Droid: STE Edition - WIP thread
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- Eero Tamminen
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Re: Droid: STE Edition - WIP thread
IMHO crouch jump could still be easier, I'm still failing with it maybe once every 3 jumps. Or maybe I've just lost my droid skills... Is somebody else having problems with the crouch jump still?
Re: Droid: STE Edition - WIP thread
I can easily add more to the delay if it's still a problem. I've played through the game a bunch of times on both joystick and PowerPad and the crouch jump has seemed to work well but that's the trapping of being the only one testing it. Can you try the original Droid game and see how the crouch jump feels compared to mine?
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Re: Droid: STE Edition - WIP thread
Sorry for the late reply.junosix wrote: ↑Sun Jul 12, 2020 9:02 pm I can easily add more to the delay if it's still a problem. I've played through the game a bunch of times on both joystick and PowerPad and the crouch jump has seemed to work well but that's the trapping of being the only one testing it. Can you try the original Droid game and see how the crouch jump feels compared to mine?
I think your version leaves marginally less time to switch from down to up for crouch jump than the original game, but the difference is really, really small. I guess it just worked better / more naturally with a real joystick on my STfm than with joypad on Hatari that I'm currently using.
Re: Droid: STE Edition - WIP thread
Update - added music, tweaked a few things:
https://drive.google.com/file/d/1lODKJv ... l8x38/view
https://www.youtube.com/watch?v=bwZU33w3_I4
https://drive.google.com/file/d/1lODKJv ... l8x38/view
https://www.youtube.com/watch?v=bwZU33w3_I4
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Re: Droid: STE Edition - WIP thread
Yes!!!! 

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Re: Droid: STE Edition - WIP thread
Thanks for the update. I cannot get the joystick fire button to work in Steem so cannot get past the initial title screen?
EDIT: Just tested in Hatari and the joystick works there to get past the title screen but no firing in the game.
Music does not seem to impact on game performance.

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Re: Droid: STE Edition - WIP thread
Joystick works for me on Hatari and on a real STE so no idea!
EDIT - you need to collect your weapon first...
EDIT - you need to collect your weapon first...
Last edited by junosix on Sun Oct 18, 2020 7:27 am, edited 1 time in total.
Re: Droid: STE Edition - WIP thread
Woah great title music! (cool to see your advanced music system used in a game) And also cool to have some music in-game too. 
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Re: Droid: STE Edition - WIP thread
Thanks man 

Re: Droid: STE Edition - WIP thread
I saw the video, the improvement is impressive. I might give it a try soon.
Re: Droid: STE Edition - WIP thread
I just gave it a little try and it's really nice to play.
Playability wise, I'm a bit annoyed that holding up do not make the droid jump continuously. I may be too used to Mario, Rick dangerous and such platformer.
Playability wise, I'm a bit annoyed that holding up do not make the droid jump continuously. I may be too used to Mario, Rick dangerous and such platformer.
Re: Droid: STE Edition - WIP thread
Have added a map to the pause screen (replete with glitchy CRT effect), and some instructions to the title screen (and balanced the levels between the title music and ingame music). Hopefully this will help players find their way around a little better!
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Re: Droid: STE Edition - WIP thread
Cool!!
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Re: Droid: STE Edition - WIP thread
Looks nice, can't wait to try!
Re: Droid: STE Edition - WIP thread
I also tried the latest version, but the fire button is not recognised by STeem 4.02. The earlier STe-version without title music works fine.
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Re: Droid: STE Edition - WIP thread
Weird. Works on a real ST and on Hatari.
EDIT - Must be a Steem thing. I tried Steem SSE 4.0 and had the same problem, but then tried the oldest version available (SSE 3.4) and it worked fine.
EDIT - Must be a Steem thing. I tried Steem SSE 4.0 and had the same problem, but then tried the oldest version available (SSE 3.4) and it worked fine.
Re: Droid: STE Edition - WIP thread
Here's the answer: https://sourceforge.net/p/steemsse/foru ... 807fb6d40/
Should work now! See updated file below.
Should work now! See updated file below.
Last edited by junosix on Sun Nov 29, 2020 11:54 am, edited 1 time in total.
Re: Droid: STE Edition - WIP thread
Argh! After getting that working and testing with a mouse plugged in, I found an extra problem as a result of my keyboard handling code not filtering out mouse packets - the scancode for the key I used to quit the current game (ESC) could also be generated with mouse movement. "Move the mouse to die" isn't exactly a feature I want in the game, and the quickest solution to that without rewriting anything is to change the key - so that's now F10.
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Re: Droid: STE Edition - WIP thread
Wow! Many thanks for fixing it 

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Re: Droid: STE Edition - WIP thread
Thanks for the heads-up, too! Wouldn't have spotted it otherwise.
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Re: Droid: STE Edition - WIP thread
Works nicely! Maybe you could add the same keyboard help showing to the pause screen as what you have on game startup?
(That way user only needs to remember 'P' for accessing the help & map.)
(That way user only needs to remember 'P' for accessing the help & map.)
Re: Droid: STE Edition - WIP thread
Wouldn't be impossible but there are only half a handful of controls to remember so it wouldn't add anything to the game. Have to draw the line at putting more things in. I hope people enjoy it!
Re: Droid: STE Edition - WIP thread
You can disable mouse reporting by writing a single 0x12 to the keyboard.junosix wrote: ↑Sun Nov 29, 2020 11:54 am Argh! After getting that working and testing with a mouse plugged in, I found an extra problem as a result of my keyboard handling code not filtering out mouse packets - the scancode for the key I used to quit the current game (ESC) could also be generated with mouse movement.
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Re: Droid: STE Edition - WIP thread
A misnomer for me to say mouse packets perhaps; does writing $12 to keyboard disable port 0 completely or does mouse movement still count towards joystick port 0 input even with that control code written? My joystick interrupt just runs anything that isn't a joystick 1 packet off into a byte in memory that gets used later in the game loop to check for keyboard input, so anything that could be construed as input on port 0 would also be stored there. It's a basic approach but as I only need a few keyboard keys of input it seems to work just fine for this particular purpose (as long as I am careful to choose which keys are used).