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Understood
@virtualchrisRegistered April 26, 2008Active 2 weeks, 5 days ago
809 Replies made

OK, so $20 then? I have an American Red Alarm, I’m looking for the Japanese one.

Rumblebee added to the game. You still can’t fight, though.

I didn’t want to post a 215KB file here, so I posted it on the Insecticide page. I hopefully included all H files needed to compile the game. Here is a link to the official “Insecticide” page http://www.atari2600land.com/banana/ic.html
Today’s main change is the “View Credits” option is gone and replaced with “PRESS START.” (Although you can still view the credits by doing what you used to do. This is intentional, a not-so-secret code, if you will.)

I will include the header files in the next version. Thunderstruck, do you know of a way to see how much of the 512 KB I’m using?

The actual fighting has not been implemented yet, so all you can do is walk, jump and punch at this point. Once I design all 8 characters, I’ll work on the actual fighting part.

Today’s update. I had a problem where the bugs weren’t showing up in the arena in real hardware, but I fixed it. I also fixed Gi-Ant’s arena so the bugs are back behind the anthills where they should be, while they are in front of Behemoth’s arena, on a windowsill.
I’m hoping to have the game be 4 megabits. I’m supposing that’s 512 megabytes. Right now the game stands at 512 KB. But I don’t know if that’s kilobytes or kilobits (Windows just says KB.) So what I’m saying is, I want the game to be the same size as Panic Bomber and Mario’s Tennis. Is there a way to tell how much of the 512 KB I’m actually using for the game?

Here is Behemoth’s arena.

Attachments:

OK, his wing should be fixed. Let me know if you download it and find any other glitches.

Got the opponent in as well, but he doesn’t do anything.
Glitches:
When Behemoth falls back down after jumping, his wing is out of place.

That’s the only one I’ve noticed so far, and I don’t know why it’s happening. It may be that I designed Behemoth’s sprites wrong, but I don’t think I did.

OK, I had to change the stages a little bit and they look a little less thrilling, but I couldn’t for the life of me figure out how I did the bee stage, so when it came time to do the anthills, I had to start all over again with the bee hive also. Everything should be more uniform for future work on arena designs, though.

The guy selling the Jack Bros. relisted this and decreased the price by $5.

eBay auction #330950556374
Jack Bros. USA version right now >$100. But no bids. So I take it that it’s not worth that much. But I guess I’m lucky that I have the Japanese version, which goes for about $60 on eBay…

Introduced Behe-Moth and fixed credits bug. Tell me if you see anything odd or unusual.

OK, I’m back working on this again. A few things are broken, like the Credits and Behe-Moth, but for the most part, things are working OK. Just don’t pick Behe-Moth as your fighter. All you can do right now is walk around, punch and jump. At first my Flashboy was glitchy when I tested this on real hardware, but now it seems to be acting OK.

OK, I need help again. Whoopee. I tried a whole bunch of things and nothing seemed to work. I’m using this:

HWORD getBGMapChar(bgmap, x, y)
    	{ 
     	return (BGMM[(0x1000) + (y * 64) + x]&0x7FF);  
    	} 

as a means of wall collision detection. Say I want the enemy to go in the direction shown in the photo whenever a wall is hit (flip the picture horizontally, vertically, and vertically+horizontally to see what I mean). How would I do that? The part of the code in my code is from lines 313-330, most of it is blank right now since I don’t know how to do this.

Attachments:

I made a second R-Zone video a few weeks ago. Here it is:
http://www.youtube.com/watch?v=fX80Goo50lQ

I have two, with 5 games. I want more, but they’re hard to find, especially on ePay.

Here is today’s version. Let me know about bugs. I killed the one that happened when you started and the screen was off center. I also added something that happens when you go in the cave that I think is pretty cool.

Oooh, talk about a necropost. Three years later, I’ve decided to come back to this one. Something about the way that Pac-Guy moves reminded me of Zelda, so I thought, “Didn’t I do a Zelda-type game for the VB and then abandon it?” Everything here is working, except the boundaries. Pink (the little guy) can go off screen. What’s next is adding title screen music as well as in-game music. The cave on the upper-left corner is where Pink gets his paper sword (to fight paper creatures, of course!) but I haven’t got that far yet. Tell me if you run across any bugs.

I fixed a whole bunch of glitches from the previous today’s version. Everything should be fine. Tell me if it isn’t.