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View Code? Open in Web Editor NEWGrizzards for the Atari 2600
License: Other
Grizzards for the Atari 2600
License: Other
Need to find a way to shave 12 bytes off the PAL/SECAM versions in ROM bank 2.
This is due to:
Add joystick-only controls for Select Slot screen
Can occur with player's Grizzard as the direct object … unclear if it can happen with monster as the object. Can occur on player's turn (reflexive move) or monster's turn (attack move). Name on the display is correct.
Even when I cheat, the R.O.U.S. on the wiggle screen can one-hit Aquax, and there's no outcome notification (just a blank screen followed by GAME OVER). It doesn't happen every time, but often enough to be reproducible.
Stack overflowed into general RAM, but happened when I wasn't looking to know the moment it tripped. Last thing I remember doing was AQUAX SPLISH SPLASH WICKED SLIME in random encounter on wiggly screen. I believe that the crash occurred during the monster's turn? Need to regression-test combat with trapwrite $f0
set to try to track down what set it off. Crash was caught by BRK vector.
Currently unable to reproduce.
Some recent change has make the speech output not occur as expected, either in Stella-Stelladaptor-AtariVox or on the 2600-AtariVox pairings.
Move current music to Province 1 only
Replace placeholder graphics on map screen (icons, player)
Remove redundancies and "no, duh" content
Requires changing the Stats screen code to return to its caller, and probably a good oppo to move the Stats screen into a far-call-able service routine to free up some ROM in the combat banks for other features
more manual testing is needed to ensure that scan line counts are stable throughout the game in all 3 regional versions
flickers on & off super fast, so it's useless. More like a slow-motion mode, if anything.
In top-left screen with multiple monsters
the timer is never used for more than a few seconds, the minutes counter is unneccessary both in RAM usage and ROM complexity
Introduced by #69
Fill in move names so it doesn't just say "a move"
Only SPLISH SPLASH is filled in yet
… leading to a lockup when entering the screen
Probably(?) a problem in MapSetup, somehow fetching more sprites than exist in the sprite list.
Specific case is the room immediately to the right of starting Depot with province flags in the first byte set
need to reset the turn timer on returning from stats screen
Present some kind of screen display when the player's Grizzard levels up, possibly similar to the "Learnt Move" screen.
This is a "stretch goal" and depends on finding the ROM space to fit it in.
Collision/bounce code does not seem to work; appears to be worse when there are several monsters on the screen, so it could somehow be flicker-related.
Animate only when moving.
Sound effect for footsteps.
Moves should not allow you to target a monster that does not exist (or has been killed)
This also means that the demo should have some monsters that know moves that Aquax can learn.
The blank frame between announcing the combat move and displaying its outcome is 265ll.
Also, it should be blue.
Blocked by #6
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