@hit9918: thanks for the reupload! just downloaded it, will check it in detail when I get home after work!
btw @nitrofurano, if I wanted to include your ROM to CAS script in the Transball github repository, would you be ok with it? (and of course, I would give you credit both in the readme file, and in a comment line at the top of the script). (thanks a lot for sharing your script btw! )
Thrust for the MSX! Fantastic!!
Playing it on my HX-10 for that 'authentic' feel
Brilliant game, congratulations!
Are you running it on a real MSX?! oh man, you got to record a video of that!
(My own MSX is back on my parents place across the Atlantic
).
Are you running it on a real MSX?! oh man, you got to record a video of that!
(My own MSX is back on my parents place across the Atlantic
).
Yep, on my real Toshiba. I'll do a video this weekend, I'm working the next few days.
Really difficult game compared to Thrust on the C64, keeping that ball is HARD!
The game works fine on my MSX1 National CF-2700 (with Sunrise CF + Musical Memory Mapper).
Please can you add the joypad support?
Cool!!! I am actually working on version 1.1 with both joystick support and some better ball physics (I'm adding "drag" to the ball, which makes it more controllable).
about the .cas, i only tried it on OpenMSX, and only worked on Expert 1.0 machine - it didn’t run on any Philips machine (the surprise is that the .rom files opened fine everywhere) - i really wonder what is happening! (please let me know if more machines were tested there, and if it runs okay)
I tried your script and the .cas generated run fine (with run"cas:") on OpenMSX running a Philips VG8020 machine (I put the resulting .cas files here: https://github.com/santiontanon/transballmsx/releases ). I am running OpenMSX 0.12.0 on a Mac. The only thing I did to your script is to modify the "LOADER" string by "TRANSBALL", so, it looks less generic. But everything else I left the same :)
I just released an update to the game (v1.1):
- Smoother rotation of the ship (32 frames for a full revolution), which implies better aiming precision (I'm very proud of having been able to find the space to fit this in )
- Joystick support
- Added drag to the ball for better control (this is very subtle, but it's easier to control the ball now)
- Several bug fixes
download: https://github.com/santiontanon/transballmsx/releases/tag/1.1
video (showing off one of the hardest levels :) ): https://www.youtube.com/watch?v=tCYXHnjSeAo
ARGHH, you video of level 15 is incredible.... I cannot pass level 2
PS
I have a small trick for your "switch" code.
This
ld a,(ix) ; enemy type cp 1 jp z,enemyUpdateCycle_CannonUp cp 2 jp z,enemyUpdateCycle_CannonRight cp 3 jp z,enemyUpdateCycle_CannonDown cp 4 jp z,enemyUpdateCycle_CannonLeft cp 5 jp z,enemyUpdateCycle_DirectionalCannon cp 6 jp z,enemyUpdateCycle_DirectionalCannon cp 7 jp z,enemyUpdateCycle_DirectionalCannon cp 8 jp z,enemyUpdateCycle_DirectionalCannon
can also be done in this way
ld a,(ix) ; enemy type dec a jp z,enemyUpdateCycle_CannonUp dec a jp z,enemyUpdateCycle_CannonRight dec a jp z,enemyUpdateCycle_CannonDown dec a jp z,enemyUpdateCycle_CannonLeft dec a jp z,enemyUpdateCycle_DirectionalCannon dec a jp z,enemyUpdateCycle_DirectionalCannon dec a jp z,enemyUpdateCycle_DirectionalCannon dec a jp z,enemyUpdateCycle_DirectionalCannon