Author Topic: New Atari 2600 Homebrew - Scramble  (Read 1498 times)

Offline TrekMD

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New Atari 2600 Homebrew - Scramble
« on: November 14, 2015, 14:28:59 PM »
How Far Can You Invade Our Scramble System?



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[align=center:3k5pmj6d]Check out more details and download the game binary here:
[size=180]Development Thread[/size][/align:3k5pmj6d]

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Offline Shadowrunner

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Re: New Atari 2600 Homebrew - Scramble
« Reply #1 on: November 15, 2015, 01:24:19 AM »
That is a great looking version of Scramble, very impressive.

Offline TrekMD

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Re: New Atari 2600 Homebrew - Scramble
« Reply #2 on: November 15, 2015, 02:17:17 AM »
It sure is!  It's hard to believe this is the 2600!

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Offline IndieRetroNews

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Re: New Atari 2600 Homebrew - Scramble
« Reply #3 on: November 16, 2015, 14:23:02 PM »
Nice find! Made sure to tag RVG on our site :D

Offline TrekMD

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Re: New Atari 2600 Homebrew - Scramble
« Reply #4 on: November 16, 2015, 15:03:11 PM »
Cool, thanks!

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Offline TrekMD

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Re: New Atari 2600 Homebrew - Scramble
« Reply #5 on: November 18, 2015, 01:23:42 AM »
Today's update:
Quote
Here are a list of the changes:

- button/reset can be used to bypass AA splash screen to jump straight to the title screen
- fixed a bug where a delay/debounce was not used when changing the starting level using the PAUSE/right difficulty 'cheat' (it worked when changing the stage)
- changed skill level colors to green (novice) yellow (arcade) and red (expert).
- score color is always white; changed the progress display border color to match the skill
- implemented auto-fire (left difficulty = A). Hold down the button to auto-fire, press button for single shot.
- score table display now shows one score at a time with a slight delay
- implemented a one-second delay when starting a stage on a new game or when a life is lost, per the arcade (displays # of ships remaining during that second then decrements after 1 second).
- fireballs are a little bit higher on NOVICE and ARCADE level (it was too close to the mountain before)
- saucers are now synchronized instead of having a random startup height
- rockets launch a bit earlier
- fixed a bug where the reserve ship display was corrupted if the # of ships in reserve was >3. max reserve ships increased to 255 (was 7)
- fixed a bug where launched missiles would still travel horizontally when your ship got hit (they should travel straight up when the terrain stops scrolling)
- max ship X value is 2 pixels more to the right (per the arcade)
- increased the maximum sprites from 12 to 14 as I noticed on the busy levels (tunnel, fireball) sometimes your explosion wouldn't be displayed. I hope this doesn't cause screen rolls!
- implemented autofire for 2-button gamepads also (still use LEFT DIFF A to enable)
- launch frequency for rockets is now greater for higher skill levels
- on frames where the terrain/ground objects are scrolling (every 8th frame), I adjust the x value during collision detection for missiles/bombs. This *should* fix the issue where it appears that your bombs are missing a target.
- fixed a bug where an extra ship wasn't being awarded for 100,000 (lol guess who finally broke 100K :)
- tweaked the collision detection to make it more accurate.
- tightened up two areas in the maze at the end to better match the arcade.
- fixed a bug in the rocket vertical speed routine; they should move a bit faster on higher levels
- fixed a bug where if you destroyed the base and then crashed, the next level would start and after a few seconds it would display the Congrats message and skip to the *next* level. In this case, it will now forces you to destroy the base *and* successfully escape before allowing you to go to the next level.

Check the first post on the development thread for the latest binary.  :)

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Offline Saturn

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Re: New Atari 2600 Homebrew - Scramble
« Reply #6 on: November 18, 2015, 01:33:01 AM »
This looks really cool. The graphics are amazing!

Offline TrekMD

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Re: New Atari 2600 Homebrew - Scramble
« Reply #7 on: January 02, 2016, 16:40:40 PM »
Latest update...

Quote
Here's the latest release for Scramble, approaching release candidate soon assuming no issues. Last chance to test and get in those suggestions! :))

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