2- Flicker the kings at 30Hz and use whichever missile isn't being used on a given frame as a fireball (limit 2 fireballs). It may be possible to jinx NUSIZx mid-beam to use closer spacing for the kings but I don't know if there'd be time for doing both that and color updates unless the colors WERE the NUSIZx values. I think the two shields would probably be best rendered using two copies wide, but I think that would put the kings too far from the edge (28-36 pixels). 1- Use one player to show both shields (via NUSIZx), during the part of the scan which features the kings use its missile to show the kings (also via NUSIZx). Otherwise, a few plans I can see would be: Still, if one wanted to simply improve the game visually the new kernel is sorta nice-makes the kings look really spiffy. And going two a two-line kernel would let me do the missiles if it weren't for one teensy little detail: NUSIZx affects missiles as well as players. Well, it's possible to show two 16-pixel-wide (!) kings, two movable shields with proper matching colors, two five-brick stretches of playfield, and the Ball, all in a single-line kernel. what's up with that? Display kernel shift? (also noticed the Jakks version didn't do that). I always noticed there was a scanline on the screen where the sheild would transfer between the side-facing and diagonal-facing images as it passed through it. I do have one other question regarding 2600 Warlords. They shouldn't need to flicker, since they wouldn't be used elsewhere, though they might change color when they get in line with whichever player sprite that missile belongs to. Use the two missiles as up to two extra balls, when players die. It would flicker mildly, though it might be possible to limit that to flickering only when the sheilds are on the vertical sides of the castles, where the sheilds and kings would be on the same horizontal line. Use the player sprites to do both the sheilds and the kings. On the idea of hacking the 2600 Warlords, my best concept is this (which may well be totally impractical, as it probably involves radical changes to the display kernel) Hmm, any chance of a 7800 version of Castle Crisis? (using paddles of course) there might be at most two extra balls if the 'waited too long' extra balls are ignored (more than two players dead and the round's won anyway) I was thinking it could be done with missiles (like the extra balls in Super Breakaout), since one 'frees up' when a king dies, but that only really works (flicker-free) if an extra ball does not go on a scanline with two living kings. The thing that most interested me is adding the extra ball when one of the players died, as it really spices up the latter part of a round. I wouldn't care about making it actually look like a fireball (would be cool, but doesn't affect the gameplay at all, so not necessary) "Easy" being a relative word.since it would still probably take quite a bit of editing to handle more than 8 But upping the game to use bankswitching would yield plenty of space to do so. Might not be worth it, since any of them would turn a non-flickering game into a flickering one.Īdding additional ball trajectories would be the easiest change, all that is required here is additional rom code (and possibly additional bits of ram if it's currently only using 2 bits to hold it's direction). Multiplying it or changing it to be fireball(s) would add flicker, as you'd either be using multiple ball sprites or player objects which are already in use from the shields.Īnd of course, you'd need to allocate more ram to the sprite objects to be able to keep track of the above changes. This is noticable just by how it changes colors to be the same as the playfield walls on the same scanlines. Using player objects instead would either require that they be moved to different scanlines not used by the shields, or by alternating frames (i.e. Feel the joy of war as swords clash on armour, horses knock over soldiers, heads are chopped, arrows bounce off shields, lightning spells send soldiers flying, rocks crash into castle walls and large battering rams slam against castle doors.IIRC, the king shapes are done by using the missile sprites at various widths. Game Information "Warlords 2: Rise of Demons" is a fantasy strategy battle game and is the sequel to the highly popular "Warlords: Call to Arms".Ĭhoose one of 8 races to conquer each territory in the the land of Beneril. Hack Information: Keyhacks: Press 1 Money (maybe you have to refresh the menu screen to make it work) - 2 instant charge - 3 instant win - 4 turn auto charge on - 5 turn auto charge off - 6 turn special hack on - 7 turn special hack off - Press any key in the menu to unlock demons and arnolds
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