New game for MSX1 (Transball)

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Par santiontanon

Paragon (1526)

Portrait de santiontanon

28-06-2016, 17:08

@hit9918: thanks for the reupload! just downloaded it, will check it in detail when I get home after work!

btw @nitrofurano, if I wanted to include your ROM to CAS script in the Transball github repository, would you be ok with it? (and of course, I would give you credit both in the readme file, and in a comment line at the top of the script). (thanks a lot for sharing your script btw! Smile )

Par Colemu

Hero (535)

Portrait de Colemu

28-06-2016, 20:32

Thrust for the MSX! Fantastic!!

Playing it on my HX-10 for that 'authentic' feel Cool

Brilliant game, congratulations! Big smile

Par santiontanon

Paragon (1526)

Portrait de santiontanon

28-06-2016, 22:45

Are you running it on a real MSX?! Tongue oh man, you got to record a video of that! Big smile (My own MSX is back on my parents place across the Atlantic Smile).

Par Colemu

Hero (535)

Portrait de Colemu

29-06-2016, 00:29

santiontanon wrote:

Are you running it on a real MSX?! Tongue oh man, you got to record a video of that! Big smile (My own MSX is back on my parents place across the Atlantic Smile).

Yep, on my real Toshiba. I'll do a video this weekend, I'm working the next few days.
Really difficult game compared to Thrust on the C64, keeping that ball is HARD! Eek!

Par gdx

Enlighted (4828)

Portrait de gdx

29-06-2016, 01:49

The game works fine on my MSX1 National CF-2700 (with Sunrise CF + Musical Memory Mapper).
Please can you add the joypad support?

Par santiontanon

Paragon (1526)

Portrait de santiontanon

29-06-2016, 01:56

Cool!!! I am actually working on version 1.1 with both joystick support and some better ball physics (I'm adding "drag" to the ball, which makes it more controllable).

Par nitrofurano

Champion (300)

Portrait de nitrofurano

29-06-2016, 17:13

about the .cas, i only tried it on OpenMSX, and only worked on Expert 1.0 machine - it didn’t run on any Philips machine (the surprise is that the .rom files opened fine everywhere) - i really wonder what is happening! Big smile (please let me know if more machines were tested there, and if it runs okay)

Par santiontanon

Paragon (1526)

Portrait de santiontanon

30-06-2016, 04:29

I tried your script and the .cas generated run fine (with run"cas:") on OpenMSX running a Philips VG8020 machine (I put the resulting .cas files here: https://github.com/santiontanon/transballmsx/releases ). I am running OpenMSX 0.12.0 on a Mac. The only thing I did to your script is to modify the "LOADER" string by "TRANSBALL", so, it looks less generic. But everything else I left the same :)

Par santiontanon

Paragon (1526)

Portrait de santiontanon

02-07-2016, 05:40

I just released an update to the game (v1.1):
- Smoother rotation of the ship (32 frames for a full revolution), which implies better aiming precision (I'm very proud of having been able to find the space to fit this in Smile )
- Joystick support
- Added drag to the ball for better control (this is very subtle, but it's easier to control the ball now)
- Several bug fixes

download: https://github.com/santiontanon/transballmsx/releases/tag/1.1
video (showing off one of the hardest levels :) ): https://www.youtube.com/watch?v=tCYXHnjSeAo

Par ARTRAG

Enlighted (6578)

Portrait de ARTRAG

02-07-2016, 08:35

ARGHH, you video of level 15 is incredible.... I cannot pass level 2

PS
I have a small trick for your "switch" code.
This

    ld a,(ix) ; enemy type
    cp 1
    jp z,enemyUpdateCycle_CannonUp
    cp 2
    jp z,enemyUpdateCycle_CannonRight
    cp 3
    jp z,enemyUpdateCycle_CannonDown
    cp 4
    jp z,enemyUpdateCycle_CannonLeft
    cp 5
    jp z,enemyUpdateCycle_DirectionalCannon
    cp 6
    jp z,enemyUpdateCycle_DirectionalCannon
    cp 7
    jp z,enemyUpdateCycle_DirectionalCannon
    cp 8
    jp z,enemyUpdateCycle_DirectionalCannon

can also be done in this way

    ld a,(ix) ; enemy type
    dec a
    jp z,enemyUpdateCycle_CannonUp
    dec a
    jp z,enemyUpdateCycle_CannonRight
    dec a
    jp z,enemyUpdateCycle_CannonDown
    dec a
    jp z,enemyUpdateCycle_CannonLeft
    dec a
    jp z,enemyUpdateCycle_DirectionalCannon
    dec a
    jp z,enemyUpdateCycle_DirectionalCannon
    dec a
    jp z,enemyUpdateCycle_DirectionalCannon
    dec a
    jp z,enemyUpdateCycle_DirectionalCannon
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