Subject: Re: [stella] So I decided to program something... From: Eckhard Stolberg <Eckhard_Stolberg@xxxxxxxxxxxxxxxxxxxxx> Date: Wed, 01 Sep 1999 14:51:35 +0200 |
At 00:46 01.09.99 -0500, you wrote: >-I havn't really decided if these will be the final button colors or > sounds. My TV isn't quite normal when it comes to colors, so I'd > appreciate knowing better color codes. On a PAL system the lower right colour is grey, which isn't a good choice, since the pressed buttons are also displayed in grey. So to make your game more international you should at least change this colour. >-I recommend playing it on a real VCS as i've had some issues playing > it on pcae. I havn't tried it on a SC, but I left off those two bytes > so it should work. If you don't like PCAE, I'd recommend Z26 instead. If it comes to graphics and sound emulation it is almost perfect, at least for the currently existing games. >Let me know what you think :-) I didn't have enough time to take a closer look at the code yet, but if you want to align some data at a 16 byte boundary, like your score graphics, you can use 'ALIGN 16' and DASM will do that for you. No need to do that yourself with ORGs. Also if you want to specify variables in RAM, there is no need to assign the RAM addresses yourseld with EQU. DASM will keep track of that for you, if you do: SEG.U variables ORG $80 Name1 ds X ; X = the number of bytes your variable needs NAME2 ds Y ; Y = the number of bytes your variable needs ... SEG code ORG $F000 ... As for the game: It's a very nice version of Simon.(Or Senso, as it was called in Germany back then.) But IIRC you could win the game by remembering the sequence until Simons memory was completely filled. Maybe you should end the game after level 99, turn the level counter into two exclamation marks or something and repeat playing the full sequence very quickly as a sign that the game was won. Then you wouldn't have to deal with the strange looking numbers above 100 and the game couldn't crash either. Also I rember Simon having a four player mode, where each player was assigned a colour. If you forgot to press your button when it was your turn or when you pressed the button when it wasn't your turn, your colour was disqualified and a new sequence started with only the remainimg colours until only one player was left. You could implement this if you use the four paddle buttons instead of the joystick for input. There was another multi player mode where the player in turn had to play the current sequence and then had to add another colour to it making it longer for the next player. Maybe you could add that instead of the music mode. Ciao, Eckhard Stolberg -- Archives (includes files) at http://www.biglist.com/lists/stella/archives/ Unsub & more at http://www.biglist.com/lists/stella/
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