WIP : @!#?@!

Talk about programming of homebrew games only.
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Mobsie
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Re: WIP : @!#?@!

Post by Mobsie » Mon Dec 15, 2014 7:40 am

Hi,
i will test it on real hardware, on both the CSL and the Salora.

In my games i hold a complete SAT (sprite table) in the RAM , in the game i change here the datas like x and y pos, sprite-nr. etc.
Then in the VBL i need only to move ALL the datas to the TMS, here i rotate the sprite nr. to avoid the 5. sprite flicker.

This all is very fast and done i a lot ColecoVision and Ti games.
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@username@
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Re: WIP : @!#?@!

Post by @username@ » Wed Dec 24, 2014 4:13 pm

I thought I'd share how I have been testing my Q*Bert skills on the ColecoVision version.

There is a magic byte at offset $805B. If you look at the rom in a hex editor, it will be offset $5B

Code: Select all

00000040   77 06 FF 21  08 70 CD 50  8F 3E 30 21  09 70 06 0E
00000050   CD 51 8F AF  32 0F 70 32  16 70 3E 19  32 33 70 CD  
00000060   B4 91 CD 04  92 D9 4F EE  07 E6 03 C6  02 47 CB 51  
On an original QBERT.BIN rom this is set to $19.

It is broken down to LLLLIRRR, so high nibble is equal to 1 - that's the starting level. So to start on level 2, round 1, you would just change to $29.

The I bit is a boolean to decide whether to show the level intro or not. The lower 3 bits are the level number.

Enjoy - and have a great Christmas!
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MADrigal
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Re: WIP : @!#?@!

Post by MADrigal » Thu Dec 25, 2014 3:27 am

@username@ wrote:high nibble is equal to 1 - that's the starting level. So to start on level 2, round 1, you would just change to $29.

The I bit is a boolean to decide whether to show the level intro or not. The lower 3 bits are the level number.
So in the end how to setup a level?

is this correct? -> high nibble sets the "level", and the low nibble (3 bits) set the "round".

does this mean that there are 16 levels, each made of 1-8 rounds?

does every and each level have 8 rounds, or are the earlier levels shorter? and how is the number of rounds bound to the specific level?

gonna try your rom now. edit: oh it's not a rom, it's a cheat. will try it too :)

i wish you a very happy christmas, too! :)
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@username@
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Re: WIP : @!#?@!

Post by @username@ » Thu Dec 25, 2014 1:06 pm

I think there are only 4 rounds per level, with a maximum of 5 levels.

Of course, you can try higher and lower values - sometimes it gives interesting graphics :)

The Ti99 cheat is useful - as I can "play" the game through each round / level.
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MADrigal
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Re: WIP : @!#?@!

Post by MADrigal » Thu Dec 25, 2014 11:28 pm

So will the game restart fron level 1 soon after completing level 5?
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Kurt_Woloch
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Re: WIP : @!#?@!

Post by Kurt_Woloch » Sun Nov 29, 2015 4:47 pm

OK, here I am writing in this forum again after a long time. I just downloaded the WIP version of this game, but it seems like development has stalled for almost a year now.

Anyway, here's my take on it so far:
The pyramid looks correct, and the graphics that are visible on screen look OK so far. However, it seems like the sound and music is played at a higher pitch than on the other systems... maybe this is because the Creativision sound chip is clocked at a higher frequency.
Then you have the sprites of the TI-99 version visible on screen. They look good so far, as does the rest of the graphics, but I actually think the monochrome Q*bert to the top right of the pyramid looks better than the multicolor one. I know that the multicolor one is the original graphics used in the TI-99 version, but it looks a bit too tall for me while the monochrome one looks more rounded. I think it would look better to have the monochrome one (maybe with added colors) as the main character in the game.

Other than that, nice work, but it's not complete by far. ;-)
xfce-enjoyer
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Re: WIP : @!#?@!

Post by xfce-enjoyer » Tue Jan 16, 2024 8:38 pm

You can also take some inspiration from the BBC micro, that also used a 6502A and SN76489: http://bbcmicro.co.uk/index.php?search=Q%2ABert&on_S=on
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