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@hexagondev
look at this SUPER NICE text rendering
placeholder doodle.
By laziness, of course, I mean bugger all.
I’m in a bit of a slump right now. Once I've got some pesky job stuff out the way i’ll try and get more work done on hexstrat.
Or something else.
Just recovered my password, your regularly scheduled laziness will proceed as normal.
I joined a game jam. The theme is “Cold War” so naturally I’m making it about genocidal penguins.
Tips for Atari VCS/2600 gamedev:
Different emulators handle overscan differently. Z26 draws the VBLANK and overscan alongside everything inbetween, while Stella does it “correctly”, cropping the image to something closer to what would show on a 70′s TV set. (See picture)
Even if emulator filters aren’t your thing, quite a few games rely on phospor persistence to draw some special effects (Or even draw properly at all; like the Ghosts in Pacman/Ms. Pacman), so turn it on.
Batari basic, while a good idea in theory, is pretty rubbish in practice because of lack of cycle counting in code. CPU cycle counting is important!
There is no such thing as a pixel, only a TIA clock tick.
If you can’t compile on a 64bit machine, grab DASM from here, alongside vcs.h and macro.h which are pretty handy if you’re bad at remembering register addresses. Can’t remember where I picked it up but it works great
Compile with “dasm.exe SOURCE.asm -oNAME.bin -v4 >> out.txt” or something similar. This will pipe the debug log into a file so you can read it in something other than the command prompt.
You can’t draw more than 2 unique sprites on a line, but nothing is stopping you from fucking around with the NUSIZ0/NUSIZ1 registers to show more. (#011 is 3 sprites in a row)
Slapping a quick demo together is easy, but if you want something to be maintainable long-term you’re gonna want a framework which means loads of debugging and work before you get even basic results. Shortcutting stuff to get results quicker just leads to cruft.
bloody cruft.
*cries into a pile of c# code*
Improved animation, the extra floors now grow out of the previous one rather than pop into existence.
Another thing I should mention about this library is that it’s a ~spooky~ one and when a certain event is triggered it transforms sorta like this. For spook reasons.
I've been taking a brief detour from hexstrat to put together a short (like 10 minutes short) story based exploration game set in a library. I’m trying to set the plot up so it ties into an actual RPG I hope to make someday in the future.
Thing to note : Bookcase texture generator, guaranteed* to never create an identical shelf!
2 hours later, I've worked out how to give the invaders separate sprites.
Well, I managed to get DASM to cooperate (and found a Win32 binary!). Now I’m gonna make that space invaders game the world has always deserved....
wait..
Only 2 sprite registers?
uhh.
I just had some fun trying to set up a dev environment for making Atari 2600 games.
Did I say fun? I meant pain.
Dead links, 16bit exe’s that don’t work without DOSbox, the one compiler I can find (DASM) being REALLY STUBBORN about input files and simply not doing anything most of the time.
at least the sample program compiles.
(full image)
bleh
One thing I like about gamemaker is that you can knock out ideas really really quickly. My eventual next project will probably be a racing game and I wanted to check if my idea for rendering roads was valid. 15 minutes later, Bam!
Added armys to the editor and did some behind the scenes tweaking to accommodate it. Buildings and capturables next!