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1942 WIP


homerhomer

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On 2/3/2022 at 12:28 AM, Mr SQL said:

Tried the latest build on PlusCart, 1942 is awesome! Love the gameplay and the music! :)  

thanks?

On 2/3/2022 at 12:28 AM, Mr SQL said:

Noticed it is sometimes possible to lose two lives in a row.   

Yes, the respawn point is a very dangerous place for some attack waves and leads to an insta-dead, if the player doesn't react very fast.

 

We might:

  • respawn on a different spot
  • make the player invincible while the respawn music is running
  • change the affected attack wave(s)

I'll have to analyze how the arcade version solves the respawning.

 

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1 hour ago, Al_Nafuur said:

thanks?

Yes, the respawn point is a very dangerous place for some attack waves and leads to an insta-dead, if the player doesn't react very fast.

 

We might:

  • respawn on a different spot
  • make the player invincible while the respawn music is running
  • change the affected attack wave(s)

I'll have to analyze how the arcade version solves the respawning.

 

Very cool I like option #2 making the player invincible during the respawn music! That is an exhilarating feature some arcade games used to great effect, I think it would work great with the gameplay in 1942.   

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  • 2 weeks later...
16 hours ago, chewy said:

oh i was just wondering my guy i have some vers of stella for checking stuff out pretty recent i see everything on it but my hardware is light6 and sega 1610

If you are referring to your question here:

 

and my reply here:

 

You will only see the HSC logo and the online high score table, if you are using a PlusCart on your light6.

 

I am also not sure if sega 1610 is the Sega genesis controller (or compatible), but you will only see the genesis logo if your controller is compatible with the Sega genesis controller.

 

 

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  • 4 weeks later...

ZeroPage Homebrew is playing 1942 on tomorrow's stream LIVE on Twitch, hope you can join us!


Games:

 (WATCH IN 1080P60 FOR BEST QUALITY)

 

 

 

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16 hours ago, ZeroPage Homebrew said:

ZeroPage Homebrew is playing 1942 on tomorrow's stream LIVE on Twitch, hope you can join us!


Games:

943663495_20220318-LetsPlay.thumb.jpg.ff695be29d0137e4b74f9e750e47e12c.jpg

I am a little surprised. I thought I had another week to add some new sound effects by @Pat Brady and my rework of the attack waves.

 

@ZeroPage Homebrew make sure to use a 2-button controller for the couch compliant looping, and the PlusCart for displaying the online high score table (Joystick left at the title screen).

 

PlusStore folder:
/Public ROMs/WIP/0-G/1942 bB/

 

 

 

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2 hours ago, Al_Nafuur said:

I am a little surprised. I thought I had another week to add some new sound effects by @Pat Brady and my rework of the attack waves.

 

@ZeroPage Homebrew make sure to use a 2-button controller for the couch compliant looping, and the PlusCart for displaying the online high score table (Joystick left at the title screen).

Sorry about the surprise bump up in showing it on the stream! There's been SO many updates since the last time we've played it, it'll be a fun time. ?

 

Thanks for the reminder, we'll definitely be playing it off of the PlusCart with a Genesis Controller.

 

- James

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  • 2 weeks later...

Just a short update on the current state of the development.

 

I am trying to add the enemy missiles. Shooting in the direction of the player works fine thanks to the bresenham examples on @Random Terrain's batari Basic page and the code sent here at AtariAge.

 

Unfortunately there are still some issues to be solved:

  • the amount of NUSIZ1 copies and the color of the missile is always the same like the last enemy displayed before the missile.

I tried to hack the kernel to change the color of the missile (or NUSIZ1) in the vertical space between two multisprites, but this also doesn't works fine and has some downsides:

  • we can't change color and NUSIZ1
  • the missile would still have the wrong color and NUSIZ when it is at the same scanline like a multisprite.

 

Currently I don't see a better solution than not using missile1 and use a multisprite as enemy missile. The only disadvantage of this is that the enemies will not shoot until the first one (including all of it's NUSIZ copies) is shot down.

 

 

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  • 3 weeks later...

New binaries in my first post and in PlusStore.

Changes:

  • New/rearranged attack waves
  • Enemies are shooting missiles (ramps up during the waves)
  • Movement of boss missiles improved
  • The bosses need much more hits (also ramps up)
  • Boss intro and background music by @Pat Brady
  • Player is invincible during respawn music
  • Looping counter is set to 3 every landing, if the Player has less than 3 loopings
  • A lot of code changes and bug fixes

 

       666 bytes of ROM space left in bank 1
      2096 bytes of ROM space left in bank 2
      1583 bytes of ROM space left in bank 3
        27 bytes of ROM space left in bank 4
      3378 bytes of ROM space left in bank 5
       218 bytes of ROM space left in bank 6
       282 bytes of ROM space left in bank 7
       881 bytes of ROM space left in bank 8

 

To-Do's:

  • Boss intro needs to repeat 3 times
  • Include typewriter sound by @Pat Brady and animation to end and gameover screen
  • Fix background music after boss level
  • Fix flicker of carrier superstructures at game/stage start
  • Use a multisprite to fly off sidefighter before landing and boss fight
  • Check for more smoother playfield scrolling
  • Solution for white power up "Enemy Crash", maybe player invincible in the next wave?
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18 minutes ago, Gemintronic said:

Technical question:

 

Does your sprite data sharing technique allow using DATA statements from other banks?  Or, must all the shared sprite data reside in the same bank they're used in?

The sprite data must be in the same bank than the display kernel. With the sharing technique it is possible to reduce the space needed for the sprites, if two or more multisprites are sharing the same definition.

 

 

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1 hour ago, Greg2600 said:

1 question, why the delay in returning from Game Over screen to the menu?

There is no delay, but to return from the text screens (Game Over, PlusROM HSC and Endscreen) you have to use joystick right.

 

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18 hours ago, Greg2600 said:

Love the work, definitely has the look, feel, control of what would likely have been released on the console 35 years ago. 

X2! This game is very captivating, I flipped the score and made it through all 32 levels.

 

Found a bug where I was able to rack up points when I reinstantiated but it was a pretty cool effect and it helped me flip the score.

 

Would be cool to see a Mission Completed screen or intermission after finishing all 32 levels before the next mission starts.

 

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4 hours ago, Mr SQL said:

X2! This game is very captivating, I flipped the score and made it through all 32 levels.

 

Found a bug where I was able to rack up points when I reinstantiated but it was a pretty cool effect and it helped me flip the score.

That must have been an old version, you should try the newest one.

 

4 hours ago, Mr SQL said:

Would be cool to see a Mission Completed screen or intermission after finishing all 32 levels before the next mission starts.

 

The end screen has been around a bit longer:

 

 

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Thanks I downloaded 1942 from PlusStore and tried to find the latest binary.

 

I think I didn't see the end screen because I shut it off after the levels reset and never finished the game, is there an intermission screen after flipping the levels?

 

If the bug I found is still present I was able to hold the button down continuously for over a minute right after coming back which added a few hundred thousand to my score making it possible to flip it before the levels flipped.

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18 minutes ago, Mr SQL said:

Thanks I downloaded 1942 from PlusStore and tried to find the latest binary.

The latest binary should always be in the PlusStore folder: "Public ROMs/WIP/0-G/1942 bB/"

 

However there is an (much) older build in the "Public ROMs/Homebrew/4th annual Atari Homebrew Awards" folder.

 

18 minutes ago, Mr SQL said:

I think I didn't see the end screen because I shut it off after the levels reset and never finished the game, is there an intermission screen after flipping the levels?

The newer versions don't flip the levels, after the last stage and the last landing they switch to a "Mission Completed" screen where the 10,000,000 bonus is added to the score.

 

18 minutes ago, Mr SQL said:

If the bug I found is still present I was able to hold the button down continuously for over a minute right after coming back which added a few hundred thousand to my score making it possible to flip it before the levels flipped.

This bug should also be fixed.

 

According to my (EXCEL) calculations the maximum score that can be reached with the current build should be approximately 880,000.

 

 

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  • 2 weeks later...

New binaries in my first post and in PlusStore.

Changes:

  • 4 more attack waves
  • Fly off side fighter before landing
  • White power up "Enemy Crash" makes player invincible in the next wave
  • A lot of code changes and bug fixes

 

       507 bytes of ROM space left in bank 1
      2007 bytes of ROM space left in bank 2
      1550 bytes of ROM space left in bank 3
        27 bytes of ROM space left in bank 4
      3378 bytes of ROM space left in bank 5
       218 bytes of ROM space left in bank 6
       282 bytes of ROM space left in bank 7
      1137 bytes of ROM space left in bank 8

 

To-Do's:

  • Boss intro needs to repeat 3 times
  • Include typewriter sound by @Pat Brady and animation to end and game over screen
  • Fix flicker of carrier superstructures at game/stage start
  • Check for more smoother playfield scrolling
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On 10/21/2021 at 2:44 PM, Al_Nafuur said:


I played a bit with the code. Here is the most recent (05/05/2022) output of my efforts:

1942 NTSC.bas.bin 32 kB · 24 downloads

 

1942 PAL60.bas.bin 32 kB · 10 downloads

 

PlusCart user can find the recent NTSC/PAL60 binaries in the PlusStore folder: "Public ROMs/WIP/0-G/1942 bB/" or in "Recently Added ROMs"

 

Source code can be found here:

https://github.com/Al-Nafuur/PlusROM-Hacks/tree/main/bBasic/1942

 

To-Do's:

  • Boss intro needs to repeat 3 times
  • Include typewriter sound by @Pat Brady and animation to end and gameover screen
  • Fix flicker of carrier superstructures at game/stage start
  • Check for more smoother playfield scrolling

 

Changes:

  • 4 more attack waves
  • fly off side fighter before landing
  • white power up "Enemy Crash" makes player invincible in the next wave
  • A lot of code changes and bug fixes

 

Changelog:

  Reveal hidden contents

04/16/2022

  • New/rearranged attack waves
  • Enemies are shooting missiles (ramps up during the waves)
  • Movement of boss missiles improved
  • The bosses need much more hits (also ramps up)
  • Boss intro and background music by @Pat Brady
  • Player is invincible during respawn music
  • Looping counter is set to 3 every landing, if the Player has less than 3 loopings
  • A lot of code changes and bug fixes

 

02/07/2022

  • Side fighter collision detection

 

01/31/2022

  • Fixed wrong REFPx on NUSIZx changed
  • Add reset restrainer for game-over and endscreen
  • PlusROM functions sent bonus scores to HSC backend

 

01/30/2022

  • Added looping sfx (by @Pat Brady)

  • Added game-over music (by @Pat Brady)

  • Consolidated sfx driver to save ROM space (by @Pat Brady)

  • Added game-over screen with statistics and endscreen

  • Scoring bug fixed

 

01/21/2022

  • Player0 missiles have different (darker) color than player
  • Text pages have individual color per text line
  • some small bug fixes and text chars changed

 

01/17/2022

  • Send score to the PlusROM High Score Club (needs PlusROM enabled emulator or device)

  • Moving the joystick to the left on the title screen loads high score table from HSC backend (textkernel by @cd-w)

  • Some code cleanups and improvements

 

01/11/2022

  • New sound effects for power-ups, bonus life and hitting large enemies by @Pat Brady

  • Respawn music by @Pat Brady

  • Improved collision detection

  • New attack positions

  • Some code cleanups and improvements

 

01/06/2022

  • Switched to 32K with SC RAM bankswitching

  • Add PowerUps

  • Some code cleanups and improvements

 

12/26/2021

  • Show current stage (32 -> 1) before takeoff

  • Fix landscape not mirrored bug

  • Some code cleanup and improvements

 

12/25/2021

  • Looping with second joystick button

  • Fix shooting during looping and explosion

  • Bonus scores for big planes and boss

  • Extra life every 10000 points

  • Support for exit function on title screen

  • The enemies are moving towards the player

  • Some code cleanup and improvements

  • Begin of collision detection for NUSIZ enemies (not finished, shooting the left enemy removes all enemies)

 

11/25/2021

  • Looping animation

  • Explosion animation

  • Fixed muted background music

  • Fixed loop counter in scores when switched to repeated playfield

 

11/20/2021

  • massive code refactoring

  • new sound effect for landing and tweaks of other sound effects by @Pat Brady

  • switched to 16K with SC RAM bankswitching

  • changed playfield height resolution to 4px for a smoother scrolling

  • Boss plane Ayako is bigger, without flicker and shoots

  • split up the landscape and carrier/boss playfield definition in two pages

  • improved collision detection (still WIP)

  • looping (second button or select switch) with wrong animation and sound

  • detection and logo for PlusROM support added to the titlescreen

  • detection and logo for Genesis controller added to the titlescreen

 

11/05/2021

  • Boss plane Ayako (flickering)

  • Attack position sequence
  • Scroll in players from bottom
  • Code cleanup and Improvements

 

11/01/2021b

  • One more scanline issue fixed
  • Some code optimizations

 

11/01/2021a

  • Changed map and carrier size/shape

  • Added new carrier tower by @TIX

  • Deactivated Runway markings (because of: multisprite kernel issue)

  • Fixed bug in takeoff sound (Thanks @Pat Brady for debuging)

  • Fixed middle sized plane flying upwards

  • Added reset restrainer

  • Reset titlescreen music on game over

  • Changed some attack formations (still not final)

     

10/28/2021

  • Takeoff sound effect by @Pat Brady
  • Sound effects (not final) for shooting, collision with enemies and shooting enemies.

 

10/27/2021b

  • Workaround for scanline issue of multisprite kernel, if P1 - P5 are on the same Y position above the screen
  • Carrier tower and improved scrolling of carrier superstructures
  • Touching the enemy planes will reduce the live counter and reset the attack wave. After the last live the game switches back to the titlescreen

10/27/2021a

  • In-Game music by @Pat Brady (can be switched off with left difficulty switch set to A)
  • Runway markings
  • Refined attack movement
  • Longer levels from level 2 upwards (Playfield repeated and sand island)

10/25/2021

  • New titlescreen music and player by @Pat Brady
  • Game engine redesign

10/24/2021

  • Titlescreen music (loud!)
  • 6lives minikernel
  • attack formations not random (no flicker)

10/22/2021

  • More playfield rows for a smother scrolling

10/21/2021

  • Titlescreen added
  • switched to 16K ROM
  • reduced flicker (slightly)
  • Added aircraft carrier and a chunky scrolling landscape

 

Old binaries:

  Reveal hidden contents

10/21/2021

1942 NTSC.bas.bin 16 kB · 51 downloads

1942 PAL60.bas.bin 16 kB · 54 downloads

 

10/22/2021

1942 NTSC.bas.bin 16 kB · 64 downloads

1942 PAL60.bas.bin 16 kB · 35 downloads

 

10/24/2021

1942 NTSC.bas.bin 16 kB · 80 downloads

1942 PAL60.bas.bin 16 kB · 35 downloads

 

10/25/2021

1942 NTSC.bas.bin 16 kB · 55 downloads

1942 PAL60.bas.bin 16 kB · 27 downloads

 

10/27/2021a

1942 NTSC.bas.bin 16 kB · 56 downloads

1942 PAL60.bas.bin 16 kB · 30 downloads

 

10/27/2021b
1942 NTSC.bas.bin

1942 PAL60.bas.bin 16 kB · 29 downloads

 

10/28/2021
1942 NTSC.bas.bin

1942 PAL60.bas.bin 16 kB · 33 downloads

 

11/01/2021a

1942 NTSC.bas.bin 16 kB · 40 downloads

1942 PAL60.bas.bin 16 kB · 29 downloads

 

11/01/2021b

1942 NTSC.bas.bin 16 kB · 77 downloads

1942 PAL60.bas.bin 16 kB · 29 downloads

 

11/05/2021

1942 NTSC.bas.bin 16 kB · 45 downloads

1942 PAL60.bas.bin 16 kB · 27 downloads

 

11/20/2021

1942 NTSC.bas.bin 16 kB · 37 downloads

1942 PAL60.bas.bin 16 kB · 21 downloads

 

11/25/2021
1942 NTSC.bas.bin

1942 PAL60.bas.bin 16 kB · 31 downloads

 

12/25/2021
1942 NTSC.bas.bin

1942 PAL60.bas.bin 16 kB · 14 downloads

 

12/26/2021

1942 NTSC.bas.bin 16 kB · 47 downloads

1942 PAL60.bas.bin 16 kB · 23 downloads

 

01/06/2022

1942 NTSC.bas.bin 32 kB · 37 downloads

1942 PAL60.bas.bin 32 kB · 17 downloads

 

01/11/2022

1942 PAL60.bas.bin 32 kB · 22 downloads

1942 NTSC.bas.bin 32 kB · 60 downloads

 

01/17/2022

1942 NTSC.bas.bin 32 kB · 45 downloads

1942 PAL60.bas.bin 32 kB · 20 downloads

 

01/21/2022

1942 PAL60.bas.bin 32 kB · 16 downloads

1942 NTSC.bas.bin 32 kB · 36 downloads

 

01/30/2022

1942 PAL60.bas.bin 32 kB · 13 downloads

1942 NTSC.bas.bin 32 kB · 49 downloads

 

01/31/2022

1942 PAL60.bas.bin 32 kB · 15 downloads

1942 NTSC.bas.bin 32 kB · 65 downloads

 

02/07/2022

1942 PAL60.bas.bin 32 kB · 23 downloads

1942 NTSC.bas.bin 32 kB · 86 downloads

 

04/16/2022

1942 PAL60.bas.bin 32 kB · 7 downloads

1942 NTSC.bas.bin 32 kB · 43 downloads

 

 

Awesome work !

 

 

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6 hours ago, ALEXANDER said:

Awesome work !

thanks ?

Quote

 

 

Awesome video!

 

To optimize your score you should focus more on the big planes. You need 5 hits to shoot them down, but you get 1500 points (+100 for each hit). For the middle sized planes you need 3 hits and they will earn you 500 points (+100 for each hit). The small planes are very numerous, but earn only 50 points each.

 

To land the 5 hits on the big ones you have to get very close to them.

 

To get behind the big planes you might use one of your loopings (looping counter is on the bottom right). To activate a looping you can use the select switch, the button of the second joystick or the second button of a Sega genesis controller (or compatible).

 

If you use the latest version of Stella or gopher2600 (which support PlusROM functions) your score will be sent to the PlusROM HSC:

https://highscore.firmaplus.de/index.php?game_id=49

 

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I moved the source code to a new separate repository:

https://github.com/Al-Nafuur/1942-bB

 

and started a wiki there:

https://github.com/Al-Nafuur/1942-bB/wiki

 

The wiki is based on information from StrategyWiki:

https://strategywiki.org/wiki/1942

 

 

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