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Marble it up mayhem
Marble it up mayhem










marble it up mayhem

I recognize a mirrored playfield when I see it. The flickering stops once the fireball gets to the middle third of the screen, so it's clearly visible as it flies towards the 2 remaining players. It's not a bad problem though - the worse flicker occurs when the fireball is next to 2 dead players that share the top or bottom of the screen. The display kernel is really busy on the scanlines with the kings because it's drawing 3 fireballs, 2 shields, castle walls as well as changing the colors of the playfield so the kings don't look like the castle walls. The king graphic is currently updated once every other scanline - to clear it on one side would require it to be updated twice on every scanline, or 4 times as often. It would, but there's not enough CPU time to do so. Once you've done this, Stella will remember the settings if you play the game again later. You'll get a message "New Console Created" when it restarts.

#Marble it up mayhem windows

Under OS X use APPLE R, under Windows and Linux use CONTROL R.

marble it up mayhem

Restart the emulator for the change to take effect. The most current version will be found at the end of this message.ĮDIT - I added the final ROMs here to make them easier to find. PLEASE NOTE: These are early versions of Medieval Mayhem. I also plan to have a dragon start each round. I've increased the playing area by putting all 4 scores on 1 scanline(and even coloring them all correctly) as well as by using a 200 scanline visible area instead of 192.įuture updates will, of course, include the shields. (it's really just OFF/ON as the ON wraps from one scanline to the next). The kings are now drawn using the playfield (freeing up the missiles for 2 more fireballs) and are colored by switching SCORE mode on/off/on for each scanline. The checkerboard pattern on the left castles was done to test out the timing of the playfield updates. I would appreciate any feedback on the flicker effect. When flickering setting RIGHT=A will fast cycle(every frame) while B will slow cycle (every 4th frame). Set LEFT=A to "flicker" the fireballs, B to not flicker. For the fireballs you can make some adjustments using the difficulty switches. I say "start" as the game itself just shows the castles, the kings and 3, yep 3, fireballs flying around. You may also use RESET to "start" the game, or SELECT to return to the main menu.

marble it up mayhem

Turn your paddle to START then hit the firebutton to go to "start" the game. The main menu options are controlled by paddle 1. The ball speeds will adjust as well once I get that part of the game going. You can select NTSC or PAL by selecting COLOR or BLACK & WHITE respectively. For the past 3 weeks I've been working on an new version of Warlords for the 2600. A few people have known about this from my blog but I thought it's time to share this with the Homebrew forum as well.












Marble it up mayhem