Saturday, November 24, 2007

Minus4: An old friend....

While getting a little bored of doing paths (MAN! I hate doing paths...) I decided to take a break from that and add some basic profiling under Minus4. This was suggested a while back by TNT in his Paradriod blog, so I'd thought I'd take the plung now and see if I can't save some zero page memory; or at least shuffle it around so I get better use out of it. I currently have around 50 bytes of zero page left but I'm fairly sure some of it really doesn't have to be there.

Anyway, while browsing the source I had a look at the last release of Minus4 and what's been added since, and theres actually quite a bit. I'm sure I posted this a while back, but here it is again.

V2.6
----
1) Debugger now loads symbols (-p "symbol.sym" on the command line). SNASM format.
2) Source now builds under VS2005
3) Updated Debugger to allow disassembly view movement.
Page up/down, line up/down now moves disassembly view
SHIFT+Page up/down, line up/down now moves memory dump view
4) Dump of most of the hardware registers
5) Added a menu switch for undocumented opcodes. They are now OFF by default....
6) Added a scrollable BAR to the disassembly view to allow the placement of breakpoints and nicer navigation
7) New debugger keys:
Cursor Up/Down Move user bar
Page Up/Down page disassembly up/down
Shift + Cursor Up/Down Move memory dump up/down a line
Shift + Page Up/Down page memory dump up/down
B Set Break point at current user bar address
Shift + B Set Break point at address/symbol
Enter Step a single instruction. If JSR/Branch then follow if need be.
Space Place a breakpoint after current instruction and RUN.
Cursor Right If user bar is on a JSR/JMP, then read address and set window address to that.
Cursor Left If CursorRight has been used, then pop last address off and reset window.
M Set Memory window address
G Set Disassembly window address
8) Basic Profiling


With profiling being added I think its probably time to release this one so others can make use of it. I dont really use Minus4 for running games anymore, Yape has long since taken that crown, but I do use it for debugging as the built in debugger is much nicer to use (although I do now wish I'd opened up a new window for it so I could have a bigger area). Anyway... With the profiling about to be added, I think its now a nice enough release that others may like to use it for development, so once Im done with profiling, you can play with it for yourself.

My assembler (SNasm) outputs the symbol file format needed for Minus4 although I'll try to workout what the format was so you can use others and convert if you need to.

Tuesday, November 20, 2007

XeO3: Scripting....

As you may have noticed from Luca's blog, we've decided to not only release a demo, but the script for level 1, and a way to build it.

So... what does this mean? Well, it basically gives you a chance to get a taste and see whats coming in the full release. This means you can start to build your own paths, and do your own level. I suspect we'll see a couple of new 1 file demos with other peoples scripts, and who knows..... some folk might hack it a little more and try and extend it; although that would be a little tricky and Id wait for the full release.

Anyway, I'll try and post some stuff about the scripting, the limitations and what you'll be able to do with it soon.

Monday, November 19, 2007

XeO3: Demo

I've been doing more waves for the demo level and I'm now halfway, although it suddenly occured to me last night that I do still have code to do. I've not done the weapon energy bar yet! If you've watched the video you'll notice your shields take up both bars, but the plan is now that the one on the right will be your weapon power and it'll slowly drain over time. This means you HAVE to go in and collect coins to buy more power. IF you manage to get a load of coins before say the final 1/4 has gone, then you get a power up.

It'll be interesting to hear what you all think of this mechanic when you play it, as we both feel its whats going to make the game fun/difficult/annoying. Most games you can stand back and blast away, but with this one you have to get in there to pick up coins which means you will always be in danger!

Saturday, November 17, 2007

Slow progress....

Well, after listening to the Scotland v Italy match on the Radio I'm wondering if I'll ever speak to luca again!! Oh well, its our own fault - as usual. We should have beat Georgia. Everyone was complaining about the refereeing, but I think it swings both ways. Never mind....We've improved loads and had a great campain - Well done Scotland! Ya done us proud!

Oh well, after that how have I been doing...... slowly. Not had a lot of chance to do much, but I hope to do some more paths tonight. I really hate doing them, but Luca (SPIT!) is still learning the script so I'll be doing these one, but I hope he can start doing some for the actual game.

I was also thinking about the MMC card stuff. I really screwed up here. By not doing a schematic first, I have no idea where all the wires are going, so now I either need to start again, or revese engineer what I had started. Im also thinking I need to do a Plus4 user port version so that I can test out code and allow SID usage. A userport card would be much easier, and if I supplied a ROM (or ROM image) then it could still boot properly.
It does mean this version wouldn't have the clockport so couldnt' do the ethernet/serial addon's. Im still trying to get a milling machine what would let me make real boards, and if this was possible then I could make the card here....Oh well... Still lots to do first.


Oh, and theres a new POLL. The results of the old one were pretty predictable with no one really interested in an external RAM expansion.

Monday, November 05, 2007

XeO3: Demo level progression.

I'm slowly progressing with the alien waves for the demo level and I think it's going okay. If I play without wanting to power up, you can more or less run through without getting hit (so far). But if I get greedy and want all the coins, then it starts to get tricky; which is the idea.

I've mapped out about one third of the level, although I've extended the start a little to make the introduction a little simpler - mainly so theres no backgrounds while you get used to moving around.

I also fixed the 2nd bug in my list from yesterday, where the collision radius wasn't being used.

So.... the demo is progressing slowly. Slow but steady! which is of course better than it has been; stopped and dead.

Sunday, November 04, 2007

XeO3: Demo level....

I managed to get Luca to send the test level again, so I've now put that in and have started making new alien wave's. Heres the current plan for the demo.
  1. Have the front end as is
  2. Only have 1 weapon type but allow you to power it up.
  3. Have the full weapon power up/down sequence

  4. Only a couple of baddie types.
  5. fix all current bugs before release.


Speaking of bugs, I've found another couple.
  1. If you shoot a "group" of sprites too quickly, its possible to get multiple pickups. A group is only supposed to leave 1 item.
  2. The baddie radius isn't used! This means all baddies have a fixed bullet collision area
  3. If you collect a weapon pickup you appear to lose a bullet.
  4. 2 character wide bullets don't always appear to hit baddies.
I've fixed the 1st and I'm about to fix the radius one, but I'll fix the rest later. I want to try and get some paths going.

Saturday, November 03, 2007

XeO3: Demo level

I've been hunting around trying to find the demo level Luca built, and unable to find it, I went back to Luca's web page to see what it looked like. I was somewhat shocked to discover that he actually made it just over a YEAR ago!! So much for 2007 being the year of XeO3! I've done even less this year than last year! bugger.

Friday, November 02, 2007

XeO3: Here we go again.....

I've not done nearly as much as I'd hoped on XeO3 this year. I was convinced THIS was going to be it's year. A few things got in the way, my new found electronics hobby - which should still prove interesting to others once I start to finish things, and the fact I HATE makeing levels. Always have. Hate it! Hate it! Hate it!

But I think at the VERY least, I need to get the test level done so we can at least make some progress. For those that don't know, the plan is it make a 1 level demo with simple graphics but the game playing. This lets us (Luca and I) test the game mechanics out and at the same time, make sure we're not aiming to high (or low) on the difficulty side.

So...... to this end, I've decided to try and force myself to produce a new 1 level playable demo, and to release it AT THE VERY LATEST for Christmas. I really hope it'll be WAY sooner than that (a couple of weeks would be better), but Christmas at the latest.

Then once I get some feedback from everyone that's played it, we can both start to try and put the final game together.

..........well, thats the theory. So hands up if you believe one word of it?

Sunday, October 28, 2007

Dundee "smart" city.

This is a funny one.... Dundee has been named as one of the smartest citys on the planet by some of the worlds leading experts. (HERE). I find this really funny coz it names as one of the reasons the ever growing computer games comunity there, which by definition makes me really smart - and if thats not enough to make you laugh, then nothing is.

The other odd thing is that it seems to try and suggest it was planned.

"It said the city had "continued to transform a former shipbuilding community that suffered severe economic shocks into a national powerhouse and leader in game design and sciences"."

Now.... I find it odd - being one of the founders of this "game design" comunity, that they think it a planned thing since anyone actually IN computer games, knows it was simply because DMA brought in heaps of folk, who then splintered off and formed their own companies. Now, Dundee does have a huge number of games companies per head of population, but non of this is because of the planning of Dundee City Council.

However, all that aside it's good to see I guess as it might help to upgrade peoples opinion of Dundee and let them consider it a place to live. We struggle a lot to hire folk, and lots of folk dont want to move here because its got a bad name, so I guess in that respect its good; funny....but good.

Monday, October 22, 2007

Im still here!!!!

I know....its been a while. I'm still actually recovering from my trip believe it or not. I got back just over a week ago and I'm still not sleeping as well as I was, and this means I have no energy at night to do anything else....bit of a bugger really. I am start to think about things again though, and hope to get stuck in soon, although Im not sure if that'll be XeO3 or my MMC add on - time will tell.

Of course...I didnt make a diagram of the MMC thing, so now I have to reverse engineer what I've already done! doh!!