I have a few questions that I have discovered playing and working through the game.
1) I observed that your score counter does not appear to properly count the score once you pass 65,535 it starts to loop in a weird way. I noticed that memory address 0x0355 appears to be the roll over, but that roll over does not appear in the game score properly.
2) How many Danger Levels are there? I have only managed to get to level 2 before I started playing with the memory, and I am getting interesting results (second image setting the 0x0304 to FF) XD
I think I have found everything I need at the moment to work out some good achievements, and just wanted to head to the source to see what your thoughts were on the matter.
I did not notice any additional difficulty (beyond the timer reducing with each danger level) so I was likely going to chop the achievements at danger level 2 cause beyond that it seems like there is no real way to survive it once the timer drops faster than you can heal each stage.
This has been a very fun game man, Would love to see more, but giving me a reason to dust off my zapper and having it actually run better than duck hunt was super impressive to me.
Oh I am trying to ID where in the memory you store the enemy IDs. I found their HP, but cannot figure out where the IDs are so I could potentially track the existence of these enemies for other achievements I am trying to work out.
Oh wow, Wulden! That's super awesome! And thank you for the complements on the game! I always felt like the Zapper was underutilized, so it was fun trying to breath a little more "meat" into a Zapper game.
1) Regarding the score, I think the behavior after 65,535 is a bug. I wrote the game in C and compiled down to assembly. Ostensibly, score is stored in an unsigned long and there is some code that caps the value at 9,999,999, but I haven't closely analyzed that assembly produced by that code.
2) Danger Levels are uncapped. The limitation, as you observe is basically human limits versus the time limit.
If you'd like, I'd be willing to share the source code with you to help do your achievement setup. Email me at robbie@skyboygames.com and I can set you up.
Good idea! I can make that happen. I'll try to get it up sometime this week. If it's not up by the end of the week, poke me in case I got side-tracked.
Have you heard about the LCDmod? I found this video and if you could code a patch it might be worth having that option available for physical carts ;)
I’d buy it lol
This is my first time hearing of it. But that looks interesting. I wonder what approach their using exactly and how hard it would be to implement directly into my game. Hmmm...
It looks like these hacks are simply compensating for the input lag by delaying the on-screen flash. I’ll try the duck hunt hack to verify, but I believe the player sets the delay time manually in the menu.
A lag calibration tool would be nifty, but just setting the delay in milliseconds via a menu option would be enough to get Gunhawk working on LCDs afaik
You should be able to select the gamepad control method by pressing Select then Start at the input selection screen. Select and Start are usable in all menus that let you make a choice.
Incidentally, depending on the emulator you use, you may be able to tweak settings to allow mouse clicks / screen touches to emulate lightgun zaps. That's what I do with the copy of FCEUX bundled in the zip file version of Gunhawk.
2. I'm having a small issue (and it's probably my fault). The rom works great on my Everdrive N8, but it's not working on my Everdrive N8-Pro. Let me clarify: The rom loads on both fine, but the zapper doesn't work with the N8-Pro for some reason.
Like I said, it's probably something I'm doing wrong, but any help would be appreciated. Thanks!
Interesting. I have an Everdrive N8 I use for testing, but I don't have an N8-Pro, so I'm not familiar with N8-Pro specific features. I don't suppose there are some settings in the N8-Pro that could be a factor. Would I be correct in presuming that your Zapper is plugged into controller slot 2?
Also, regarding the Zapper not working. Are you getting any response when you pull the trigger? If so, does it flicker the screen to black when their are targets on the screen (either in the 2-choice menus or when enemies are on screen)?
Last aspect to check, what type of device are you playing the Everdrive on? Is it a stock NES or a third-party machine like a Retron? Is the device plugged in directly to a CRT TV or does it go through another device along the way?
Sorry for the volley of questions. These are just what came up as I started thinking about what might be going on.
I just picked up an Everdrive N8-Pro and the Zapper seems to be working on mine. Do you know which version of the OS you're running? You can check it by hitting SELECT at the Everdrive menu and selecting Device Info.
When I was testing, I was using OS Version 2.15. Could that be it? Once I'm done with the convention this weekend, I'll try changing my OS version and see if that reproduces the bug.
I will be doing an official physical release later (hopefully before the year is out), but let me know if you have any trouble getting it onto the donor cart.
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Hey Skyboy! I picked this game up, and I am actually working on an achievement set for https://retroachievements.org/
I have a few questions that I have discovered playing and working through the game.
1) I observed that your score counter does not appear to properly count the score once you pass 65,535 it starts to loop in a weird way.
I noticed that memory address 0x0355 appears to be the roll over, but that roll over does not appear in the game score properly.
2) How many Danger Levels are there? I have only managed to get to level 2 before I started playing with the memory, and I am getting interesting results (second image setting the 0x0304 to FF) XD
I think I have found everything I need at the moment to work out some good achievements, and just wanted to head to the source to see what your thoughts were on the matter.
I did not notice any additional difficulty (beyond the timer reducing with each danger level) so I was likely going to chop the achievements at danger level 2 cause beyond that it seems like there is no real way to survive it once the timer drops faster than you can heal each stage.
This has been a very fun game man, Would love to see more, but giving me a reason to dust off my zapper and having it actually run better than duck hunt was super impressive to me.
Oh I am trying to ID where in the memory you store the enemy IDs. I found their HP, but cannot figure out where the IDs are so I could potentially track the existence of these enemies for other achievements I am trying to work out.
Oh wow, Wulden! That's super awesome! And thank you for the complements on the game! I always felt like the Zapper was underutilized, so it was fun trying to breath a little more "meat" into a Zapper game.
1) Regarding the score, I think the behavior after 65,535 is a bug. I wrote the game in C and compiled down to assembly. Ostensibly, score is stored in an unsigned long and there is some code that caps the value at 9,999,999, but I haven't closely analyzed that assembly produced by that code.
2) Danger Levels are uncapped. The limitation, as you observe is basically human limits versus the time limit.
If you'd like, I'd be willing to share the source code with you to help do your achievement setup. Email me at robbie@skyboygames.com and I can set you up.
Can you upload the digital manual in PDF format?
Good idea!
I can make that happen. I'll try to get it up sometime this week. If it's not up by the end of the week, poke me in case I got side-tracked.
Heyo! The manuals for Fire and Rescue and Gunhawk are up on itch now. Enjoy! :)
Awesome thanks!
I’m streaming this tonight with my NES hardware (after my baldurs gate buddy goes to sleep)! D-PAD GANG LESGO https://youtu.be/JrK4XkBt27A
Oh awesome! I'm sorry I missed it. I'll have to check it out in the VOD!
Absolutely! I had such a blast. Can’t wait to play it again!!!
Have you heard about the LCDmod? I found this video and if you could code a patch it might be worth having that option available for physical carts ;) I’d buy it lol
This is my first time hearing of it. But that looks interesting.
I wonder what approach their using exactly and how hard it would be to implement directly into my game.
Hmmm...
It looks like these hacks are simply compensating for the input lag by delaying the on-screen flash. I’ll try the duck hunt hack to verify, but I believe the player sets the delay time manually in the menu.
A lag calibration tool would be nifty, but just setting the delay in milliseconds via a menu option would be enough to get Gunhawk working on LCDs afaik
you’ll never believe what I found in the wild tonight, at Reclaim Arcade. If I could rate this game 10/5 I would, I absolutely love it.
Ha ha! Yes!
I was actually there last Tuesday to meet with the owner and gift them these games. I looove their 80's living room space.
That’s awesome! I loved it too, I’m glad I went.
I am trying to play this game on an emulator, but it looks like you need a light gun, to choose the control method?
You should be able to select the gamepad control method by pressing Select then Start at the input selection screen. Select and Start are usable in all menus that let you make a choice.
Incidentally, depending on the emulator you use, you may be able to tweak settings to allow mouse clicks / screen touches to emulate lightgun zaps. That's what I do with the copy of FCEUX bundled in the zip file version of Gunhawk.
Thanks, that worked.
hello!
1. This game rules!
2. I'm having a small issue (and it's probably my fault). The rom works great on my Everdrive N8, but it's not working on my Everdrive N8-Pro. Let me clarify: The rom loads on both fine, but the zapper doesn't work with the N8-Pro for some reason.
Like I said, it's probably something I'm doing wrong, but any help would be appreciated. Thanks!
Interesting.
I have an Everdrive N8 I use for testing, but I don't have an N8-Pro, so I'm not familiar with N8-Pro specific features. I don't suppose there are some settings in the N8-Pro that could be a factor. Would I be correct in presuming that your Zapper is plugged into controller slot 2?
Also, regarding the Zapper not working. Are you getting any response when you pull the trigger? If so, does it flicker the screen to black when their are targets on the screen (either in the 2-choice menus or when enemies are on screen)?
Last aspect to check, what type of device are you playing the Everdrive on? Is it a stock NES or a third-party machine like a Retron? Is the device plugged in directly to a CRT TV or does it go through another device along the way?
Sorry for the volley of questions. These are just what came up as I started thinking about what might be going on.
Hello!
Yes, zapper is in port 2.
Zero response at all from multiple zappers I tried.
Tried it on both an original NES and a top loader directly into my CRT. Both same results.
I also tested out some other zapper games on the N8-Pro and they worked fine. Like I said, it works GREAT on the N8.
Just wanted to give you the heads up.
Thanks!
Thank you!
I definitely appreciate the heads-up.
Hi Joe,
I just picked up an Everdrive N8-Pro and the Zapper seems to be working on mine. Do you know which version of the OS you're running? You can check it by hitting SELECT at the Everdrive menu and selecting Device Info.
hello! OS Version 2.14 is what i'm seeing.
When I was testing, I was using OS Version 2.15. Could that be it?
Once I'm done with the convention this weekend, I'll try changing my OS version and see if that reproduces the bug.
想要这个游戏,网站的支付方式很糟糕
I'm sorry to hear that. Unfortunately, I don't have control over what payment methods this site offers...
Will this work by creating a custom NES cart - say with a proper donor cart?
Which mapper is suitable?
Thanks!
It uses NROM, i.e. mapper 0.
I will be doing an official physical release later (hopefully before the year is out), but let me know if you have any trouble getting it onto the donor cart.
Thanks for your reply!
Sure, I will let you know if everything went well