Cosmic Battle: development log

Page 1/2
| 2

By marison

Expert (104)

marison's picture

11-11-2004, 11:24

I have returned to code a MSX1 shooter game called Cosmic Battle. I have stopped more than ten years ago.

Initial link
www.msx.org/newspost1860.html

Dowload:
www.msx.org/modules.php?op=modload&name=Downloads&file=index&req=visit&lid=472

I will post in this thread whenever I got an advance or if I have problems to continue.

Thanks,

Marison

Login or register to post comments

By marison

Expert (104)

marison's picture

11-11-2004, 11:30

Yesterday, 20:30 (8:30pm) in my local time I finally have success in convert my 2 16KB binary files in one .rom 32KB file. I have to relearning coding in Z-80 assembly and that was my first test!

By snout

Ascended (15184)

snout's picture

11-11-2004, 11:34

As I already had responded to the newspost: WAY COOL! Good to see the first step was succesful, on to the next one! I'm sure your knowledge of Z-80 will come back as you progress (and ask people around here if needed ^_^)

By viejo_archivero

Paragon (1395)

viejo_archivero's picture

08-02-2005, 18:12

And now, this "Cosmic Battle" will participate at MSXdev05 contest!. Check the status of this entry and all MSXdev05 incoming entries here. Good luck finishing your game, marison, it looks promising!

By marison

Expert (104)

marison's picture

23-02-2005, 11:40

Thanks, viejo_archivero and snout. I hope you will like my game in the time of launch.

By marison

Expert (104)

marison's picture

02-04-2005, 16:13

I have almost completed the core of the enemy's movement and animation routine. Maybe for a rest of this type of programming, certain for a desire and need for some sound in my tests, I ask:
- Which is the soft recommended to create PSG sound effects?
- Which is the soft recommended to create PSG music?
- Are there a sound bank free of charge (obviously I will credit the creators)?
- Are there free PSG music good for a shoot'em'up?

I will prefer that both music and sound effects be played by a player routine that don't is incorporated in the sound format, i.e. each music and sound is only a sequence of data that will be read by a unique routine.

Thanks in advance!

By marison

Expert (104)

marison's picture

14-04-2005, 15:49

I finally have concluded (yesterday) the core of the enemy movement and animation routines.

The enemys are organized in:
- Enemy attack waves, with various groups
- Groups of enemys that are simultaneously launched
- Enemys that could be formed by various sprites with attributes totally indepents, Y and X movements, pattern and color animation.

This will be a base to a enormous enemy variation. Be prepared to a good shoot'em'up.

By viejo_archivero

Paragon (1395)

viejo_archivero's picture

14-04-2005, 16:02

Cool, I'm looking forward a final release!. Keep on!

By snout

Ascended (15184)

snout's picture

14-04-2005, 22:02

Great work, Marison! Looks like development is going very rapidly now Smile

By marison

Expert (104)

marison's picture

15-04-2005, 14:52

And now, my sweet shoot'em'up is already a racing game. I have implemented the colision detection yesterday! Only allied with enemy ships, but the rest is in the way.

In Cosmic Battle every enemy could be defined with more than 1 fire to be destroyed. The allied bullets will have multiple power levels too.

And more: the enemys could be destroyed by independents parts, and maybe with presentation of problems related to the part destroyed. Understandable?

By marison

Expert (104)

marison's picture

15-04-2005, 15:07

Snout,

I have wasted around 4 months to convert my fonts from Mega Assembler to M80. The first tryings will work if:
- I've recreated some tables from 7A00H to 7FFFH;
- and have noted that the scroll didn't work in the M80 compiled version because the scroll table pointer was 0CC00H. The game in the 2 .bin files version was loaded by basic in 9000-0CFFFH. I have to change 1 byte: 0CCH to 0BCH to my routines works again, but I guesseds other problems in the time.

Page 1/2
| 2