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VincentF

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VincentF last won the day on January 27

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  1. Fun fact : I had a FB account some time ago, just for reading feeds. This account has been deleted because it was blank and I only used it a a way to read stuff. They wanted me to fill some personal info, which I refused. I'm talking to whoever wants to make a news feed for a project : please consider social networks as closed circles. Your news will mostly be enclosed behind a login wall. Use a publicly accessible channel instead and relay the link to it into social networks. Note : for new projects I agree social networks can push them to be popular, but when the amount of interested people grow, keep in mind that some of them may want to read you in an anonymous way. /Out of subject (Please see this comment above as plain info) About this thread in particular : Sometimes people just want to share some info on the go and later make an official post about it. It's how I interpret this message here and I don't mind waiting a bit to get the news about it. Else like here some kind people will share these posts on this forum
  2. The game just updated to the version 0.8.0 ! Additions New level : "Low Ram", with its music Difficulty settings New Boss musics for boss 2 and 3 Changes Changed some sections in lvl1 and 2 for difficulty Fixed Properly resets the virus's sprite on new game Wait for start release on the title screen It's slowly getting to the end, as the half point of the content has been passed ! The "hard" difficulty is not available on normal saves, and there are no ways to unlock it for now (I want to keep it until the game is finished) If you want to play on it already, the only thing you need to do is edit your own save file. it's simple : the sixth byte of the file (it's just $00) need to have bit 1 set ($02) to force unlock the difficulty setting. There are some differences between difficulty settings but you'll mostly see them in the third level, as it was built with the difficulty setting ready to use. I'm considering making a devlog to talk about the progress, I'm still thinking on what to say for now. As always, I'd love to hear your feedback on the game, the musics, the difficulty, ... It's really hard to get a grasp of what is seen as too difficult or too easy in the game Also if you want to compare your high scores feel free to share them here
  3. Version 0.7.0 is here! Additions: New level : "High Ram", with its music Volume Settings New sounds : Pause and Gameover Changes: Save file is now "vixx.sv" instead of "vixx.sc". Store the last volume setting Panic no longer gives as much points as before. Divided by 10 Fixed: Panic scoring was broken because not counting in BCD
  4. Hello everybody ! It's been a while, let's talk about what happened since last time #5 - 22/02/2021 : Music Making As said on the last devlog, I have asked a friend if he can help me making musics for the game. No luck for now, he's quite busy so we don't had a chance to try something. While waiting for him, I started playing around with a software someone has suggested me some time ago : Bosca Ceoil. I went with multiple tries and finally got some themes for the game. It was my first musics I wrote, and considering how much time I spent clicking randomly I'm happy with the result so far. Bosca Ceoil, the music software I use to write Vixx's musics. Here you can see "Seeking", the music you can hear on the first level. I remarked I was using the sawtooth waveform with low pitch pretty frequently, combined with either a noise channel or a pulse channel, to make the percussions. I also tend to use the pulse waveform as my main instrument. The triangle is sadly really too quiet to make anything out of it. (Surely we can do something but I doubt I will get something interesting with my little experience) Converting from Bosca to music data is quite trivial : I only need to change the octave number from Bosca and adapt the number of voices / instruments used to get the same music (the quality seems less clear on CX16 than on Bosca). I then use my music engine's abilities to perform jump-to-subsection in order to optimize space as much as possible : The first song, "Seeking", uses 453 bytes for 44 seconds of music at 75 bpm The first boss's theme, uses 179 bytes for 26 seconds of music at 60 bpm The second level's music (just finished today), uses 907 bytes for 1 minute and 18 seconds at 75 bpm Here's the three musics of the game compiled as a Soundtrack album : Vixx OST.zip ( once I get more musics i'll put the OST along with the prg download) If you can, I would be glad to hear your feedback about these tracks I am still poking around when making music but I feel more and more confident ^^ Now that I have the music for the second level, my next goal will be making this second level himself Thank you for reading !
  5. Thanks for your feedback I implemented my own player, following the blog post of the Music Player Library. It's based on a note interpreter and an ADSR engine. I've written a devlog about it, here's the link to it:
  6. I just updated the game to the version 0.6.0 ! This version mainly adds musics and sound effects, it's my first attempt at making music, ever. I hope this won't hurt you too much ^^' What are your thoughts about these musics and sounds ? edit: I will certainly post a devlog soon about this update
  7. Hey ! Just passing by One thing that I like to do with macros is, I define the regular routine the classic way, and the macro version is just a load-up-the-parameters-and-call-subroutine. Depending on your assembler, you can set a flag into your macro to figure out if the routine exist, and if not you include it dynamically. I agree, sometimes this is useful when the code is used once / small enough
  8. Oh, you're right, I totally forgot these points. Screen drawing is trivial using VERA registers so I thought we could drop the KERNAL but as you point out there is many other routines that we would want to use. So I would suggest making the RAM test first without the KERNAL and then one way or another we boot into the KERNAL and continue our diagnostics.
  9. If we go for something we must think of the different failures we can encounter, and the first one that bothers me a little bit is the RAM. Since we need that our program sits somewhere in order to execute, it's not a good idea to let it sit in RAM. I would go for a ROM, for example in place of the KERNAL. I don't think the program should rely on the KERNAL in order to work. This would led us to be able to freely test reserved RAM space and also the stack. Having it in ROM can also allow our diagnostic to run without the need to read the SD card and so rely on as little dependency as possible. My proposal here is to join our forces, figure out failure points and code diagnostic code together ^^ I don't feel like I can assume alone this kind of project so that's why I wanted to talk here first That's cool ! Thank you for sharing this
  10. Hello Everybody ! I wanted to ask : Is there a diagnostic software existing already for the X16 ? If not, maybe we can try to work on one ? Like analyzing RAM, Bank switching, File access, VERA ... It may be early but I thought it would be helpful for troubleshooting early defect machines ? What do you think of this ?
  11. Yeah I assumed the ROMs are actually EEPROMs
  12. I second this, being able to boot to another software is a feature I'll enjoy using if available. Like having a file explorer and then boot the computer right into it. This can open so much possibilities. It would also be cool to be able to store programs onto the ROM banks, Not only it would ease the startup process (loading from an sd card can take more time than having it already loaded onto the ROM) but it would allow us to store things without the need of an sd card in the first place. Okay, I'm dreaming right now but just in case ... ^^
  13. VincentF

    Vixx

    Version 0.8.0

    78 downloads

    The project : https://github.com/VincentFoulon80/vixx Vixx: A bullet-hell game for the X16 Story: Your Commander X16 got a virus ! Thankfully you have an antivirus called Vix that'll get rid of the evil software. You play as the Vix Antivirus, scanning the computer trying to locate and destroy the virus. How to play : Joystick / Arrow keys : move the player Start / Enter : start the game, pause B button / Ctrl key : Panic! Your score increase over time, and also when you move near the bullets. You score points when defeating bosses and also when panicking ( 100 points per bullets on panics) Project status : The game is still in its alpha phase. I'm implementing new features and do not focus on the content. The first level is not final, and the second is just an infinite loop. It's more to give an idea of how the game will look. Devlog :
  14. Vixx View File The project : https://github.com/VincentFoulon80/vixx Vixx: A bullet-hell game for the X16 Story: Your Commander X16 got a virus ! Thankfully you have an antivirus called Vix that'll get rid of the evil software. You play as the Vix Antivirus, scanning the computer trying to locate and destroy the virus. How to play : Joystick / Arrow keys : move the player Start / Enter : start the game, pause B button / Ctrl key : Panic! Your score increase over time, and also when you move near the bullets. You score points when defeating bosses and also when panicking ( 100 points per bullets on panics) Project status : The game is still in its alpha phase. I'm implementing new features and do not focus on the content. The first level is not final, and the second is just an infinite loop. It's more to give an idea of how the game will look. Devlog : Submitter VincentF Submitted 02/09/21 Category Games  
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