![]() they will warp you away to a stations outside your normal tactical scanner radar and give you extra points, and extra 'stuff' potentially. you access them by finding hidden 'tesseracts' in the various mazes. can you reply with links to the gameplay stuff when it is public (sorry folks, the Twitch links are still presenting problems from CAX).Īmongst other things new and notable. Jerky, I cant get your twitch stuff to embed here. you will have to get there to see it tho. This final station is the 'mothership' if you will and comes with its' own set of challenges that Jerky has authored in, AND even a MEGA-Reactor. Along with the 20 'normal' levels, there is also the mega-space station (which via transporters actually combines 4 mazes into one giant space station). We are also giving you full access to the Maze Hints at the top of the screen and even the 'subtitle' under the Major Havoc logo so you can basically build your own game. Not only will this release have all the features below, but the Level Editor will allow you to full circle, customize the ROM's with your own level creations and regurgitate ROM's that you can play. I talked a little bit about them last year at CAX, as far as the Level Editor (shouts to Bryan Roth, and more on this topic at the bottom of the post). We luckily have the ability to release it when it is done and not rush it out the door and so lots of little things have come into 'The Promised End' that definitely were not there in 2017. I never would have thought it would have taken this long, but alas, I think this project is very similar to the original Major Havoc push that Owen was leading in the 80's, he had a vision and that vision took some time. Looking back, this would have been the 3rd year in development, which means Owen and I started talking about coding on this seriously in Jan 2017. Fingers crossed.Īnyway, an update for you on the 'The Promised End'. Outside of the technical glitches which are bound to happen, it was great to 'see' everyone! Hopefully next year, we can all be back at the hotel together again with some sort of a vaccine to help us out. and all the CAX folks for spending the time. Firstly, thanks to Zen Studios, Jerky, Jon K. post (virtual) CAX update for you all! Hope some of you were able to attend the CAX sessions over the weekend, it was pretty good for a remote. With all of that however, since all major features are done, Im in bug fixing mode now and then sounds and speech will fall in line last which will be the cherry on top. The joys of doing this project in 'spare time' I suppose. Bryan is a software dude so he understands the pains, but I appreciate Jerky's flexibility in dealing with the 'process' just because Im sure it was frustrating as hell. I would get stuff added but break lots of other stuff so it was a lot of 'one step forward and two steps back' dealios. One of the largest reasons I haven't been releasing all versions to the public as patch files is that things are pretty buggy/unstable with adding final 'features'. I will get a 0.59 version released here in the next couple weeks and posted as an official release for the public because I believe the last one that is on GITHUB for everyone to grab is like 0.51 which was the version that Bryan, Jerky and I worked on late into the night at CAX trying to get all the game killing bugs fixed for the show. I will let one of them jump onto this thread with more info. ![]() however Im not sure if Jerky/Jon left it up there or not. I believe he was running one of Scott's Tempest/Wells-Gardner FPGA boards in Idaho. I was trying to fix an annoying bug for Jerky and Im NOT sure I actually got it fixed before he updated the Tempest there. ![]() It looks like the last BETA version I shared with the testing crew was v0.58 and Im not sure which version Grink has installed. those that went to Grinkfest this last year got to see some of it. just about all the new features are done being added and Jerky has an amazing Maze set for you all to experience. Game *will* be 100% complete before CAX this year. ![]() In the Self Test, like other Atari games, there is a 'Speech Chip Test' phrase near the end of the sound commands. the version there now *should* have working speech but there is not a lot of it for now (seperate challenge). I will get a new BETA version of the ROM's published as well in the coming weeks. I have been on coding hiatus for a bit, hoping to start diving back in next week. Photos of the speech section after being stuffed. The main conversion doc - Major Havoc PCB to Support Major Havoc.docx Added Luke D's PCB Silkscreen layer to help identify locations. ![]() Fixed the BOM to match Mark S's schematic (RotJ equivs)ģ. Apologies as that section was basically just 'missing', but it is getting somewhat closer.ġ. ![]()
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