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PostPosted: Sun Jan 01, 2012 6:40 pm 
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Location: Salzburg, Austria
wonderful work as usual :)

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PostPosted: Thu Jan 05, 2012 4:59 am 
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Joined: Wed Oct 12, 2011 2:21 pm
Posts: 42
It's a very sympathetic, messages have made me grace and animations are simple and graceful at the same time.
I could only reach the 3 level.

I loved the animation of the glasses.

Image


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PostPosted: Thu Jan 05, 2012 8:27 am 
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Joined: Sun Sep 19, 2004 11:12 pm
Posts: 21093
Location: NE Indiana, USA (NTSC)
PROTIP: The playfield is a toroid. Take advantage of wrap-around.


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PostPosted: Thu Jan 05, 2012 4:46 pm 
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Joined: Fri Sep 23, 2011 2:02 pm
Posts: 9
Meant to post this ages ago, but the game was mentioned on indiegames.com :)

http://indiegames.com/2011/12/indie_game_links_7.html


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PostPosted: Mon Jan 30, 2012 3:47 pm 
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Joined: Sun Sep 19, 2004 11:12 pm
Posts: 21093
Location: NE Indiana, USA (NTSC)
I found a bug. Look at this disassembly:
Code:
ZS8031:
  ; X is 0 at this point
  lda #$20
  sta PPUADDR
  lda #$00
  sta PPUADDR
ZS803B:
  ldy #$40
ZS803D:
  sta PPUDATA
  iny
  bne ZS803D
  inx
  bne ZS803B

This looks like it was supposed to just clear the nametables. But it ends up clearing 49,152 bytes (192 in each inner loop, times 256 repetitions of the outer loop). This passes over the PPU's entire address space three times, including the pattern table areas. On a board with CHR RAM, this ends up clearing everything out of the pattern tables.

Changing the LDY #$40 to LDY #$F0 allows the game to work. I've added the following patch to the game's information in Action 53:
patches=803C:F0


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PostPosted: Mon Jan 30, 2012 3:56 pm 
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Joined: Fri Sep 23, 2011 2:02 pm
Posts: 9
Damn - I've recently paid to have the game built as a famicom cart!

How does this bug actually affect the game?


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PostPosted: Mon Jan 30, 2012 3:58 pm 
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Joined: Sat Jan 23, 2010 11:41 pm
Posts: 1161
This bug does not matter unless CHR RAM is used, as in Tepples's multigame cart, it just takes a bit longer to clear nametables. As this does not really matter, I leave the bug in the game. I fixed it in the library, though.


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PostPosted: Mon Jan 30, 2012 4:07 pm 
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Joined: Fri Sep 23, 2011 2:02 pm
Posts: 9
Phew :)


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PostPosted: Thu Feb 02, 2012 8:18 pm 
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Joined: Mon Feb 07, 2011 12:46 pm
Posts: 1033
I having problems to download this file. It says cannot change to directory.


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PostPosted: Fri Feb 03, 2012 4:56 am 
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Posts: 1161
Untergrund's FTP is broken for a week or so. I moved all the files and changed links in the first message, try again.


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PostPosted: Wed May 16, 2012 4:21 pm 
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Joined: Tue Jan 13, 2009 12:57 pm
Posts: 23
For those who are interested, I used an optimized version of my Macifom emulator to put this game (which I adore!) on the iOS App Store. It's free, of course.

http://itunes.apple.com/us/app/zooming-secretary/id526243966

If anyone else would like to get their homebrews up on the Store, please PM me.


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PostPosted: Wed May 16, 2012 4:53 pm 
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Posts: 1161
Thought to add that there is interview with PinWizz about the game, in case someone interested.


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PostPosted: Wed May 16, 2012 11:51 pm 
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Joined: Mon Jan 03, 2005 10:36 am
Posts: 3141
Location: Tampere, Finland
Macifom wrote:
For those who are interested, I used an optimized version of my Macifom emulator to put this game (which I adore!) on the iOS App Store. It's free, of course.

http://itunes.apple.com/us/app/zooming-secretary/id526243966

If anyone else would like to get their homebrews up on the Store, please PM me.

Tried it out, cool! Sound did seem a little bit choppy at times though (nothing too drastic, using iPhone 4).

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PostPosted: Thu May 17, 2012 12:18 am 
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Posts: 23
thefox wrote:
Tried it out, cool! Sound did seem a little bit choppy at times though (nothing too drastic, using iPhone 4).


There's definitely room for improvement in the current iOS build of Macifom. For performance-related reasons I'm not using the sync-to-sound approach I do on the desktop, which is why you'll occasionally hear hiccups in the audio.
That, external controller and external video support are at the top of my to-do list for the next version. I'll push an update to the Zooming Secretary app when it's ready.


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PostPosted: Thu May 17, 2012 8:39 pm 
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Joined: Mon Sep 27, 2004 2:57 pm
Posts: 1258
This is a very nice game, but I think it could use some more stages. Most NES games that are in a style like this will have more than 7 stages. Please take this into consideration if you ever decide to put this on a cart.

The factoids are a cool touch, but in the later stages, the action is just too frantic for me to actually stop and read them, and after a while, I actually forgot they were even there.

The gameplay is great, it only took a few moments for me to figure out how to successfully play! Just as a note though, I didn't know you could wrap around the screen until the suggestively-placed vertical ladders, and even then, it still took me a while to figure out you could wrap horizontally too.

Graphics are sparse, but they're very effective and they do a good job making the game look nice.

Music and sound worked... I don't know what else to say about it, it didn't sound out of place; even the ringing phones didn't get on my nerves, so that's a job well done there. :P

Overally, good job, but I really wish there were more stages. However, if you add more stages, you'll probably need to think of some more gimmicks to keep the game fresh. Given that the game takes place in an office environment, I think you'd have a goldmine of inspiration at your disposal. :D


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