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Doctor Clu's Sprite Hacks and other Hacks

As a kid I enjoyed playing games, and would say " Not bad, but it could also use this..." As a teen I loved to use a sector editor to give me 1,000,000 points of energy (originally like 10,000) in the Adventure International Star Trek 3.5 game. I'd change wording in games, error messages into more funny messages, etc. In more recent times I've learned about sprite hacking programs (Hack-o-matic), Hex fiend, and other fan based tools that have made some dreams of game changing and altering com


doctorclu in doctorclu hacks


So I was working on Frank the Fruit Fly when I thought of something: the game should make some sort of sound to alert the player you lost health. So I did it: I went through the massive codes and put a sound in every time Frank could lose health. It took all night. I went to sleep at about 7 a.m. and woke up to a painful leg at about 6 p.m. That happens. I lay too long and my right leg under the knee starts hurting. So I got up.   One of the things I couldn't figure out is how I broke

He came in through the living room wall

sung to the tune of the Beatles' "She Came In through the Bathroom Window"   He came in through the living room wall destroying it brick by brick and he made such a big fat mess that I felt I was gonna be sick   Didn't anybody tell him not to break through a wall? Sundays on the phone to me But I didn't want him to call   He stood there, a big ol' pitcher But not one that worked with baseball And his pitch was selling Kool-Aid


atari2600land in personal stuff

sane times

I attempted to speed up the compiling time on Frank the Fruit Fly. I think I did it. I had to fix a few minor things. I think I just fixed a bug that had Frank pause at the title screen. I composed a little song for level 6 and put it into the game. I made some improvements to the trees. I won't be celebrating Thanksgiving this year. It seems like it's become more of a minor holiday for me. Tomorrow I'll be here near my computer and sleeping.   Speaking of sleeping, while I w

beginning level 6 of Frank the Fruit Fly

I am having quite the problem with ending level 5 and beginning level 6. The code compiles okay just fine. It's just the LENGTH OF TIME it takes. Bank 0, which usually wasn't such a long time, now takes two more minutes after adding just a few more lines of code. I don't know how that happened, but I don't want to wait that much. I'm not a patient man, especially when I have to wait 3 minutes for a program to compile when it shouldn't have to. After about an hour of changing stuff, about 90% of

A Quiz Wiz cartridge I've never seen before.

I've been looking for Quiz Wiz cartridges on eBay again. And I bought one I have never seen before: #48 - The Magic School Bus: Things That Fly. I have never seen this cartridge before. I have the one about Nintendo (which is weird because Quiz Wiz was made by Tiger, which had a short-lived rivalry with them later with the game.com vs. Game Boy)   This in turn has sparked my interest in returning to work making questions for my "homebrew" cartridge. So I will work on that again tomorro


atari2600land in Quiz Wiz

I can't trigger it

I went back to working on Frank the Fruit Fly. I tried and tried but I just could not make the game crash like it did before, which is odd because I only made a few changes to the November 6 version (v.91), making a v.92. I remember it coming only when I enter my saved game for the first time. So after I tested it, I had to quit the emulator and start it back up again. I must have tested it at least ten times and I just could not make it crash. So I am going to start working on this again, and i

Working on Stupidman: Act V

I decided to spruce up the title screen. In doing so, I may have figured out how text displays on the screen, at least in CC65. I had a hard time making it display the word "in" (the blue circle before the subtitle). I also was able to put in the copyright symbol. I designed the font for the text myself, but I don't think I did a very good job, so I may change it. And, also I worked on Act V. Mr. Germ, having sensed Stupidman on his trail, has unleashed the giant peas to


atari2600land in NES stuff

Beginning Act V

I began work on Act five of Stupidman. A neat thing I did was make the clouds move left slower than the tree, so it looks like a faux parallax scrolling thing. I made a new song for this act. All I have left to do in the song composing department is one for Act VI and one for the ending. That's not to say I don't have a lot of work ahead of me, I do. I think Act VI will be a challenge because Stupidman has to shoot while dodging Mr. Germ shooting at you, and it'll be a fight to program


atari2600land in NES stuff

Yes new music.

I put in the new song after wasting a day trying to use the wrong program to convert the music to the correct format. I was using FamiTracker when I should have been using FamiStudio to convert the songs. I forgot that I needed to do that. So now what I need to do to put in more new songs is remember to use FamiStudio to convert the data to the correct song. But I can't get how to use it to compose, so I need to use FamiTracker. So I thought I also needed to use FamiTracker to convert it. Makes


atari2600land in NES stuff

No new music.

So I wasted a whole day trying to put in a new composition. I tried and tried but it just wouldn't cooperate with me. So I'll have to give up on that since nobody seems to want to help me on Discord. One thing I did do was make the score more visible. Another thing I did last night was make an intro for the act. But I guess I won't be able to add any more music since the compiler is being a jerk and hating me for no apparent reason.   I have an idea for the final bo


atari2600land in NES stuff

Stupidman act IV

So I think I completed for the day what I set out to accomplish today: Make a grocery store where Stupidman can walk around in. It's a lot like the museum. One thing I need to do tomorrow is set up the intro to the act where Stupidman arrives at the grocery store. Another thing I need to do sometime is make a new song for the supermarket. But my head hurts so I'm going to quit working for today. I designed the supermarket by drawing it in Photoshop. The gray room is the goal (where the


atari2600land in NES stuff

Behind the SceNES - Pac-Man

I saw Pac-Man at the game store last week. Not knowing whether I had either Pac-Man or Ms. Pac-Man, I bought it. As it turned out, I already had Pac-Man. So now I have two. (Pac-Men?) Both are the Namco version, not the Tengen one (although I do have a Tengen version as well.) If I ever get around to it and if anyone wants my extra, I want to eventually sell it. So the Pac-Man cartridge had been sitting in the kitchen counter for a few days. I thought "I'd better hook up the NES and play the thi


atari2600land in NES stuff

Using Korg NTS-1 Effects on Audio In Signal

Putting your 8-bit computer audio through one or more effect processors will make a big difference to the listener.  Better or worse will be a matter of opinion. I just think that a little reverb never hurt anyone.     Korg's NTS-1 has three effects processors for MODulation, DELAY, and REVERB.  Changing their settings will effect the sounds from the NTS-1 oscillators and any sound source that is hooked up to the AUDIO IN jack. Even if it's our older computers or game machines.


k-Pack in MMS

Atari ST to Atari Jaguar Ports

I'm referring to physical releases here.   GAMES PORTED ALREADY Chaos Engine, The Custodian Defender of the Crown Fantasy World Dizzy Gods Head Over Heels Speedball 2: Brutal Deluxe Stormbringer Treasure Island Dizzy Xenon 2: Megablast GAMES THAT WILL PROBABLY BE PORTED SOON (Or Eventually) Bubble Dizzy Crystal Kingdom Dizzy Dizzy Down the Rapids Dizzy Panic  aka Panic Dizzy Dizzy Prince of the Yolkfolk Fast Food  aka Fast Food Dizzy Kwik S


cessnaace in Atari Jaguar

I finished the potato chip game

...unless someone finds a bug in it. I'll hook up my Atari 2600 and play it on that tomorrow to test for screen jumpiness. But for now I achieved what I wanted to do with this game: Make a 6-level game where potato chips shoot at onion rings. Although the potato chip was supposed to be a hamburger but I couldn't put in a hamburger because of the missile changing colors to correspond with the color it's currently sharing with the burger. Although the 2600 Mario Bros. programmer didn't really care


atari2600land in Atari 2600

Ship of Theseus: was, Activision Cartridge New Labels

Got my last three carts from eBay vendors.  Robot Tank, Starmaster and Megamania.  Don't have natural light to take a picture of Megamania, so I'll provide it some other time.   Opening the Robot Tank cartridge, I found a surprise.  It uses a new blob-type ROM chip with all epoxy.  Of all the cartridges I opened in this project, this is the only one.  So most likely this was a latter run of Activision cartridges.  All the other ones had the larger chip.       


AlwaysOnPlanetPatrol in New Labels

1 day, 2 levels

So I think level 9 is the hardest level I have made for Ugly Uppity Umpire so far. It's on the right. On level 8 (on the left), the ghost follows you around.    I think I have finalized the game setup as well. The title screen music is in bank 0, but I have decided to put all the music into bank 3. Banks 1 & 2 will be filled with the first part of the level data for the game, banks 4 & 5 for the second part of the level data, and banks 6 & 7 the end part. I think having all

Return of the Ugly Uppity Umpire.

So I have made a decision. I'm going to stop work on Frank the Fruit Fly and devote all my Game Boy time to Ugly Uppity Umpire. It was not an easy decision. Perhaps I will go back to FTFF some day, but for now, I need to quit on it because it has quite a few bugs. But do you know what doesn't have any bugs? The Ugly Uppity Umpire.   I've been working on it for a few hours. One of the thing I did was add saving. It automatically saves after you beat a level. Then I put in a "new game" o

Activision (Re-)Labels: Critical mass

So over the last few days, quite a few cartridges started making their way into my collection.  I did one major batch/rush over a couple of days to get as many as I could.  Just because I'm basically doing reproductions by adding these new labels, I decided to keep the costs reasonable as an additional challenge.  Basically keep each cartridge under $10 (Canadian).  I was able to do this with the only exception being Robot Tank which ended up being $14.  Everything else was from $2 to $10.  With


AlwaysOnPlanetPatrol in New Labels

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