That did the trick, loaded fine and half an hour later I am still playing! Just got the bouncing skulls, jeez this is tough and I'm on easy!presh wrote: ↑Mon Oct 19, 2020 10:22 pmStrange! Here's a .tap version:MrClump wrote: ↑Mon Oct 19, 2020 9:30 pm The ZX Spectrum Next doesn't seem to like the TZX file at all, there are no loading sounds when you try to load it and then no other TZX files will load until you do a cold reboot of the computer. It's almost as if it's causing the Pi to crash. Is it possible to get a TAP version?
HELL YEAH! v201018.tap.zip
HELL YEAH! - arcade platform shooter (my first Z80 game!)
Re: HELL YEAH! - arcade platform shooter (my first Z80 game!)
- Juan F. Ramirez
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Re: HELL YEAH! - arcade platform shooter (my first Z80 game!)
just tried it and I must say it's a very nice shooter.
Great first work. Keep coding mate!!!
Great first work. Keep coding mate!!!
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- Drutt
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Re: HELL YEAH! - arcade platform shooter (my first Z80 game!)
Such a nice game! It's a shame there's no loading screen though. Maybe you can ask someone like Andy Green for help? He's a great artist and very productive one. Or maybe someone from this forum can help with this task?
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Re: HELL YEAH! - arcade platform shooter (my first Z80 game!)
Filipe Veiga's review of Hell Yeah! (in portuguese)
https://planetasinclair.blogspot.com/20 ... -yeah.html
https://planetasinclair.blogspot.com/20 ... -yeah.html
Re: HELL YEAH! - arcade platform shooter (my first Z80 game!)
Right, time to resurrect this thread
I found some unused code and binned it, giving me enough space to fix the platform "bug" (so the player "sticks" to them instead of having to run alongside them!)
I've also got some engine improvements lined up thanks to [mention]cmal[/mention]'s suggestion here.
There may be a few cosmetic updates too, to make things look a bit snazzier (if what I have planned looks ok!)
May even get some AY music in there! If I can get it sounding ok without interrupts...
I found some unused code and binned it, giving me enough space to fix the platform "bug" (so the player "sticks" to them instead of having to run alongside them!)
I've also got some engine improvements lined up thanks to [mention]cmal[/mention]'s suggestion here.
There may be a few cosmetic updates too, to make things look a bit snazzier (if what I have planned looks ok!)
May even get some AY music in there! If I can get it sounding ok without interrupts...
Re: HELL YEAH! - arcade platform shooter (my first Z80 game!)
Made some good progress last night with engine optimisation... one of the main drawing routines now uses stack-based reading plus some self-modified code to make things a bit quicker.
Still need to optimise the other drawing routines but getting one of them working like this is a big step for me
Still need to optimise the other drawing routines but getting one of them working like this is a big step for me
- Ast A. Moore
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Re: HELL YEAH! - arcade platform shooter (my first Z80 game!)
Are you going to post an updated version for us to try out?
Every man should plant a tree, build a house, and write a ZX Spectrum game.
Author of A Yankee in Iraq, a 50 fps shoot-’em-up—the first game to utilize the floating bus on the +2A/+3,
and zasm Z80 Assembler syntax highlighter.
Author of A Yankee in Iraq, a 50 fps shoot-’em-up—the first game to utilize the floating bus on the +2A/+3,
and zasm Z80 Assembler syntax highlighter.
Re: HELL YEAH! - arcade platform shooter (my first Z80 game!)
totally amazing, congratulations
lovebug.ml
randomly changing stuff in your code until it works is "hacky" and "bad coding practice" but if you can do it fast enough its "machine learning"
randomly changing stuff in your code until it works is "hacky" and "bad coding practice" but if you can do it fast enough its "machine learning"
Re: HELL YEAH! - arcade platform shooter (my first Z80 game!)
Eventually!Ast A. Moore wrote: ↑Wed Jan 13, 2021 3:31 pm Are you going to post an updated version for us to try out?
Re: HELL YEAH! - arcade platform shooter (my first Z80 game!)
New version now available
https://zx.preshaudio.co.uk/hell-yeah/
- Improvements to background graphics and HUD
- Platforms behaviour improved
- Controls are more responsive
- Bonus points on level completion
- New enemy variations
- First stage difficulty reduced slightly
- Some checkpoints repositioned to be fairer
- Rocket launcher causes more damage
- Significant engine optimisations
- Ast A. Moore
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Re: HELL YEAH! - arcade platform shooter (my first Z80 game!)
Okay, I managed to get to the part of Stage One depicted on the screenshot above. Woot!
Every man should plant a tree, build a house, and write a ZX Spectrum game.
Author of A Yankee in Iraq, a 50 fps shoot-’em-up—the first game to utilize the floating bus on the +2A/+3,
and zasm Z80 Assembler syntax highlighter.
Author of A Yankee in Iraq, a 50 fps shoot-’em-up—the first game to utilize the floating bus on the +2A/+3,
and zasm Z80 Assembler syntax highlighter.
Re: HELL YEAH! - arcade platform shooter (my first Z80 game!)
Great job on all the updates. I played it for a while then went back to the original. The latest release definitely feels slicker and more responsive. I really like the fact that you move with the platforms now.
Now I just need to get good at the game so I can pass the first level.
Now I just need to get good at the game so I can pass the first level.
Re: HELL YEAH! - arcade platform shooter (my first Z80 game!)
This is mighty impressive! And inspiring...
- Ast A. Moore
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Re: HELL YEAH! - arcade platform shooter (my first Z80 game!)
I keep getting hoisted by double jumps: I make a diagonal jump, make sure I release all the control keys, and yet when I land on a platform, the character performs a second jump, as if I keep holding the jump key down.
Every man should plant a tree, build a house, and write a ZX Spectrum game.
Author of A Yankee in Iraq, a 50 fps shoot-’em-up—the first game to utilize the floating bus on the +2A/+3,
and zasm Z80 Assembler syntax highlighter.
Author of A Yankee in Iraq, a 50 fps shoot-’em-up—the first game to utilize the floating bus on the +2A/+3,
and zasm Z80 Assembler syntax highlighter.
Re: HELL YEAH! - arcade platform shooter (my first Z80 game!)
Thanks for the info. Anyone else experiencing this issue?Ast A. Moore wrote: ↑Wed Feb 03, 2021 9:03 pm I keep getting hoisted by double jumps: I make a diagonal jump, make sure I release all the control keys, and yet when I land on a platform, the character performs a second jump, as if I keep holding the jump key down.
I can only replicate it by holding jump until just before the player lands.
It's because I added some more input scans between the "heavy lifting" tasks (buffer scrolling, copying, etc) as I noticed my play testers were tapping the fire button (rather than holding it like I did) and the button press would frequently get "lost" due to input only being scanned once per frame, which was approximately every 120ms. Needless to say, it's frustrating if you press fire and nothing happens!
But it's the first time I've attempted multiple input scans per game frame, so I wouldn't be surprised if I haven't got it 100% right first time
Best advice I can give at the moment is to tap jump rather than holding it! Hope that's of some help anyway.
- Ast A. Moore
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Re: HELL YEAH! - arcade platform shooter (my first Z80 game!)
Got it. I pretty much always just tap the jump key. I guess as far as your control polling routing is concerned, my tapping is just not quick enough.
I’m still plowing through (with frequent, and sometimes plentiful, save states).
I’m still plowing through (with frequent, and sometimes plentiful, save states).
Every man should plant a tree, build a house, and write a ZX Spectrum game.
Author of A Yankee in Iraq, a 50 fps shoot-’em-up—the first game to utilize the floating bus on the +2A/+3,
and zasm Z80 Assembler syntax highlighter.
Author of A Yankee in Iraq, a 50 fps shoot-’em-up—the first game to utilize the floating bus on the +2A/+3,
and zasm Z80 Assembler syntax highlighter.
- Ast A. Moore
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Re: HELL YEAH! - arcade platform shooter (my first Z80 game!)
Um, yeah . . . It’s the beginning of Stage 4 and there’s a great deal of jumping here.
Every man should plant a tree, build a house, and write a ZX Spectrum game.
Author of A Yankee in Iraq, a 50 fps shoot-’em-up—the first game to utilize the floating bus on the +2A/+3,
and zasm Z80 Assembler syntax highlighter.
Author of A Yankee in Iraq, a 50 fps shoot-’em-up—the first game to utilize the floating bus on the +2A/+3,
and zasm Z80 Assembler syntax highlighter.
- Ast A. Moore
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Re: HELL YEAH! - arcade platform shooter (my first Z80 game!)
Hmm. Is this a glitch, or am I just being thick? I can’t get out and parts of a blue platform appear underneath me when I jump up.
If I go left until the area with the blue platform is off-screen and then return, the platform is no longer there.
If I go left until the area with the blue platform is off-screen and then return, the platform is no longer there.
Every man should plant a tree, build a house, and write a ZX Spectrum game.
Author of A Yankee in Iraq, a 50 fps shoot-’em-up—the first game to utilize the floating bus on the +2A/+3,
and zasm Z80 Assembler syntax highlighter.
Author of A Yankee in Iraq, a 50 fps shoot-’em-up—the first game to utilize the floating bus on the +2A/+3,
and zasm Z80 Assembler syntax highlighter.
Re: HELL YEAH! - arcade platform shooter (my first Z80 game!)
Well congratulations on making it that far and thank you for persisting!Ast A. Moore wrote: ↑Sat Feb 06, 2021 11:28 pm Hmm. Is this a glitch, or am I just being thick? I can’t get out and parts of a blue platform appear underneath me when I jump up.
If I go left until the area with the blue platform is off-screen and then return, the platform is no longer there.
There's a hint in the instructions, however...
Spoiler
The blue checkerboard platforms only appear when you land on them... *sigh* yes, I know, I hate hidden platforms too. And you will hate them even more by the time you figure out the way to the top, I'm sure.
- Ast A. Moore
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Re: HELL YEAH! - arcade platform shooter (my first Z80 game!)
Oh, shoot! Instructions. I knew I was missing something. D’oh.
Every man should plant a tree, build a house, and write a ZX Spectrum game.
Author of A Yankee in Iraq, a 50 fps shoot-’em-up—the first game to utilize the floating bus on the +2A/+3,
and zasm Z80 Assembler syntax highlighter.
Author of A Yankee in Iraq, a 50 fps shoot-’em-up—the first game to utilize the floating bus on the +2A/+3,
and zasm Z80 Assembler syntax highlighter.
- Ast A. Moore
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Re: HELL YEAH! - arcade platform shooter (my first Z80 game!)
Hell, yeah!
But, let me tell ya, if I were playing this on real hardware back in the day, I’d have rage-quit at Stage One.
But, let me tell ya, if I were playing this on real hardware back in the day, I’d have rage-quit at Stage One.
Every man should plant a tree, build a house, and write a ZX Spectrum game.
Author of A Yankee in Iraq, a 50 fps shoot-’em-up—the first game to utilize the floating bus on the +2A/+3,
and zasm Z80 Assembler syntax highlighter.
Author of A Yankee in Iraq, a 50 fps shoot-’em-up—the first game to utilize the floating bus on the +2A/+3,
and zasm Z80 Assembler syntax highlighter.
Re: HELL YEAH! - arcade platform shooter (my first Z80 game!)
Oh wow... didn't realise you had it on Medium!
You should be able to breeze through it on Easy though now...
You should be able to breeze through it on Easy though now...
- Ast A. Moore
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Re: HELL YEAH! - arcade platform shooter (my first Z80 game!)
Easy is for sissies. I’mma kick some butt on Hard!
Every man should plant a tree, build a house, and write a ZX Spectrum game.
Author of A Yankee in Iraq, a 50 fps shoot-’em-up—the first game to utilize the floating bus on the +2A/+3,
and zasm Z80 Assembler syntax highlighter.
Author of A Yankee in Iraq, a 50 fps shoot-’em-up—the first game to utilize the floating bus on the +2A/+3,
and zasm Z80 Assembler syntax highlighter.
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Re: HELL YEAH! - arcade platform shooter (my first Z80 game!)
It's a good thing you've fixed the moving platforms, but in some ways they behave not as one would expect I think. For instance, it seems like the camera doesn't follow the hero if you move left or right while standing on one. Or e.g. with that hidden one at the beginning, it looks weird if you ride it all the way to the left edge of the map (the hero falls down when it switches direction).
I like the addition of the extra backgrounds as well, although I do find them somewhat busy/repetitive in places, making things a little harder to see. Perhaps this can be toned down a bit somehow.
Lastly, if the engine is now noticeably optimized, how about getting rid of port #FF based sync entirely, using regular HALT+delay instead. I don't think there's any real reason to use #FF in a game like this anyway (games with attribute based movement need not run too fast to begin with), and on the other hand it makes it incompatible with various unofficial clones out there.
I like the addition of the extra backgrounds as well, although I do find them somewhat busy/repetitive in places, making things a little harder to see. Perhaps this can be toned down a bit somehow.
Lastly, if the engine is now noticeably optimized, how about getting rid of port #FF based sync entirely, using regular HALT+delay instead. I don't think there's any real reason to use #FF in a game like this anyway (games with attribute based movement need not run too fast to begin with), and on the other hand it makes it incompatible with various unofficial clones out there.