In the making: Arukanoido – an Arkanoid clone

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joshuadenmark
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Re: In the making: Arukanoido – an Arkanoid clone

Post by joshuadenmark »

Glad to have you back 😘
Kind regards, Peter.
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Re: In the making: Arukanoido – an Arkanoid clone

Post by pixel »

Out of necessity here is another demo which will crash after round 8. If you are playing it with an emulator it'd be of great help if you'd make recordings to help debug the thing. (Just being told that it crashed somehow won't help nothing, I'm afraid.)

The changes are countless, so you won't find much in the NEWS file. Known bugs are listed in the freshly added TODO.xit. (That XIT format is genius!)

It's great to be back! Have a great weekend!
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Re: In the making: Arukanoido – an Arkanoid clone

Post by srowe »

If I wasn't so crap at playing this I'd try to help debug this. Is there a hack to increase the lives?
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Re: In the making: Arukanoido – an Arkanoid clone

Post by pixel »

srowe wrote: Fri Sep 01, 2023 10:24 am If I wasn't so crap at playing this I'd try to help debug this. Is there a hack to increase the lives?
Kay. Pressing 'L' in-game will stash you some extra lives with this version:
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Re: In the making: Arukanoido – an Arkanoid clone

Post by srowe »

Thanks, I'll give that a try.
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Re: In the making: Arukanoido – an Arkanoid clone

Post by srowe »

Finishing round 8 immediately gave me this
vice-screen-2023090207541121.png
vice-screen-2023090207541121.png (3.67 KiB) Viewed 632 times
The CPU isn't jammed, the CPU history shows it is in a loop. I'll try and get a better record over the transition.
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srowe
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Re: In the making: Arukanoido – an Arkanoid clone

Post by srowe »

There's probably an official way of doing this but I rigged up a script that traced the whole transition for round 8 to 9. If you have symbols for this build I can load them and get something more readable.

[Edit: actually attach the file]
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Re: In the making: Arukanoido – an Arkanoid clone

Post by pixel »

srowe wrote: Sat Sep 02, 2023 2:02 am There's probably an official way of doing this but I rigged up a script that traced the whole transition for round 8 to 9. If you have symbols for this build I can load them and get something more readable.
Oh no! There's a misunderstanding! The demo versions never went beyond round 8 and I didn't care about the ad not showing up. Sorry for having wasted your time. Was hoping for new bug reports.

However, am parting with the idea of doing a physical release at all. Too much effort and having to pay on top whilst planet VIC plays demos and copies. Will be fed up with this by the end of the month latest. Want a faster collision detection in before that.

BTW: romsformame dot com has a working original for MAME just in case someone wants to compare.
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Re: In the making: Arukanoido – an Arkanoid clone

Post by srowe »

No worries, it was fun. It's a really good game, the action is very smooth. I didn't notice any glitches while I was playing.
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Re: In the making: Arukanoido – an Arkanoid clone

Post by pixel »

srowe wrote: Sat Sep 02, 2023 5:52 am No worries, it was fun. It's a really good game, the action is very smooth. I didn't notice any glitches while I was playing.
Every other day it's getting stuck but I can't track it down to reason really. Original arcade sounds + laser/disruption mode can be quite off-putting. Always hated this game for being so hard to play. :mrgreen:
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Re: In the making: Arukanoido – an Arkanoid clone

Post by beamrider »

I had a similar issue when developing Popeye. It would sometimes get stuck.

In the end I reorganised the memory map to put all writeable values on a single data segment then set up vice watches to alert if writing outside of that segment. I also set up an auto play mode with infinite lives. Then I started about 20 instances of VICE and let them run over-night. Turned out some of them were witting over the program code.
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Re: In the making: Arukanoido – an Arkanoid clone

Post by pixel »

beamrider wrote: Sat Sep 02, 2023 12:24 pm I had a similar issue when developing Popeye. It would sometimes get stuck.

In the end I reorganised the memory map to put all writeable values on a single data segment then set up vice watches to alert if writing outside of that segment.
Pretty good idea. Will go for that. Thanks!
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Re: In the making: Arukanoido – an Arkanoid clone

Post by pixel »

New version with improved Vaus positioning when using paddles.
Trying to collect a bonus at the rightmost position will bug you.
5.5K left on +37K machines…
24 days left until the end of the month…
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Re: In the making: Arukanoido – an Arkanoid clone

Post by Wayne / Art Ravers »

I could'nt get this latest Download to work ?!? The Intro comes up, you get the Countdown and then instead of the Game appearing, The Screen went Red and everything stopped ??? HOWEVER, using an Older Download - I have to say this... I'm a C64 Owner / Player so it takes quite a bit to impress me - HOWEVER, This is Modern Day Alchemy - PIXEL you are a VIC 20 LEGEND - I Bought PULSE several years ago off you and still enjoy it now... Please, Please consider Releasing this as a Physical Release - Digital is Nice and we are all Incredibly Grateful for everything you do, but, I for one would LOVE a CASSETTE Version of this - ONLY a Request and NOT a demand ! Anyway, keep up the Good work, Love your Stuff !!!
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Re: In the making: Arukanoido – an Arkanoid clone

Post by Snarko »

Wayne / Art Ravers wrote: Wed Sep 06, 2023 10:41 am I could'nt get this latest Download to work ?!? The Intro comes up, you get the Countdown and then instead of the Game appearing, The Screen went Red and everything stopped ???
Just to let you know, for me the latest 1187 worked fine (played until the round8-killscreen using WinVICE). I agree, Arukanoido is a fantastic accomplishment!!
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