Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

mrr19121970

49
Posts
14
Following
A member registered Oct 09, 2016

Recent community posts

The Lemmings somtimes get stuck in the walls.

(1 edit)

Crahes on all hardware when you reset and reload after seeing congratulations you completed the game. When you press start game it tries to load level 124 which doesn't exist. Workaround is to use the level selector.

To the guys with KFF write errors its due to the fact the eAPI implementation from Kim J will always overwrite the whole 1st sector on the high chip. This means every time you progress in Lemmings and save it will not be there later.

Crahes on a real C128 as soon as you press T for turbo mode. Screen goes black with white garbled blocks.

Speedcode directly executed from cartridge might also do it too

Hi, how can I contact you ? I would like to see this in VICE as a snapshot just before the crash. My assumption is that the CART is not fully off as it's OCEAN and there is an issue when it's banked in.

How about an EasyFlash version ? Also 1mb too (16kb banks instead of 8kb) This will cover users of MiST, MiSTer, TheC64, TheC64 mini, TC64, U64 & U1541II as well as real EasyFlash hardware. Ping me if you need assistance doing this. Find me on discord or https://csdb.dk/scener/?id=10113

I found a small bug in SP3.52. It's when you import a sprite set binary (which just so happens to have something in the 64th byte)

Pics and binaries here

https://mega.nz/file/p5lglSCI#etAR-RLWr-cg12yXGn9OknRYcO3a0kTnbNGmYPiS-qQ

https://www.protovision.games/games/d42/d42_system.zip

https://csdb.dk/release/index.php?id=244949

The blue flash is on the cartridge image startup

Ah, yeah  makes sense. No light yellow 🤣

(1 edit)

A few tiny niggles already. Startup resetting the VIC-II and displaying version number means that the default colours for border and backround are set. Better keep as black to prevent the blue flash.

In game holding F1 to cycle the colours causes the screen to glitch as $DC01 is not checked against being equal to the previous value before changing colour.

Yellow screen means that the score is not visible.


You should pad the CRT (ie unused space) with $FF and not $00.

There are some bugs here, lock up on level 8 and an edge case where score goes from 255 or 511 back to 1.

Will the physical version be a cartridge?

Why PAL only ?

Please see https://csdb.dk/release/index.php?id=238983

I made a cartridge version https://csdb.dk/release/index.php?id=238278

Waiting for v1.01 1st

https://psytronik.itch.io/rocky-xmas

Yes

Just copy all the files over. D64 and D81 are identical in terms of data. Just the dirart is different 

Yes, it's on it's way (with progres saving back to cartridge). But you can also flash the MD 512kb version to EasyFlash anyway. 

yes, as you asked soooo nicely ;)

Thanks for the feedback and testing

Hi radius75 I PMed you at csdb. I checked the 2nd button code in BWC and adjusted now. Still working in VICE, need help testing on your setup.

maybe this is a feature of the collectors edition physical release ;)

Tried reading the manual. P is practise mode with infinite lives.

The MIST fpga core needs to be updated (probably MISTer too), same for MEGA65.


Use cartconv from vice to change to ocean


Cartconv -t ocean -i rocky.crt -o rocky-ocean.crt

I can confirm that it still doesn't work with V1.1.1

The continue game bug is still there. It's like an unlimited lives cheat. Waiting for V1.2

I mailed you the bugs as video too

No

Its vice 3.7

I already made a CRT version, saving back the highscore and progress back to the cartridge too

There is some issue with the keyboard routine..... pressing runstop on the menu and then space will lead to some screen corruption,  or even worse alot or even a full crash. I am also not 100% sure that the continuing works correctly,  one time when expected to get a gane over i could continue playing and the lives went back to x9 and the 1st digit was corrupted

There are some cosmetic bugs in this. Especially in the intro,  you need to wait for the vblank before updating screen or colour ram. Ingame the rising water raster is not stable on PAL and flickers in various locations,  probably due to jitter. The worst bug i saw so far is on the 3rd screen,  when you try to jump from left to right to the platform with the mummy. You fall down, but never reach the bottom and die. Essentially the game freezer.  You cmp  $d012 against #$fe that never happens.

wish list: 2nd button support, high score table + saving, progress saving

(1 edit)

I saw one tiny bug, and this was you can still fire after you loose a life and your character is no longer on screen