THE HUNS - LEVEL 4 LOADED, collision N map.

A place where you can keep others updated about your NES-related projects through screenshots, videos or information in general.
v.depatie
Posts: 367
Joined: Sun Nov 03, 2024 4:01 pm

THE HUNS: LEVEL 1 COMPLETE --- 03 13 update

Post by v.depatie »

Okay ! I've been working hard the last 16 hours to upload this ! MAN almost one million chars of ASM, about 20k lines. Of course there is alot of places to optimize, I'm just getting started with jump tables :D . BUT, The game engine is mostly ready, I can just draw for now, add textboxes when I want, add current ennemies. Still got about 150KB avail.= for levels and other item upgrades and more dmc sounds!!!!!!
unti.png

cart - LEVEL 1 COMPLETE !.nes


LEVEL 1 is complete !


We're you able to complete? to get to the door? To kill the bird? The zombie? Did you cut some grass? Break the rock ?



I need feedback :D :beer: :D :P


(-missing a dmc sound effect for the pound ? not sure yet. I do have one on rock hits)
(-no damage yet on the player)
(-if killed without dying, zombie might give a sword boost to p1 randomely, bird also )
(-missing the teleport to LEVEL 2)
unti2.png
You do not have the required permissions to view the files attached to this post.
v.depatie
Posts: 367
Joined: Sun Nov 03, 2024 4:01 pm

Re: THE HUNS: LEVEL 1 COMPLETE ---- 03-13

Post by v.depatie »

Little fix to the textbox, this is the latest version . I started to draw the level 2. Working on that tonight .

Also here is some gameplay for those who dont have time or can't or w/e

https://www.youtube.com/watch?v=0WmsMCq ... e=youtu.be

here is my live channel, I will be programming live the rest of the game.

https://youtube.com/live/P-Zfp0E-MTw

Here is the latest version with the textbox fix and a new DMC sound effect for the pound!!!!
cart -The huns with textbox fixe, fceux compatible.nes
unti2.png
cart -The huns with textbox fixe, fceux compatible.nes
You do not have the required permissions to view the files attached to this post.
User avatar
Anna_TeamRocket
Posts: 62
Joined: Sat Jan 04, 2025 3:21 am

Re: THE HUNS: LEVEL 1 COMPLETE --- 03 13 update

Post by Anna_TeamRocket »

v.depatie wrote: Wed Mar 12, 2025 11:01 pm Okay ! I've been working hard the last 16 hours to upload this ! MAN almost one million chars of ASM, about 20k lines.
My template only has a few running lines of code and I still believe they're very wasteful. For example:

Code: Select all

INFLOOP:		;every JMP sets PC (program counter)
	LDA $01
	BNE READINPUT1	;one input per frame
	JMP INFLOOP	;wait for NMI
		
READINPUT1:			
	LDA #$01
	STA $4016	;write 1 then 0 bit to 4016, then pull it out one bit at a time
	LSR		;LSR=1 byte, LDA=2 byte
	STA $4016	;4016 player 1, 4017 player 2
	LDX #$08	;start the cycle
READINPUT2:	
	ASL $02			;free the rightmost bit
	LDA $4016
	AND #$03		;A=A*0000 0011 (to pure it out)
	ORA $02			;A=A+$02
	STA $02			;$02=A
	DEX
	BNE READINPUT2	;Z=1 go down
	LDA #$00
	STA $01
	
	JSR PLAYER1CONTROL
	JSR PLAYER1OUTPUT
	JMP INFLOOP
	
PLAYER1OUTPUT:
	LDA $10		;Y coordinate
	CPX #28		;left move frame #2
	BEQ :+
	CPX #08		;right move frame #2
	BEQ :+
	CLC
	SBC #$00
:	STA $0210	;Upper half Y
	STA $0214
	CLC
	ADC #$08
	STA $0218	;Lower half Y
	STA $021C	
	LDA $11		;X coordinate
	STA $0213	;Left half X
	STA $021B
	ADC #$08
	STA $0217	;Right half X		
	STA $021F
	LDY #$00
:	LDA PLAYER_SPRITE_TILES, X
	STA $0211, Y	;Player 1, sprite tiles
	LDA $12						
	STA $0212, Y	;Player 1, sprite attributes
	INX
	INY
	INY
	INY
	INY
	CPY #$10
	BNE :-
	RTS

PLAYER1CONTROL:	;ABCD^v<>
	LDA $03
	BEQ :+		;if Z=1 go down
	JMP PLAYER1FIRE2
:	LDA $02		;read player 1 input
	TAX
	AND #%01000000
	BNE :++		;if Z=1 go down
	TXA
	AND #%00000011	;if (Right OR Left)
	BEQ :+++			;if Z=0 go down
	LSR 		
	BNE :+			;if Z=1 go down
	JMP PLAYER1RIGHT
:	JMP PLAYER1LEFT
:	JMP PLAYER1FIRE1
:	JMP PLAYER1IDLE
	
PLAYER1IDLE:
	LDA #$00
	STA $13		;animation frames
	LDA $12		;character sprite attributes
	AND #%01000000	;#$40 = flip horizontal
	BNE :+ 		;if Z=1 go down
	LDX #0		;right idle
	RTS
:	LDX #20		;left idle
	RTS
PLAYER1RIGHT:	
	INC $13		;frame timer virtual register
	LDA $12
	AND #%00000011
	STA $12		;sprite direction attribute
	INC $11		;Player X++
	LDA $13		
	CMP #8
	BPL :+		;if N=0 go down
	LDX #4		;right move rifle frame 1
	RTS
:	CMP #16	
	BPL :+
	LDX #8		;right move rifle frame 2
	RTS
:	CMP #24	
	BPL :+
	LDX #12		;right move rifle frame 3
	RTS
:	CMP #32	
	BPL :+
	LDX #16		;right move rifle frame 4
	RTS
:	LDA #$FF	;null frame
	STA $13
	LDX #4
	RTS
PLAYER1LEFT:
	INC $13		;animation frame virtual register
	LDA $12
	ORA #%01000000
	STA $12
	DEC $11		;Player X--
	LDA $13		;animation frames
	CMP #$08
	BPL :+		;if N=0 go down
	LDX #24		
	RTS
:	CMP #$10	
	BPL :+
	LDX #28		
	RTS
:	CMP #$18	
	BPL :+
	LDX #32		
	RTS
:	CMP #$20	
	BPL :+
	LDX #36		
	RTS
:	LDA #$FF	;null frame
	STA $13
	LDX #24
	RTS
PLAYER1FIRE1:	;animation has to be locked until the first or second shot is complete
	INC $03		;lock animation
	LDA #$FF
	STA $13		;animation frame virtual register
PLAYER1FIRE2:
	INC $13
	LDA $12		;character sprite attributes
	AND #%01000000	;#$40 = flip horizontal
	BNE :+++ 	;if Z=1 go down
	;RIGHT
	LDA $13		;animation frames
	CMP #5
	BPL :+		;if N=0 go down
	JSR PLAYER1FIRE
	LDX #0		;right idle
	RTS
:	CMP #10
	BPL :+
	LDA #$FF	;disable sprite by invalid Y
	STA $020C
	LDX #40		;right shoot
	RTS
:	LDX #0		;right idle
	LDA #$FF	;disable sprite by invalid Y
	STA $020C
	LDA #0
	STA $13
	STA $03
	RTS
	;LEFT
:	LDA $13		;animation frames
	CMP #5
	BPL :+		;if N=0 go down
	JSR PLAYER1FIRE
	LDX #20		;left idle
	RTS
:	CMP #10
	BPL :+
	LDA #$FF	;disable sprite by invalid Y
	STA $020C
	LDX #44		;left shoot
	RTS
:	LDX #20		;left idle
	LDA #$FF	;disable sprite by invalid Y
	STA $020C
	LDA #0
	STA $13
	STA $03
	RTS
	
PLAYER1FIRE:
	TAX
	LDA $10		;player Y
	CLC
	ADC #3
	STA $020C	;sprite Y, fire
	LDA #$1E
	STA $020C+1	;sprite tile
	LDA $12
	STA $020C+2	;sprite attribute
	AND #$40	
	BNE :+		
	LDA $11		;RIGHT
	CLC
	ADC #$10
	STA $020C+3
	TXA
	RTS
:	LDA $11		;LEFT
	CLC
	SBC #$07
	STA $020C+3
	TXA
	RTS
	
NMI:			;PPU says graphics are done and orders to finish it up whatever you're currently doing
	LDA #$02	;load sprite range
	STA $4014	
	LDA #$01
	STA $01		;frame complete = true
	RTI		;return back from interrupt, directed by x2-byte address in Stack Memory (usually closer to 01FF-0100)
	
PLAYER_SPRITE_TILES:			;Player character metasprite
	.byte $10, $11, $12, $13	;frame 1	Facing right, Idle, Rifle	#0
	.byte $10, $11, $14, $15	;frame 2	Facing right, Move, Rifle
	.byte $10, $11, $16, $17	;frame 3
	.byte $10, $11, $18, $19	;frame 4
	.byte $10, $11, $1A, $1B	;frame 5
	.byte $11, $10, $13, $12	;frame 6	Facing left, Idle, Rifle	#20
	.byte $11, $10, $15, $14	;frame 7	Facing left, Move, Rifle
	.byte $11, $10, $17, $16	;frame 8
	.byte $11, $10, $19, $18	;frame 9
	.byte $11, $10, $1B, $1A	;frame 10
	.byte $10, $11, $1C, $1D	;frame 11	Facing right, Fire, Rifle	#40
	.byte $11, $10, $1D, $1C	;frame 12	Facing left, Fire, Rifle	#44	
You do not have the required permissions to view the files attached to this post.
v.depatie
Posts: 367
Joined: Sun Nov 03, 2024 4:01 pm

Re: THE HUNS: LEVEL 1 COMPLETE ---- 03-13

Post by v.depatie »

niceeeee
v.depatie
Posts: 367
Joined: Sun Nov 03, 2024 4:01 pm

The Huns - LEVEL 2 part 1 added, Tileset done ?

Post by v.depatie »

Its now possible to go to level 2 should you finish level 1 !!!!

Please comment ! I will start working on the ennemies soon.

Can you reach level 2 following the hints ? Is is to hard ?

How do you like the new tileset?

Any obsvious bug I dont know about ?

Thank you for you insight !

Vince
cart -THE HUNS - level 2 loaded !.nes
https://www.youtube.com/watch?v=cyWTpzikADg
Screenshot 2025-03-21 173013.png
Screenshot 2025-03-21 173616.png
You do not have the required permissions to view the files attached to this post.
v.depatie
Posts: 367
Joined: Sun Nov 03, 2024 4:01 pm

THE HUNS: LEVEL 2 ENNEMIES ! LOADED 03 - 25

Post by v.depatie »

Here is level 1-2 playthough
https://youtu.be/PNytc2WMOnc

try yourself :
cart - LEvel 2 ennemies added!.nes
New ennemies !!!!!
screenshot the huns level 2 with ennemies 2025-03-26 000929.png
You do not have the required permissions to view the files attached to this post.
v.depatie
Posts: 367
Joined: Sun Nov 03, 2024 4:01 pm

Re: THE HUNS: LEVEL 2 ENNEMIES ! LOADED 03 - 25

Post by v.depatie »

Already a update ! You can now kill ennemies in the LEVEL 2 ! working like a sweeeeet charm. :wink:

I also fixed a bug where my oam christmass tree would explode sometimes when p1 would be hit by the zombie IN level 1. All good now !

I worked all night to set it all dynamically:
https://www.youtube.com/live/XMvuJiRGQt ... 7tkGfMnYHH

playthough:
https://youtu.be/OmNmU8mIaMw

Here is the update :
Cart - The huns - LEVEL 2 killable ennemies update ! + glitch FIXES.nes

try yourself ! Dont be shy to give feedback !

Vince
You do not have the required permissions to view the files attached to this post.
v.depatie
Posts: 367
Joined: Sun Nov 03, 2024 4:01 pm

THE HUNS: LEVEL 2 Flamme door animation 03-31

Post by v.depatie »

So I added a little animation, tile change door to get to the second screen.

Nothing more. Oh and more ennemies. And the ennemie now push you down !!!!

Gameplay:
https://youtu.be/p_Ie-fs6gbA

Rom:
cart - THe huns level 2 flamme animation.nes
You do not have the required permissions to view the files attached to this post.
v.depatie
Posts: 367
Joined: Sun Nov 03, 2024 4:01 pm

Re: THE HUNS: LEVEL 2 Flamme door animation 03-31

Post by v.depatie »

Added a new area to level 2 !
Added a new song !
Added the teleporter for the end of level 2
Added the boss for the end of level 2 (sprite only, no AI)
Added a LADDER in the new area to change screen. The ladder works !


I need help figuring out why its not working fine in FCEUX ( if its really important ). I tried many hour to run it correctly but it seems to not.

USE MESEN !!!!!!
cart - level 2 new song new area MESEN ONLY.nes
screenshot the huns level 2 boss area.png
screenshot the huns level 2 cave area.png

PLAYTHROUGH:
https://youtube.com/shorts/BOt_IPQpjp4

https://youtube.com/@thehuns-g8f?si=R_GUTW9h_LaSRbD8
You do not have the required permissions to view the files attached to this post.
v.depatie
Posts: 367
Joined: Sun Nov 03, 2024 4:01 pm

THE HUNS: LEVEL 2 New boss BEHAVIOR<<<, cleaner version

Post by v.depatie »

cart.nes
Screenshot 2025-04-08 010657.png
Fceux compatible, I did a few gltiches fix with the help of the community. ENjoy! This is a debug cart, grab the sword, and feather then press select to go directly to level 2.

Please feedback ! :beer:
You do not have the required permissions to view the files attached to this post.
v.depatie
Posts: 367
Joined: Sun Nov 03, 2024 4:01 pm

Re: THE HUNS: OVERWORLD LOADED!

Post by v.depatie »

New update !!!!!1

I loaded the overworld map, and coded the village teleport door. It will be possible to go back and forth between areas.

New song is coming soon for maybe the village. Enjoy!

cart - FCEUX STABLE OVERWORLD UPDATE !.nes

Finally Stable enough to run in FCEUX, but again,

MESEN is the real shit. Use it to enjoy my game fully , until I bug fix for fceux ( not today im tired )
Screenshot 2025-04-12 075349.png
Screenshot 2025-04-12 074809.png
PLAYTHROUGH:

https://youtube.com/shorts/J0RPGztwqwI

My channel:

https://www.youtube.com/@TheHuns-g8f
You do not have the required permissions to view the files attached to this post.
v.depatie
Posts: 367
Joined: Sun Nov 03, 2024 4:01 pm

Re: THE HUNS: VILLAGE LOADED! Frequent crashes: FIXED

Post by v.depatie »

latest VERSION:

HUGE update, glitches fixe. Wont crash anymore, very rare. fceux compatible, adboy, and of course mesen.
cart - SAFE NMI's fceux safe safe safe safe^^^^.nes
Screenshot 2025-04-15 124045.png
This is a full cart, no debug. Please some try to reach the village, and tell me what you think !!!!!! Send me screenshot if crashes happen. Ty !

Vince
You do not have the required permissions to view the files attached to this post.
User avatar
dink
Posts: 249
Joined: Sun Jan 12, 2020 8:42 pm

Re: THE HUNS: VILLAGE LOADED! Frequent crashes: FIXED

Post by dink »

Hey buddy I love what you're doing!
The fireball bird is awesome
(i got the feather)
But.. I can't get to the door, How do I get up there?
v.depatie
Posts: 367
Joined: Sun Nov 03, 2024 4:01 pm

Re: THE HUNS: VILLAGE LOADED! Frequent crashes: FIXED

Post by v.depatie »

What door Lol:P

The first door? with the feather. Do you remember yoshi in super mario, when you drop him, you get one last jump. Same thing with the feather. Thats the ability.

Then up+select to enter doors as per instructions. Then There is a second puzzle in level 1.

Enjoy :D Ill be waiting for your news. It is possible to reach the village no problemo
User avatar
dink
Posts: 249
Joined: Sun Jan 12, 2020 8:42 pm

Re: THE HUNS: VILLAGE LOADED! Frequent crashes: FIXED

Post by dink »

I tried, but I can't make jump over this part: (with arrow)

I never played Mario with Yoshi, so, I don't know the tricks...
You do not have the required permissions to view the files attached to this post.