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PostPosted: Wed Feb 01, 2017 11:19 am 
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Well, here's my dinky entry, which I suppose is my first actual NES game. I would have liked to put something more together, but I had a lot going on towards the end of the competition timeline, so here we are.

Fun fact: about half the ROM space is DPCM samples, and some of that is direct PCM used for one sound where I wanted a specific frequency response.

Code:
Karate Kick
By Michael Moffitt
------------------

This is a port of a little game I made for iOS about five years ago under the
same name. It is a very simple arcade-style game that gets progressively more
difficult as time passes. The player controls a karate master (who only kicks?)
in the center of a dojo, defending against many identical goons who seek a
challenge.

Fortunately, your karate master is so skilled that if he is even looking at an
opponent, the opponent is sure to fall. All you must do is use the d-pad to
turn the karate master towards an incoming enemy. If he's facing the enemy,
he will be victorious. Do not allow an enemy to strike the master's sides or
back.

This entry was thrown together rather hastily, developed mostly on two long
plane flights, as the original entry grew too large and would have no place
on the mluti-card.

The code is available at https://github.com/mikejmoffitt/kkick



Attachment:
kkick.nes [40.02 KiB]
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PostPosted: Wed Feb 01, 2017 11:27 am 
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:)

The CHR layout is curious. What led you to organize it that way with such irregular gaps?


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PostPosted: Wed Feb 01, 2017 11:46 am 
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I like it a lot. Once it picks up speed it really evokes that feeling of flow where you're not really thinking of anything and your movements are subconscious.

Image

First score: 352
I'll probably put this on my Wii and actually play it once in awhile.


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PostPosted: Wed Feb 01, 2017 12:12 pm 
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rainwarrior wrote:
:)

The CHR layout is curious. What led you to organize it that way with such irregular gaps?


For the BG section, I more or less draw the backdrop in the CHR directly, then removed duplicate tiles. Later on as I made more things, I just threw them in the gaps when I needed to.

For the sprites, I would draw a single character graphic, then chop it up and shift sections around to save tiles, or remove tiles that were duplicates with other frames. You can actually see a few of the original iOS game's sprites in the lower-right. I marked unused tiles with X graphics so I'd know what is clearly available versus part of a sprite.


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PostPosted: Wed Feb 01, 2017 4:29 pm 
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I really like the visual style. Plays great too!

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PostPosted: Fri Feb 24, 2017 7:23 pm 
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Location: NE Indiana, USA (NTSC)
I noticed that B580-F2FF is EA-filled. Is there anything you can cut to free up about 640 bytes to fit it into NROM-128? That might let us add more Category 2 stuff.


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PostPosted: Wed Mar 01, 2017 1:33 pm 
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tepples wrote:
I noticed that B580-F2FF is EA-filled. Is there anything you can cut to free up about 640 bytes to fit it into NROM-128? That might let us add more Category 2 stuff.

It's not fitting in NROM-128 without removing the sound samples, which isn't worth doing. Given until the end of March, I'd like to tidy it up a little and add a little polish, so the free space may be better justified.


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PostPosted: Sat Apr 08, 2017 9:51 pm 
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This applies to both the first compo version and the latest version posted in the compilation thread

If you hold Start while the game boots (either by holding start from the action 53 menu or by console Reset as a standalone ROM) the game will begin with *no* baddies coming at you at all. This bug is dependent on some uninitialized RAM value, so first start Brick Breaker or something to reliably trigger it.


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PostPosted: Mon Apr 10, 2017 3:46 pm 
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Uh oh, thanks for letting me know. I'll add a short delay to prevent starting the game immediately.

Please let me know if this fixes it.


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Last edited by mikejmoffitt on Mon Apr 10, 2017 3:53 pm, edited 1 time in total.
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PostPosted: Mon Apr 10, 2017 3:51 pm 
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Quote:
This is a port of a little game I made for iOS about five years ago

Inspired by Warioware: Twisted?


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PostPosted: Mon Apr 10, 2017 3:53 pm 
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Myask wrote:
Quote:
This is a port of a little game I made for iOS about five years ago

Inspired by Warioware: Twisted?

Sorry, haven't played it.


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PostPosted: Mon Apr 10, 2017 3:56 pm 
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I also noticed this game seems to have some uninitialized RAM problems or something. Just putting it on a plain NROM board, the title screen was randomly messed up, partly scrolled off the screen and/or with wrong colors. But sometimes it was fine. And I saw the wrong colors carry over into the game itself at least one time.


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PostPosted: Mon Apr 10, 2017 4:08 pm 
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Memblers wrote:
I also noticed this game seems to have some uninitialized RAM problems or something. Just putting it on a plain NROM board, the title screen was randomly messed up, partly scrolled off the screen and/or with wrong colors. But sometimes it was fine. And I saw the wrong colors carry over into the game itself at least one time.

Strange. The first thing it does is initialize all RAM.

The game is open here, if anyone wants to have a look and identify an obvious problem with my init:

https://github.com/mikejmoffitt/kkick


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PostPosted: Mon Apr 10, 2017 4:10 pm 
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mikejmoffitt wrote:
Myask wrote:
Quote:
This is a port of a little game I made for iOS about five years ago

Inspired by Warioware: Twisted?

Sorry, haven't played it.

https://youtu.be/kTlRy3pdVaw?t=390 few videos of the game…and the one I could find is no good at this particular minigame. (Then again, there are, apparently, a record number of subgames in Twisted.)
Code:
@waitvbl1:
   lda #$80
   bit PPUSTATUS
   bne @waitvbl1

could be
Code:
@waitvbl1:
   bit PPUSTATUS
   bpl @waitvbl1

and
Code:
@clrmem:
   sta $000, x
   sta $100, x
   ; Reserving $200 for OAM display list
   sta $300, x
   sta $400, x
   sta $500, x
   sta $600, x

isn't clearing $700-$7ff, on a short inspection.
Code:
.macro ppu_load_scroll cam_x, cam_y
   bit PPUSTATUS
   lda cam_x
   sta PPUSCROLL
   lda cam_y
   sta PPUSCROLL
   ; Clamp scroll values
   lda xscroll+1
   and #%00000001
   sta xscroll+1
   lda yscroll+1
   and #%00000001
   sta yscroll+1

   lda ppuctrl_config
   ora xscroll+1         ; Bring in X scroll coarse bit
   ora yscroll+1         ; Y scroll coarse bit
   sta PPUCTRL           ; Re-enable NMI
.endmacro

Found one bug: This macro is putting both nametable selects on bit 0, which is wrong.


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PostPosted: Mon Apr 10, 2017 4:47 pm 
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Fixed those small bugs. Let me know if that helps anything.
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