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Love Bug
เข้าร่วมเมื่อ 30 ก.ค. 2011
วีดีโอ
Build 003350 Final (almost)
มุมมอง 461ปีที่แล้ว
This is almost the final build of Lady Bug Full development diary here stardot.org.uk/forums/viewtopic.php?t=21812 Full source code and pre-built disk image here github.com/LoveBug2084/LadyBug
003323 sprite glitch
มุมมอง 692 ปีที่แล้ว
found an odd bug with the anti-lockup timer that allows user created mazes that dont have enough positions to place skulls, hearts and letters to be played it seems to be corrupting some of the enemy sprites, looking into the issue
Build 002969
มุมมอง 2142 ปีที่แล้ว
Just playing some Lady Bug source code and disk image here github.com/LoveBug2084/LadyBug full development diary here stardot.org.uk/forums/viewtopic.php?t=21812
score table working but graphics corrupted
มุมมอง 493 ปีที่แล้ว
score table working but graphics corrupted
✌🏽🥰
1337999
Very menacing :)
cool :+1:
That's a pretty faithful port, especially given the limitations of the Beeb. I actually prefer the sound because the original gives me a headache. 😂 The only thing missing is the sprite masks but that hardly makes a difference anyway.
Cheers :D btw there is a new build with some bug fixes over on my github
Oh I forgot to say that very early in the development I did experiment with sprite masking but found that it was too expensive on cpu cycles and would have resulted in a very low frame rate (around 12 fps) so I dropped the masking
Thanks guys The Vegetable bonus in the center can be collected as many times as possible in a single round The EXTRA and SPECIAL bonus can be collected as many times as possible during a game There is also a Diamond Bonus worth 1 Million points too which can be collected by making your way to level 6 without losing a life and by only collecting hearts and letters when they are cyan This is most likely going to be the final build. I fixed a small bug in the program and altered the in game instruction text slightly about the pause/unpause/quit but apart from that its the same as before. The 6502 assembly source code is available if you wish to study it. Visit my website lovebug.cf and you'll find links to everything.
I like that SPECIAL can be collected multiple times and that not only unpicked letters show up. Nice! Good job.
thanks Remik Pi
Make that "Kill screen" on stage 100 - lol
hehe , Cheers :D btw there is a new build with bug fixes over on my github
Looking great!
Cheers :D btw there is a new build with some bug fixes over on my github
I found the issue, the program was 13 bytes larger than the available ram and the sprite address lookup table had overflowed into the screen ram and was getting corrupted. Its now fixed
oh in case you have never seen the original 1981 arcade game then check out this youtube video th-cam.com/video/VCkaTDg36nw/w-d-xo.html
Foo Bar do you still play armagetron ? i've got 34 - love uk - servers online now :)
Fingers are itching lately. I may have launched my client recently, and at noon I may launch a server called hexmarine :D Would be glad to play with you soon ^^
Thats really cool !
thanks Foo bar, its been a tough struggle to squeeze an 80s arcade game into the bbc micro computer with its limited memory, terrible colors and no hardware sprites ! LOL
@@gamelovebug Yeah I looked at the code, Im impressed at the ASM magic. I seems hard but very satisfying. You did well with the colors and the sound is really catchy. Btw how does the sound works on this ?
@@foobar879 the sound code is in a few parts, starting with the basics theres a function called .psgWrite whos task is to take a raw value in the accumilator and send it to the texas sn76489 sound chip via the 6522 port chip, next theres an interrupt driven function .processSound that handles 6 virtual sound channels and reads data from sound tables sending it to the sound chip via the .psgWrite function, finally theres the .playSound function thats called with a sound effect number whenever a sound is required and its task is to setup the table address and virtual sound channel to be used by .processSound. btw the texas instruments sn76489 chip is a strange device and you really need to read the datasheet to understand what the sound tables mean but basically the tables are packets of raw register address/values terminated by a frame count 0x41-0x7f = 1 to 63 frames or a 0x40 which terminates the sound effect
@@gamelovebug so im not sure to understand, do you write to the sound tables or the soundtables are default used for a synth ? Anyways 6channels that's nice it would make a cool synth for sure ^^ Do you have the hard machine or just the emulator ?
@@foobar879 actually the 6 channels are just virtual in software meaning that up to 6 sound effects could be triggered at the same time, the sound chip itself has only 3 tone generators and a noise/pulse generator. my sound code juggles things a bit and works out which sounds have priority to be played on which of the chip channels it took a while to figure this bit out. have a look at the source code file soundtables.asm lines 23-29, these are the virtual sound channels and uses along with the real chip channels used by those effects
Wow - congratulations :) It's playable, and you have all functions. I guess you had to make some compromise regarding memory, but overall It's brilliant
thanks, I kept all the functions and bonus screens of the arcade game although I had to change the special bonus as the arcade game awards a credit so this version awards the player 200,000 points plus a shield (new feature) that will protect the player from skulls for 6 rounds. I added an extra bonus screen which can be triggered if you only collect only blue letters and hearts and make it through to round 5 without losing a life, if you manage this you will be awarded with the diamond bonus garden and 1,000,000 points. Also in the arcade game when a bonus vegetable is collected the enemys are paralyse for a short time, in this version ladybug can safely walk over the paralised enemys and even collect objects from under them
Good Job Bro.Ring you soon
Yo PiMan Cheers :D btw there is a new build with some bug fixes over on my github
Hi. Great job so far. I have been playing Ladybug since the 80', lately on MAME but I'm setting up a machine with the original PCB atm. The bug's movement in your programe look fine, and I was just wondering if you are programming their movement "freehand" or if you have some sort of algoritm from the original game. I have reached part 33 in the original game, and know how they progressive to get faster and more target chasing up until part 18. I have never 100 percent understood how they move. (Like there are certain known movement patterns for the ghosts in pacman). If you have some sort of algoritm from the original Ladybug, I would love to hear about it. Im looking forward to see your next progress :)
I hope its going well with the cabinet build, it would be great so see the project as it progresses I can honestly say that I have no idea how the original enemy movement is calculated this bbc version is my own creation so wont help you with the original arcade game, sorry The code i've written does the following if an enemy either comes to a wall blocking its path or to an open junction that has at least 3 paths it then chooses a random number (0-255) if the random value was less than 84 (33% chance) then it will choose the direction towards ladybug but if that direction is blocked by a wall then a random path is chosen instead if the random value was equal to or greater than 84 (67% chance) then a random path is chosen I needed a break from this but will get back to it soon, a few things still need to be done like sprite background restore, more enemy types, enemy release from center, letter and skull detection..... and then some :)
I did disassemble the original z80 game code but never looked into it too deeply but if youre into z80 assembler and want to try and figure out the movement code then you can view/download it from my website lovebug.ml click projects button at the top > z80 disasssembler button > download button > z80-disassembler directory > v1.04 directory > ladybug.asm
@@gamelovebug Wow - ty :) Quite interesting, and I have to look at the code a bit to se if it make sence. I don't have experience in z80 and first glance looks a bit confusing (I have some programming experience, but that was mainly Flash Actionscript, and this is something quite different). But thank you for sharing and keep up the good work
@@andersfoldager-jensen5484 thanks, i recommend any of the "programming the z80" books by rodnay zaks if you want to learn z80. the pdf is available online if you look around ;)
@@gamelovebug TY - I found the book 3rd edition. I come to remember when I got a commodore 64 back in the 80'es and bought a book about mashinecoding the C64. I never got very far, but remembered the thrill when I managed to make a ball move around the screen.
Good Job.Hope your Well.
thanks simon
MODE 0 😉
i wish this was an amstrad with mode 0, it had a far superior color palette and a lot more ram for programming sadly this is a bbc micro computer which has only 8 solid colors black red green yellow blue magenta cyan white and very limted ram for programming im using a cut down mode 2 screen using 14K instead of the regular 20K to gain an extra 6K for the game, memory is stll tight and I only have a maximum of 18K available to for the game code, graphics and sound its really tight
still plenty to do, those green maze walls are turnstyles which should rotate when the player pushes on them but the enemys cannot push them. lets the player escape and hide. they can also be used to control where the enemys can and cannot walk but i havent coded that yet. still plenty of code to write. I also need to draw some enemy sprites and write the code to handle changing the sprites to point in the correct direction up down left right. skulls should kill the player and enemys (not written yet). dots should be eaten and counted so the level can end. so much more to do yet.
great work Lovebug
thanks, I just added some code to control the enemy speed and thats finally working correctly without the bugs driving off outside the map LOL.