down. When I thought about it, the q was moving fast, like running. But you can't run a long distance without your legs hurti

Gamegearguy

Gamegearguy in Odyssey 2

Q version 16

So I added a few more screens to Q. I think what I want to do is have a password to enter when the player enters a new area. I have about 400 bytes left in the first bank I've been working on. So what I will do is start work on the second bank so I can have the password code in the rest of the area in the first bank. I wanted to have a tree AND a P on the same screen at the same time. This caused the game to go crazy and I had to work for several hours to try to counteract its craziness. It

Gamegearguy

Gamegearguy in Odyssey 2

Paku Paku for the Odyssey²

I think I'm responsible for half the Odyssey² homebrew library, if not more. Yet I'm starting work on a new Odyssey² game. This time it's a port of the game Paku Paku. I wondered if the Odyssey² could handle it, so I'm trying to do it. I just started on this yesterday. So there's tons more left to do. It was like that with the Intellivision, some one else did Pac-Line for the Intellivision. And I was sad. But shocked nobody tried to do Pac-Line for the Odyssey² yet. So I'm doing

Odyssey 2

I'm back working on a new (actually old) Odyssey 2 game. I have a new intro for my games. The screen that says "Cedar Games" and displays the tree. Well now it still does, but with different noises. I worked for a long time trying to integrate it into ZipZap (all night in fact), but I gave up. So that ended with me going to bed at about 10 a.m. When I got up at 7 p.m., I went back to work trying to make it actually work. It was hard, but I eventually did it. Not only that, I put it int

Gamegearguy

Gamegearguy in Odyssey 2

No more room

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

Gamegearguy

Gamegearguy in Odyssey 2

My latest Odyssey 2 project.

Here is a link to a YouTube video of my latest Odyssey 2 "doodle". My, that is quite large. Too bad there's no way to shrink that. Anyway, today's work was adding a level intro. The umpire needs to collect the umbrellas while avoiding the jet planes (which are not present in the video.) The next time I work on this, I will attempt to make a second enemy for level 2. I will try to make a maximum of 5 jet planes zooming around the screen randomly. An interesting thing happ

Gamegearguy

Gamegearguy in Odyssey 2

More X vs. O fun for you

So I had to go back and fix a bug in the zap game. I think I finally got it fixed. While I was at it, I put in some code to go to banks 0 and 1, which I hope will have something in both of them. I got an idea for one of the two banks. It is going to be Whac-a-mole. I know, there is already a whac-a-mole game, but you need to go to a website to play it. I want this one to work on a real Odyssey 2. It will feature two grids and will use the controllers (instead of the keyboard) to play. I made a m

Gamegearguy

Gamegearguy in Odyssey 2

Merging

So I found some more bugs from the first floor of my game. The game not exiting room problem came back. I wonder what causes this. Anyway, I put two ghosts per room in the second floor. I also merged the game's banks hoping the bankswitching plan I had put into place would work. It did. So then I put in new rooms in the second floor. Next in my plan is to find out their x and y positions for entering and exiting them. That giant plus sign is the cursor from a grid drawing program I fou

Gamegearguy

Gamegearguy in Odyssey 2

Left left

Or rather, the way to move it left. So I worked all yesterday and part of today on the game. I had it working fine, but the display crapped out on a real Odyssey 2, plus I couldn't move left. So today was spent restoring left movement, which is tough when you don't know why. I also got rid of the tree. Someone pointed out that the tree should be getting larger as it nears. Since I couldn't, I just decided to get rid of it. I have some more room for more stuff now. Once left movement was res

Gamegearguy

Gamegearguy in Odyssey 2

Jack and the beanstalk (part 7)

I've been having internet connection issues lately, to the point where I had to get a new modem. I'm hoping this will fix it, because I plugged in a phone in the phone jack I'm using internet for and got a dial tone. Between verious spurts of it working, I have worked on trying to fix bugs in the game. When the internet would come back on, I'd upload the game and my playtester would test it and report any bugs he'd seen back. Well, yesterday, he reported not seeing any bugs! So this means I need

Gamegearguy

Gamegearguy in Odyssey 2

Jack and the beanstalk (part 6)

My internet was down for most of the day today. I worked on Jack and the Beanstalk for a little bit, trying to figure out how to redo things and make stuff work. I realized I had to redo the Jack sprite in the castle again for a bug to disappear. He now walks like this: Not a very good walk, but I fear it has to be this way, otherwise bugs creep in and ruin the game. While my internet was down, I cataloged my Odyssey² collection. As it turns out, I have 78 games for it. This includes a

Gamegearguy

Gamegearguy in Odyssey 2

Jack and the beanstalk (part 5)

I think I figured out the problem with the walls. If Jack's animation switches to a new frame that is touching the grid when before it wasn't, of course he'll get stuck in it. So I had to design a Jack that is very minimal and doesn't change a whole lot yet changes enough to make it necessary for it to be animated. This is my attempt: So I have to do it this way. Today I worked on the ending. It's a very minimalist ending, though, as I didn't have room for a very grand one. Odyssey2 pr

Gamegearguy

Gamegearguy in Odyssey 2

Jack and the beanstalk (part 4)

I finished the fourth floor. I also put the key in the game. It hides itself in a room and your job once you get in the castle is to find it. It's your only way out of the castle: only when you defeat the giant will the exit show from the castle. But this blog entry is more about the beanstalk. I figured I might put in the down part of the beanstalk since I didn't think it would take very long. Was I wrong! I had to go to sleep with semi-broken code at about 1 in the morning. I woke up this

Gamegearguy

Gamegearguy in Odyssey 2

Jack and the beanstalk (part 3)

Work on this has been going good. I started work on the Giant's castle a week or so ago. Here are some screenshots of inside the castle. The triangles are stairs. If they lean right (like in the picture), they are stairs up. Leaning the other way means they're stairs going down. To use the stairs, all you need to do is touch them. Right now I have 3 floors of the castle in. I want to have a total of four floors and still have room in the code for the key hiding. I think I will. In

Gamegearguy

Gamegearguy in Odyssey 2

Jack and the beanstalk (part 2)

So, level 1 is completed. I made a few changes. one bird is now 2 bats. bat collision sends you 5 screens back instead of the beginning. 21 screens to climb up. I tested this on a real Odyssey 2 and it works fine. Making change number 2 was very difficult. I had to go and figure out where the screen's stalk x position starting place was and then figure out where to put Jack so he's on the stalk (what to make his x position be), and then make the program put Jac

Gamegearguy

Gamegearguy in Odyssey 2

Jack and the beanstalk

So last Friday I started a new Odyssey 2 project: Jack and the Beanstalk. Jack needs to climb the beanstalk. Most of my time was spent trying to decide what rules I wanted to have in place. I went from Jack being able to fall off the beanstalk to forcing him to always stay on the beanstalk. I went from a little bird to a big bird and then back to a little bird. Beanstalk climbing isn't the only part of the game. If it was, it wouldn't be a very engaging game. There will also be a

Gamegearguy

Gamegearguy in Odyssey 2

I tried again.

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:     mov r0,#score_l        mov a,@r0         add a,#245     jnc rrrrr The four-digit score

Gamegearguy

Gamegearguy in Odyssey 2

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