Lunar Limit (Ludum Dare)
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- mikejmoffitt
- Posts: 1353
- Joined: Sun May 27, 2012 8:43 pm
Re: Lunar Limit (Ludum Dare)
Can this be included on the cartridge alongside the 2016 compo entries?
Re: Lunar Limit (Ludum Dare)
Yes, as I mentioned earlier.mikejmoffitt wrote:Can this be included on the cartridge alongside the 2016 compo entries?
Re: Lunar Limit (Ludum Dare)
Yeah, this is even in the coverart.
Anyway, is that a custom watercolor for the coverart? It's very good.
Anyway, is that a custom watercolor for the coverart? It's very good.
- mikejmoffitt
- Posts: 1353
- Joined: Sun May 27, 2012 8:43 pm
Re: Lunar Limit (Ludum Dare)
I missed that, thank you.tepples wrote:Yes, as I mentioned earlier.mikejmoffitt wrote:Can this be included on the cartridge alongside the 2016 compo entries?
Re: Lunar Limit (Ludum Dare)
It's an ink drawing by Galileo.M_Tee wrote:is that a custom watercolor for the coverart? It's very good.
Re: Lunar Limit (Ludum Dare)
I recently got a AVS system from RetroUSB and decided to test all of Action 53 games so far.
This game glitches quite spectacularly on the AVS (on all firmware versions I can get, up to v1.20).
The earth ship rotates through all the CHR tiles, while shooting random sprite types that remain on screen like mines, and other types of side effects when memory gets overflowed like that.
Nothing wrong with the game, just an interesting tidbit. I might read up on the source code to try to figure out what the AVS is tripping on.
Edit: I think it's most likely the alr ($4b) and/or axs ($cb) unofficial opcodes in the sprite computation code.
This game glitches quite spectacularly on the AVS (on all firmware versions I can get, up to v1.20).
The earth ship rotates through all the CHR tiles, while shooting random sprite types that remain on screen like mines, and other types of side effects when memory gets overflowed like that.
Nothing wrong with the game, just an interesting tidbit. I might read up on the source code to try to figure out what the AVS is tripping on.
Edit: I think it's most likely the alr ($4b) and/or axs ($cb) unofficial opcodes in the sprite computation code.
Re: Lunar Limit (Ludum Dare)
That's interesting. I didn't even think about the AVS choking on unofficial opcodes until now.
Re: Lunar Limit (Ludum Dare)
Mishandled unofficial opcodes should make the music in STREEMERZ and Driar malfunction.
Re: Lunar Limit (Ludum Dare)
I checked it out by running blargg's nes cpu test (keeping in mind the website redirections), and found that the AVS implements AXS. So the MUSE music engine will work. however the AVS definitely chokes on ALR.