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  • Joined: 06 Sep 2015
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Mr. Ultra 2
Post Posted: Tue Jun 14, 2016 3:06 am
I am looking for feedback on my new game I've been working on called Mr. Ultra 2. The first Mr. Ultra was my very first effort and since then, I have learned a few things to try and make a better game. Attached is the latest version. There are only two levels so far. and it repeats after the second level is finished.

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Post Posted: Tue Jun 14, 2016 8:04 am
nice scrolling background, animated sprites... good work! :)
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Post Posted: Tue Jun 14, 2016 9:23 am
It does not seem to work with Emulicious and therefore probably won't work on real hardware.
When I press start there are glitched graphics near the moving cloud and nothing else happens. Or am I doing something wrong?
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Post Posted: Tue Jun 14, 2016 12:10 pm
How odd, it worked on my version of Emulicious. And it worked on real hardware, too.
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Post Posted: Tue Jun 14, 2016 1:23 pm
Sorry, my bad. I had the system configured to "Master System". Now it works :)
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Post Posted: Tue Jun 14, 2016 11:24 pm
I like the game but not the jump physics..I left a message and code on atari age if you choose to use it.Anyway good job on the game though plays well enough.
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Post Posted: Wed Jun 15, 2016 8:02 am
Good job! ... and also some catchy tunes!
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Post Posted: Thu Jun 16, 2016 5:05 am
Thanks for the comments. But now I have run into a problem. I put in a third level, and it made me notice that the holes are not in the same place every time. I tried to fix it by only tracking Mr. Ultra's movement right and not the enemy's movement left, but I screwed it all up. The variable that tracks Mr. Ultra's movement right is called "virtualenemyx," in case anyone wants to look at my code and try to fix it (or perhaps make it better), I've attached it as well as the pictures and stuff needed to compile it.
mrultratwo20160615.zip (22.4 KB)
Mr. Ultra 2 - June 15, 2016 build

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Post Posted: Fri Jul 01, 2016 6:25 pm
I think I have finally fixed the problem. I will post a new version in a few days.
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Post Posted: Fri Jul 01, 2016 7:51 pm
New version. (I did it today.)
mrultratwo20160701v2.zip (5.17 KB)
Mr. Ultra 2 version 7/1/2016 #2

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Post Posted: Thu Aug 11, 2016 1:30 pm
OK, I have figured out a problem I'm having and why it happens (although I don't understand why it happens.) The problem I'm having is this: The background is not resetting when you die. This is the background code to set it up.

       ld hl,$0000         ; first tile @ index 0.
       call vrampr         ; prepare vram.
       ld hl,level1tile        ; title screen tile data.
       ld bc,73*32         ; 77 tiles, each tiles is 32 bytes.
       call vramwr         ; write title screen tiles to vram.

       ld hl,$3800         ; point to name table.
       call vrampr         ; prepare vram.
       ld hl,level1map         ; title screen tile map data.
       ld bc,32*24*2       ; 32 x 24 tiles, each is 2 bytes.
       call vramwr         ; write name table to vram.

Now, how would I reset it so that it displays the background that it had started on when the game started and not the current one it is displaying now? I have been scrolling the background using this:

       ld a,(scroll)       ; 1-byte scroll reg. buffer in ram.
       ld b,8              ; target VDP register 9 (v-scroll).
       call setreg         ; now vdp register = buffer, and the
                           ; screen scrolls accordingly.

Any ideas?
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Post Posted: Thu Aug 11, 2016 6:27 pm
Do you want to reset the scroll value? Then
xor a
instead of
ld a,(scroll)
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Post Posted: Thu Aug 11, 2016 7:55 pm
Yep, that worked. Thank you very much.
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Post Posted: Thu Aug 11, 2016 8:45 pm
Thought it was an endless runner at first, before i reached the end. Jumping is tricky, until i realized to just jump early. Plays okay for now. Laughed when the sausage people appeared. Congrats on your game, i'll try number 1 next time. Any particular reason to have this as a game gear game?
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Post Posted: Fri Aug 12, 2016 10:54 am
The game isn't completed yet, I am still working on it. The enemies are all vegetables, so the sausages you saw were probably the carrot enemies. I decided to make it a Game Gear game because there's hardly any homebrew games for that system. I wanted some homebrews to play for it since it was such a neglected console, so that is why I am learning how to program for it.
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Post Posted: Wed Sep 21, 2016 11:24 pm
Work continues. But I hope to finish it soon, like by Halloween or so. The finished game will only have 5 levels, but there will be a special ending for those who get past the fifth level. And a game over screen in case you die and have 0 lives left. I only have 12% of 32K remaining, and making it 64K would be wasting a lot of space just to put two more levels in. Plus, I didn't plan for it to be 64k. Perhaps next year, I will finally learn bankswitching and make a 64k game. Of course, when I do finish the game, I will post the final version here.
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Post Posted: Thu Sep 22, 2016 5:49 am
You can do 48KB without paging.
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Post Posted: Fri Dec 16, 2016 11:32 pm
After a few months of not working on this, I'm back to work on it. I fear that the computer it's on may be on its last legs, so I've backed up every file I need on my webpage server. I changed the beginning to this:

.sdsctag 0.1, "Mr. Ultra 2", "the second one.", "chris read."

.memorymap
 defaultslot 0
 slotsize $C000 ; 48KB (ROM)
 slot 0 $0000
 slotsize $2000 ; 8KB (RAM)
 slot 1 $2000
 slotsize $100 ; RAM
 slot 2 $dd00
 slotsize $4000 ; ROM
 slot 3 $8000

.endme

.rombankmap
bankstotal 1
banksize $C000 ; 32KB
banks 1
.endro

And I get a 48k game, and it works, but it also gives me a few messages. I can't copy and paste them, but they are MEM_INSERTs, overwrites from $7fea-$7fff. Anyone know what's going on? I've attached the .asm file here.
mrultratwo20161216.asm (73.83 KB)
mr. ultra 2 code

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Post Posted: Fri Dec 16, 2016 11:39 pm
You have data at the location needed for the Sega header. If you're managing data locations by hand, move it; or use sections so the assembler can resolve the issue for you.
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Post Posted: Sat Dec 17, 2016 2:25 am
How can I move the code above so it doesn't take up the Sega header?
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Post Posted: Sat Dec 17, 2016 6:57 am
Since you seem to have no control over it, it would need a bunch of work. At first, try using a memory map which splits the space at $7ff0 and $8000, and manually place stuff in slots 0 and 2 at the point where the space runs out.
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Post Posted: Sat Dec 17, 2016 12:59 pm
video please :)
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Post Posted: Sat Dec 17, 2016 4:52 pm
It seems to have solved the issue on its own. Apparently I had named two .inc files twice. I deleted the second .inc titles and the problem went away. I added a song for level 6. I have $7753-$7fdf free. I'll have to reuse two enemies (to have as much free room as possible), so I put the eggplant in level 6, since it's purple and the background is green. I don't think I can do a video, so a screenshot will have to suffice. I hope there's enough room to finish this game, and by that I mean add a level 7 and have different layouts for each level. The ending is already in the game's code, so I don't have to worry about that.
level6screenshot.png (3.32 KB)
what level 6 looks like
level6screenshot.png

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Post Posted: Sat Dec 17, 2016 5:49 pm
vbt wrote
video please :)


https://www.youtube.com/watch?v=YB0z8RTgNQs&feature=youtu.be



When playing this I kept reminiscing about Smurfs Coleco
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Post Posted: Sat Dec 17, 2016 8:02 pm
I think I have completed it. Please download my latest version and let me know if something odd happens while playing it. RC stands for release candidate (I don't know why, this game isn't going to be released), and 4 stands for attempt #4.
mrultra2rc4.zip (17.25 KB)
Mr. Ultra 2, Release Candidate #4

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Post Posted: Sat Dec 17, 2016 8:20 pm
Completed it,nothing odd happened.


Playthrough
https://www.youtube.com/watch?v=_CpCgi-TQjE&feature=youtu.be
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