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Everything posted by grafixbmp
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Bump for any new updates to this.
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Porting the original classic Castlevania to the 2600
grafixbmp replied to grafixbmp's topic in Atari 2600 Programming
I may get back to it one day but for now I have no working computer. I observe the forums but don't post much since work and life take most of my time these days. I dev and program on paper the last 3 years. Got about 4 other game projects I'm into these days. Hope to have a nice pc up an running in a few months. -
Halloween Themed Atari 2600 Homebrew?
grafixbmp replied to ZeroPage Homebrew's topic in Homebrew Discussion
Texas chainsaw massacre. -
ZeroPage Homebrew Twitch Stream
grafixbmp replied to ZeroPage Homebrew's topic in Homebrew Discussion
IMHO Gauntlet is one of the best most thorough hacks of haunted houseive seen.you've probably already covered it though. -
Light Gun Light Guns and LCDs
grafixbmp replied to Thomas Jentzsch's topic in Atari 2600 Programming
Could it be possible to devise a delay test built in to the game that has to be done before gameplay? Test is ran by pulling the trigger which starts a timmer and from that it continualy checks the screen for a response. When the gun gets screen feedback it stops the timmer and saves the value for gameplay. That way any and every tv will work with asort of "auto calibration screen sync" -
Tauntleg
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I tried it again but it didn't seem to happen this time.
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Come to think of it, the only problem I could find was that the "whole" player didn't totally respond to the dodgeball. Like the far left side of the right player didn't respond to the ball. It passed right through it.
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Its a great start. Since your creating it in the style of early VCS games, will the game modes (a/b, select) affect attributes like ball speed, different play fields, etc.? Also will the players become anything more than squares?
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I use a 2600 scan line chart.
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I was playing through the latest demo and something in the physics felt off and wondered if the program set the rate of slowing down (no direction) based on the road (no collision) from the buildings (collision with PF) so the collision sets the slowdown to happen faster?
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I wondered about your cases where you had 3 player sprites on the screen and the thought about if you cycled both sprites across all 3 positions. So instead of one on 60 frames and the other on 30 they could share the load and be on 40 frames by being off every 3rd frame. Just a passing thought...
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How about hold is rapid fire and double tap and hold is charged shot?
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Porting the original classic Castlevania to the 2600
grafixbmp replied to grafixbmp's topic in Atari 2600 Programming
Hello. I still float around here from time to time. I wished I could have got a first level that was navagatable but many things changed in my life while I was working on it so it fell to the side and eventualy collected dust. I had thought about taking a stab at finishing the hud after some recent sucsess with another hud. So, I still dabble in code and my new project which has been in the works for the last 2+ years (although its been months since I messed with it) I havent said anything but to a few select people so noone should know anything of it. I can say these things though. Its a port Design and layout are complete All graphics are done Hud works And I got a partial title screen Screen kerenel (main) is in pieces Current hangup: tight code with bank switch (4 possible banks) both players mid screen positioned, colors set, size set bg color set all in just over 2 scanlines I get this and the rest falls into place. However I must repair my computer to get this going. If you would like all the stuff I got for castlevania ill release a zip file sometime -
Examples of the most advanced side scrolling?
grafixbmp replied to ZackAttack's topic in Atari 2600 Programming
There was a test demo that used the hsync to off set the playfield. The theory was to have 3 special kernels and a regular one that did single color clock cycle horizontal scrolling. Unfortunately one of the positions was not properly aligned and so not much came of it. However a 2 pixel width horizontal scroll could be doable. Cheers -
Dont forget reflection cuts that sprite count in half
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Sega Genesis Controller - Atari Games
grafixbmp replied to K.Michael's topic in Atari 2600 Programming
There have been several of games created to use one extra button on the controller. Princess Rescue is one of them. Some older games have been recoded to take advantage of it as well. -
as far as changing direction mid jump... Why not make your joystick check conditional. in motion - no joystick checks (motion vectors) no motion- poll joystick
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I did one once for a game I've been working on and off for years. it is 6 pixels wide and 11 pixels tall. single pixel height.
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Smooth scrolling playfield - I think I've done it :)
grafixbmp replied to eshu's topic in Atari 2600 Programming
We have a winner! congratulations. Tested on my harmony and light sixer and it looks great. I only have an LCD screen though.From what I can tell just by looking, seems like you didnt use PF0 and reflected the playfield. works great to hide the screen shifting. Love it! Looks like its going to introduce some weird positioning methods for players, missiles and the ball as a trade off. edit: If most all other systems display this correctly, Stella will need an update to allow this and be closser to real hardware performace. It jitters real bad in stella. -
Smooth Horizontal Scrolling (messing with wsync)
grafixbmp replied to Gemintronic's topic in Atari 2600 Programming
wow. That scroll demo does 8 way scrolling. smells like a possible sonic the hedgehog 2 or something similar. -
Porting the original classic Castlevania to the 2600
grafixbmp replied to grafixbmp's topic in Atari 2600 Programming
Well, I appreciate the concern. Everything is fine now. Took some time to get back on my feet with the horrible economy the way it is. been in a new job for a while. Just recently got Internet access up and running and a new computer. So ive had alot on my plate the last couple of years and have now been able to even consider getting back to coding. But the coding I want to begin with won't be castlevania right now. When I do, im starting with a fresh kernel. Right now i'm doing some starting work on another game that I've had in the back of my mind for a while and want to have some rock solid stuff before I reveal too much. -
Porting the original classic Castlevania to the 2600
grafixbmp replied to grafixbmp's topic in Atari 2600 Programming
It's a rare treat that I have today to share with you some of the recent progress with castlevania 2600. I don't have regular access to an ISP anymore so updates will be sparse. With that said, here are 2 versions with some new additions. Jumping is added and previous bugs with crouching are gone. I still haven't aded horizontal movement yet. Both versions have the same controls but I've added a new background to one. Enjoy. Castlevania 2600 kernel v2.6.4.bin Castlevania 2600 kernel v2.6.4.5.bin -
Porting the original classic Castlevania to the 2600
grafixbmp replied to grafixbmp's topic in Atari 2600 Programming
It's a rare treat that I have today to share with you some of the recent progress with castlevania 2600. I don't have regular access to an ISP anymore so updates will be sparse. With that said, here are 2 versions with some new additions. Jumping is added and previous bugs with crouching are gone. I still haven't aded horizontal movement yet. Both versions have the same controls but I've added a new background to one. Enjoy.
