Sound effects were edited and put right in to the game to replace sounds such as the glass breaking sound, sounds when you press start, hi score screen sounds, sounds between player plays etc. Me and Brian have made 4 trips to Disneyland already to record gameplay video, snapshots, log behaviors and proper level structs for the game and sound effects not online. It's been over 3 weeks of work, recoding and adding fixing and adding new code. "I have this game almost entirely reproduced exact to the arcade. We will all find out when the time comes. Please do not ask me who my friend is and if you know who he is please do not ask him for anything, if it will be released or not or anything. it will be done for all of us with empty cabs. Just thought I would let everyone know that a friend of mine has re-created the game as well as another guy that goes by the name Sjaak. Once I add in joystick support and a few other goodies I'll make a proper release on my site.Fix it Felix Jr "arcade version" is almost complete! To compensate for this I set the vertical position of the window to around -16 I tried this at 1600x900 and 640x480 and it looked fine on my system so that should be fairly universal.Īnyway not bad for a single days work (man I'm getting too good at this. Oh also there is a small mis-calculation in regards to the window area due to the fact that the menu has to be visible before the window gets resized. Just use the fullscreen checkbox to use the new mode. I had to set a delay, so if it isn't working for you that is the issue and I'll add an option to adjust it later. Essentially I can't inject the new value to memory before the window is already drawn so I simulate the pressing of Alt-Z and 1 to reset the zoom just before I alter the window. Now a little bit of hackery had to be done to get this to work. Ok I've managed to do a "fullscreen" mode for horizontal orientation! it would be more efficient to alter that than to write a keypress simulator (which I've already done unfortunately). I might want to see if I can find the input area. It would be trivial to read and save the highscore table as well as the top scores upon exit, and even keep track of the coins. it always leads to a bigger project.Īnyway I'm fairly confident I can modify the UMKKE wrapper to manage and alter all of these memory locations. If I set the credits to a negative value, it's essentially freeplay for palyer 1 games. The High Score Table is stored in plain text, written like it would be in a text file (with spaces between the initials and the score and everything) Each HS Entry is 15 characters long I spent all of 20 minutes and discovered all of the memory locations for the scoring system: I guess I forgot that this game was never commercially release and thus doesn't have any encryption.
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