Re: Adventure Park! > In M/C (tile/bg) mode, you only get 2 colors + 2 fixed colors, correct? In M/C hires mode, you (at least on the C64), you can select 4 unique colors
In multicolor bitmap mode (as Luca said) you can select 2 colors/character block (or tile as you called it) and 2 fixed colors for the whole screen. In character mode it's a bit worse because you have 1 color/character and 3 fixed colors. On the C64 the character mode is the same (1/character, 3/screen) and you don't have 4 colors/"tile" in bitmap mode "just" 3/character and 1 fixed color for the whole screen.
Re: Adventure Park! @Superglob: ok yes, I've just pointed out that you're using the word "hires" as synonymous of "bitmap", but it ends to be a "mc hires" (no slash needed ) which means "multicolor hires"...and they're opposite terms all in all
Yes, Adventure Park runs in multicolor bitmap, the rooms use maps which copy into a bitmap the whole buildup, since Adventures In TimeKiCHY has quickly become a real master in doing that, his games are driven toward a strong point of the machine, which is of course the palette, and the usage of bitmap allows to use many more colors in a single screen.
Re: Adventure Park! Yup! I'm on crack. Just checked the datasheet and you're stuck with 2 colors from registers and 2 user definable colors ( attrib / tile kn VM).
Re: Adventure Park! In M/C (tile/bg) mode, you only get 2 colors + 2 fixed colors, correct? In M/C hires mode, you (at least on the C64), you can select 4 unique colors as the 'tile' portion is redundant. Might have gotten my wires crossed here between c64/+4 as there are more bits for colors...
Re: Adventure Park! The fluid gameplay, the cute music and the precise software sprite control/collision detection created a great combination here. nice walkthough!
Re: Adventure Park! @Luca Wanted to play it more extensively first before voting. Played for a few hours yesterday evening and have now voted! What a lovely little game! So smooth considering there are no hardware sprites. Going to have to look into this!
Re: Adventure Park! I love the graphics, so colourful and pretty! Great sound and smooth to play also. Wonderful little game. That's my evening sorted!
Re: Adventure Park! This game is amazing, just played it for the first few times and really enjoyed it. I almost feel like checking out the map and seeing if it's possible to collect all 99 diamonds.
Re: Adventure Park! "P" is platform and "E" is enemy. It's KiCHY maestro's original design, I wanted to add it as-is.
Also... We were thinking about some kind of "Let's Play" feature/thing, where each week we would pick one game, and everyone would be encouraged to... Basically take 5 minutes out of your busy lives and sit down with said game. Play a few rounds. Submit your score, no matter what it is.
I dunno, just an idea.
Oh, and you guys should totally do that with Adventure Park.
Re: Adventure Park! Yes, I also think the original author of the Verilog TED model did a very good job. The issues with the games were just simple fixes, when an event should be triggered by a different one what's used there. (Btw, I've used Plus4Emu as a reference what has to be changed). But I stop the off-topic post now, thanks for keeping this little machine alive!
Re: Adventure Park! Congratulations and thank you for a fabulous game! I love the music, graphics and gameplay! Flick-screen platformers are my favorites.
Re: Adventure Park! Hey Slingshot GREAT!!! The thing is, currently Plus4Emu and Yape have some problems with the HSP in Alpharay.. I did some hacks to hide them.. However I read some months ago, that the TED emulation in the MiST core is done by measuring the whole TED behaviour.. Dunno if Plus4Emu and Yape will emulate the HSP like the Plus4 hardware some day, but nice to hear, that you did manage to fix that in the MiST core! I would say achivement unlocked! Thanks a lot!
Re: Adventure Park! Csabo, Skoro: of course, FF06, sorry. Seems emulators simply ignore this bit. Anyone has an idea about what does it do on real HW? But if it was tested on it, maybe nothing noticeable. Thanks for the fix anyway!
Re: Adventure Park! Btw.. The MiST C16 cores got updated some hours ago to feature now the fully working of all of the recent TED games including Adventure Park, Alpharay and Pets Rescue..
Re: Adventure Park! After a bit of debugging, I found out that the game writes '1' to the test bit of TED (FF07 bit 7) at $B506. Is it intentional? Seems redundant, because if I ignore this write, then the game runs. I wonder what the real TED has to do with this bit.
Re: Adventure Park! Is it using some undocumented CPU tricks in the decompressor? The only game which doesn't load in MiST's FPGA C16 core, just a black screen
Re: Adventure Park! I am sorry guys but the joystick control is still buggy. There are certain areas where you can't move in the air after jumping when using the joystick. It works perfectly well with the cursor keys, though.
Re: Adventure Park! Yesterday Skoro has fixed the joysticks' bug, but you know he's a truly radical oldschooler, and this means that the fixed version has to come to light even via snailmail It's just a few days wait then...
Re: Adventure Park! Congratulations to this wonderful game! Our system turns slowly into a high end gaming plattform. Whats next? Return to Castle Wolfenstein 3D?
Adventure Park! Skoro maestro's latest game took nearly one year to create, with graphics by Kichy and an excellent intro screen by Grass. The great music is Csabo's work. Skoro asked us to mention: thanks to Hifi's sister for the power supply :-)
Noah, the game's hero must fight his way through an adventure park, and collect 99 diamonds scattered over 34 screens. He will trade these for his girlfriend, Emma, who was captured in a spider's web. The trip won't be easy, traps and hordes of enemies await him at every turn. You can control him with the cursor keys, jump with cursor up or shift. The jump's height is variable, short presses will result in a small jump, longer presses will cause Noah to jump higher.