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roland p

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Everything posted by roland p

  1. This document is very nice too: http://www.atarihq.com/danb/files/stella.pdf Good luck!
  2. Backlight with no picture, dead batteries in 30 minutes, no sound, what's not to like about the Turbo Express? I just don't know if I could try to pretend a PSP is something it's not, like a Game Gear or something. Even PS1 games just don't seem the same on it. With 6 fully charged NIMH AA batteries I could always finish Bonk 3
  3. I could change my Kernel so that A is used for data, Y as linecounter, X as pointer for what tiles to display (Chris already sent me some sample code). But do ENAM0 and ENAM1 also make use of the vertical-delay just like player1 and player2? btw, some improvements I've done: - checkerboard dimensions in the view is now parameterized, so I can make 21x51 and 51x21 checkerboards (for rotation) - moved the tile-setup-code to the sky-kernel (was before sky-kernel) so title/score can be displayed between player1 and player2 checkerboards. - vblank is now free again so all game logic can be put there.
  4. Well I just need code to disable the missile, as it is enabled in the sky and disabled below the sky. The current idea is: - sky kernel, enable missiles - border kernel disable missiles at end - checker board kernel This will work pretty well. But missile-disable code in the kernel would be very nice and I would have less kernels, and goals at the sides.
  5. Hi Chris, Does this code enables the missiles until M0_POS/M1_POS is reached? Roland.
  6. Nice checkerboard-generator It looks random enough for me. It seems that some dots are always on and some dots are always off. Could it be modified so that dots are generated too?
  7. The graphics look really nice. It looks like it has more than 2 colors per line, while it hasn't, neat. The best way to find out if this works on an atari 2600 is to write some code, right?
  8. The Super Mario Bros game&watch was really nice. It made great use of the limited LCD capabilities with scrolling levels etc. Nice music too. If the keychain is the same I can recommend that one.
  9. That's right, I always played it against my brother-in-law. At every race I made a promise to myself not to let him crash, I never kept that promise I recently bought the Dreamcast version, let's see if it's still a great game. If pinball machines count too, this would be my list: 1. Daytona USA 2. Terminator 2 pinball machine
  10. @LS_Dracon, I think I'm going to use the ball just for the ball and the missiles for the goals. @Ben_Larson, That's a nice trick. The compare sets the bit (pushed) needed in the ENABL ($1F) register if I understand correctly. There are now 3 kernels: 1. Sky, Ball, 2 Missiles (only sets them) and 2 players 2. Variable height brown border, displaying 2 players, resets missiles when finished (the goals are aligned at the top of the checkerboard) 3. checkerboard, displaying 2 players Kernel 2 is really nice. If it is displayed for 3 rows, it has to jump to row 4 of the checkerboard. It also has to scroll like the rest since the whole thing is based on cycles. I have it working right now, I only have to add some sprite code.
  11. But that would be quite different from the original ballblazer. The goal scrolls smoothly from side to side, and the game progresses, the goals are getting narrower too.
  12. What happened to this one? Metal Gear Solid Comes to the Nintendo 64
  13. I've only one favorite, Daytona USA. I've played this more than any other arcade game. Realtime texture mapped graphics where great! At its time I found it the coolest game on earth. It was very different from games you could play on your console. It was so great that I was completly dissapointed by the graphics from the Playstation 1...
  14. The goals are always going to be above the checkerboard when you're looking straight at them, though. So if you just don't display them when looking sideways, then can't you just use separate '2 player + 2 missile' and '2 player + checkerboard' kernels? I think that's an elegant solution. I'll try it.
  15. Hardware-wise I like the N64 the most. Solid-state games (aka cartridges). The first console using SGI technology. I spent many hours just flying around with Pilot Wings just looking at filtered textures
  16. Any ideas on how to display 2 players and 2 missiles? Currently, I update every line one player. With use of VDELP1 this results in a 16 pixels wide sprite with each line occupying 2 scanlines. The code looks a bit like this: ScanLine: 0A update GRP0 0B update GRP1 1A update GRP0 1B update GRP1 2A update GRP0 2B update GRP1 etc. Since the ship is blocky anyway, I could lower the vertical resolution. And update some misiles in between: 0A update GRP0 0B update ENAM0 1A update GRP1 1B update ENAM1 2A update GRP0 2B update ENAM0 etc. With smart usage of VDEL0,1 registers I could still position the sprite on every 2 scanlines. But the positioning of the misiles (for the goal) is very coarse. And they should be on the same scanlines when in front, and at different scanlines when viewed at the side. This is the current checkerboard code: LDX sprite_data_l STX GRP0 ;0A LDX colorLine0;(3) STX COLUBK;(3) LDX colorLine0+1 STX COLUBK LDX colorLine0+2 STX COLUBK LDX colorLine0+3 STX COLUBK LDX colorLine0+4 STX COLUBK LDX colorLine0+5 STX COLUBK LDX colorLine0+6 STX COLUBK LDX colorLine0+7 STX COLUBK LDX colorLine0+8 STX COLUBK LDX colorLine0+9 STX COLUBK LDY sprite_data_r + 1 STY GRP1 SLEEP 10 ;0B LDX colorLine0 STX COLUBK LDX colorLine0+1 STX COLUBK LDX colorLine0+2 STX COLUBK LDX colorLine0+3 STX COLUBK LDX colorLine0+4 STX COLUBK LDX colorLine0+5 STX COLUBK LDX colorLine0+6 STX COLUBK LDX colorLine0+7 STX COLUBK LDX colorLine0+8 STX COLUBK LDX colorLine0+9 STX COLUBK SBC PlayfieldX_frag;(3) BCS *+2 LDX sprite_data_l + 1 STX GRP0 SLEEP 3 LDX tile_pointer + 1 ;1A LDY PLAYFIELD_DATA+1,X;(4) STY COLUBK LDY PLAYFIELD_DATA+2,X;(4) STY COLUBK LDY PLAYFIELD_DATA+3,X;(4) STY COLUBK LDY PLAYFIELD_DATA+4,X;(4) STY COLUBK LDY PLAYFIELD_DATA+5,X;(4) STY COLUBK LDY PLAYFIELD_DATA+6,X;(4) STY COLUBK LDY PLAYFIELD_DATA+7,X;(4) STY COLUBK LDY PLAYFIELD_DATA+8,X;(4) STY COLUBK LDY sprite_data_r + 2 STY GRP1 SLEEP 14 ;1B LDY PLAYFIELD_DATA+1,X;(4) STY COLUBK LDY PLAYFIELD_DATA+2,X;(4) STY COLUBK LDY PLAYFIELD_DATA+3,X;(4) STY COLUBK LDY PLAYFIELD_DATA+4,X;(4) STY COLUBK LDY PLAYFIELD_DATA+5,X;(4) STY COLUBK LDY PLAYFIELD_DATA+6,X;(4) STY COLUBK LDY PLAYFIELD_DATA+7,X;(4) STY COLUBK LDY PLAYFIELD_DATA+8,X;(4) STY COLUBK SBC PlayfieldX_frag;(3) BCS *+2 LDY sprite_data_l + 2 STY GRP0 LDX.w tile_pointer + 2 ;2A LDY PLAYFIELD_DATA+1,X;(4) STY.w COLUBK LDY PLAYFIELD_DATA+2,X;(4) STY.w COLUBK LDY PLAYFIELD_DATA+3,X;(4) STY.w COLUBK LDY PLAYFIELD_DATA+4,X;(4) STY.w COLUBK LDY PLAYFIELD_DATA+5,X;(4) STY.w COLUBK LDY PLAYFIELD_DATA+6,X;(4) STY.w COLUBK LDY PLAYFIELD_DATA+7,X;(4) STY.w COLUBK LDY sprite_data_r + 3 STY GRP1 SLEEP 14 ;LDX tile_pointer + 2 ;2B LDY PLAYFIELD_DATA+1,X;(4) STY.w COLUBK LDY PLAYFIELD_DATA+2,X;(4) STY.w COLUBK LDY PLAYFIELD_DATA+3,X;(4) STY.w COLUBK LDY PLAYFIELD_DATA+4,X;(4) STY.w COLUBK LDY PLAYFIELD_DATA+5,X;(4) STY.w COLUBK LDY PLAYFIELD_DATA+6,X;(4) STY.w COLUBK LDY PLAYFIELD_DATA+7,X;(4) STY.w COLUBK SBC PlayfieldX_frag;(3) BCS *+2 LDX sprite_data_l + 3 STX.w GRP0 nop ;3A LDX tile_pointer + 3 LDY PLAYFIELD_DATA+1,X;(4) STY COLUBK;(3) NOP LDY PLAYFIELD_DATA+2,X STY COLUBK NOP LDY PLAYFIELD_DATA+3,X STY COLUBK NOP LDY PLAYFIELD_DATA+4,X STY COLUBK NOP LDY PLAYFIELD_DATA+5,X STY COLUBK NOP LDY PLAYFIELD_DATA+6,X STY COLUBK NOP LDY PLAYFIELD_DATA+7,X;(4) STY COLUBK;(3) = 9 5 is possible ;3B LDY sprite_data_r + 4 STY GRP1 SLEEP 9 ;LDX tile_pointer + 3 LDY PLAYFIELD_DATA+1,X STY COLUBK NOP LDY PLAYFIELD_DATA+2,X STY COLUBK NOP LDY PLAYFIELD_DATA+3,X STY COLUBK NOP LDY PLAYFIELD_DATA+4,X STY COLUBK NOP LDY PLAYFIELD_DATA+5,X STY COLUBK NOP LDY PLAYFIELD_DATA+6,X STY COLUBK NOP LDY PLAYFIELD_DATA+7,X STY COLUBK SBC PlayfieldX_frag;(3) BCS *+2 ;4A LDY sprite_data_l + 4 STY GRP0 SLEEP 6 LDX tile_pointer + 4 LDY PLAYFIELD_DATA+2,X STY.w COLUBK nop LDY PLAYFIELD_DATA+3,X STY.w COLUBK nop LDY PLAYFIELD_DATA+4,X STY.w COLUBK nop LDY PLAYFIELD_DATA+5,X STY.w COLUBK nop LDY PLAYFIELD_DATA+6,X STY.w COLUBK nop LDY PLAYFIELD_DATA+7,X STY.w COLUBK ;4B LDY sprite_data_r + 5 STY GRP1 SLEEP 12 ;LDX tile_pointer + 4 LDY PLAYFIELD_DATA+2,X STY.w COLUBK NOP LDY PLAYFIELD_DATA+3,X STY.w COLUBK NOP LDY PLAYFIELD_DATA+4,X STY.w COLUBK nop LDY PLAYFIELD_DATA+5,X STY.w COLUBK nop LDY PLAYFIELD_DATA+6,X STY.w COLUBK nop LDY PLAYFIELD_DATA+7,X STY.w COLUBK SBC PlayfieldX_frag;(3) BCS *+2 ;5A LDY sprite_data_l + 5 STY GRP0 nop LDX tile_pointer + 5 LDY PLAYFIELD_DATA+2,X STY COLUBK nop LDY PLAYFIELD_DATA+3,X NOP STY COLUBK nop LDY PLAYFIELD_DATA+4,X NOP STY COLUBK nop LDY PLAYFIELD_DATA+5,X NOP STY COLUBK nop LDY PLAYFIELD_DATA+6,X NOP STY COLUBK ;5B LDY sprite_data_r + 6 STY GRP1 SLEEP 19 ;LDX tile_pointer + 5 LDY PLAYFIELD_DATA+2,X STY COLUBK nop LDY PLAYFIELD_DATA+3,X NOP STY COLUBK nop LDY PLAYFIELD_DATA+4,X NOP STY COLUBK nop LDY PLAYFIELD_DATA+5,X NOP STY COLUBK nop LDY PLAYFIELD_DATA+6,X NOP STY COLUBK SBC PlayfieldX_frag;(3) BCS *+2 ;6A LDY sprite_data_l + 6 STY GRP0 SLEEP 7 LDX tile_pointer + 6 LDY PLAYFIELD_DATA+2,X STY.w COLUBK nop LDY PLAYFIELD_DATA+3,X NOP STY.w COLUBK nop LDY PLAYFIELD_DATA+4,X NOP STY.w COLUBK nop LDY PLAYFIELD_DATA+5,X NOP STY.w COLUBK nop LDY PLAYFIELD_DATA+6,X NOP STY.w COLUBK ;6B LDY sprite_data_r + 7 STY GRP1 SLEEP 14 LDY PLAYFIELD_DATA+2,X STY.w COLUBK nop LDY PLAYFIELD_DATA+3,X NOP STY.w COLUBK nop LDY PLAYFIELD_DATA+4,X NOP STY.w COLUBK nop LDY PLAYFIELD_DATA+5,X NOP STY.w COLUBK nop LDY PLAYFIELD_DATA+6,X NOP STY.w COLUBK SBC PlayfieldX_frag;(3) BCS *+2 ;7A LDX tile_pointer + 7 LDY PLAYFIELD_DATA+2,X STY COLUBK nop LDY sprite_data_l + 7 STY GRP0 SLEEP 4 LDY PLAYFIELD_DATA+3,X NOP NOP STY COLUBK nop LDY PLAYFIELD_DATA+4,X NOP NOP STY COLUBK nop LDY PLAYFIELD_DATA+5,X NOP NOP STY COLUBK nop LDY PLAYFIELD_DATA+6,X NOP NOP STY COLUBK ;7B LDY sprite_data_r + 8 STY GRP1 SLEEP 11 LDY PLAYFIELD_DATA+2,X STY COLUBK nop LDY PLAYFIELD_DATA+3,X NOP NOP STY COLUBK nop LDY PLAYFIELD_DATA+4,X NOP NOP STY COLUBK nop LDY PLAYFIELD_DATA+5,X nop nop STY COLUBK nop LDY PLAYFIELD_DATA+6,X LDX tile_pointer + 8 STY.w COLUBK ;8A LDY PLAYFIELD_DATA+2,X STY.w COLUBK sleep 5 SBC PlayfieldX_frag;(3) BCS *+2 LDY sprite_data_l + 8 STY GRP0 LDY PLAYFIELD_DATA+3,X NOP NOP STY COLUBK nop LDY PLAYFIELD_DATA+4,X NOP NOP STY.w COLUBK nop LDY PLAYFIELD_DATA+5,X NOP NOP STY.w COLUBK nop LDY PLAYFIELD_DATA+6,X NOP NOP STY.w COLUBK ;8B LDY sprite_data_r + 9 STY GRP1 LDY PLAYFIELD_DATA+2,X STY COLUBK SLEEP 9 LDY PLAYFIELD_DATA+3,X NOP NOP STY.w COLUBK nop LDY PLAYFIELD_DATA+4,X NOP NOP STY.w COLUBK nop LDY PLAYFIELD_DATA+5,X NOP NOP STY.w COLUBK nop LDY PLAYFIELD_DATA+6,X NOP NOP STY.w COLUBK ;9A LDX tile_pointer + 9 LDY PLAYFIELD_DATA+2,X STY COLUBK nop SBC PlayfieldX_frag;(3) BCS *+2 LDY sprite_data_l + 9 STY GRP0 LDY PLAYFIELD_DATA+3,X NOP STY COLUBK nop LDY PLAYFIELD_DATA+4,X NOP NOP NOP STY COLUBK nop LDY PLAYFIELD_DATA+5,X ;LDY tile_pointer + 9;prefetch NOP NOP NOP STY COLUBK nop LDY PLAYFIELD_DATA+6,X NOP NOP NOP STY COLUBK ;9B LDY sprite_data_r + 10 STY GRP1 LDY PLAYFIELD_DATA+2,X STY COLUBK SLEEP 5 LDY PLAYFIELD_DATA+3,X NOP NOP NOP STY COLUBK nop LDY PLAYFIELD_DATA+4,X NOP NOP NOP STY COLUBK nop LDY PLAYFIELD_DATA+5,X NOP NOP NOP STY COLUBK nop LDY PLAYFIELD_DATA+6,X NOP NOP NOP STY COLUBK ;10A LDY sprite_data_l + 10 STY GRP0 SBC PlayfieldX_frag;(3) BCS *+2 LDY colorLine10_0;3 STY COLUBK;3 LDX tile_pointer + 10 nop LDY PLAYFIELD_DATA+3,X STY COLUBK nop LDY PLAYFIELD_DATA+4,X NOP NOP NOP STY.W COLUBK nop LDY PLAYFIELD_DATA+5,X NOP nop nop STY.w COLUBK nop LDY PLAYFIELD_DATA+6,X NOP nop nop STY.w COLUBK ;10B LDY PLAYFIELD_DATA+2,X STY.w COLUBK LDY sprite_data_r + 11 STY GRP1 LDY PLAYFIELD_DATA+3,X NOP NOP NOP STY.w COLUBK nop LDY PLAYFIELD_DATA+4,X NOP NOP NOP STY.w COLUBK nop LDY PLAYFIELD_DATA+5,X NOP NOP NOP STY.w COLUBK nop LDY PLAYFIELD_DATA+6,X NOP NOP LDX tile_pointer + 11 STY COLUBK ;11A SBC PlayfieldX_frag;(3) BCS *+2 LDY PLAYFIELD_DATA+2,X STY.w COLUBK LDY sprite_data_l + 11 STY GRP0 LDY PLAYFIELD_DATA+3,X STY COLUBK nop LDY PLAYFIELD_DATA+4,X NOP NOP NOP NOP STY COLUBK nop LDY PLAYFIELD_DATA+5,X NOP NOP NOP NOP STY COLUBK nop LDY PLAYFIELD_DATA+6,X NOP NOP NOP nop STY COLUBK ;11B LDY PLAYFIELD_DATA+2,X STY.w COLUBK ; LDY colorLine11_0 ; NOP ; STY COLUBK LDY sprite_data_r + 12 STY GRP1 sleep 4 LDY PLAYFIELD_DATA+3,X STY COLUBK nop LDY PLAYFIELD_DATA+4,X NOP NOP NOP NOP STY COLUBK nop LDY PLAYFIELD_DATA+5,X NOP NOP NOP NOP STY COLUBK nop LDY PLAYFIELD_DATA+6,X NOP NOP LDX colorLine12_0 STY.w COLUBK ;12A STX.w COLUBK;3 LDY sprite_data_l + 12 STY GRP0 SBC PlayfieldX_frag;(3) BCS *+2 LDY colorLine12_1 nop STY COLUBK LDX tile_pointer + 12 LDY PLAYFIELD_DATA+4,X NOP NOP NOP NOP STY COLUBK nop LDY PLAYFIELD_DATA+5,X NOP NOP NOP NOP STY.w COLUBK nop LDY PLAYFIELD_DATA+6,X NOP NOP NOP NOP STY.w COLUBK ;12B LDY PLAYFIELD_DATA,X STY COLUBK LDY sprite_data_r + 13 STY GRP1 nop LDY PLAYFIELD_DATA+3,X STY COLUBK nop LDY PLAYFIELD_DATA+4,X NOP NOP NOP NOP STY.w COLUBK nop LDY PLAYFIELD_DATA+5,X NOP NOP NOP NOP STY.w COLUBK nop LDY PLAYFIELD_DATA+6,X NOP NOP NOP LDX tile_pointer + 13 STY COLUBK ;13A LDY PLAYFIELD_DATA+3,X STY.W COLUBK LDY sprite_data_l + 13 STY GRP0 NOP SBC PlayfieldX_frag;(3) BCS *+2 nop LDY PLAYFIELD_DATA+4,X NOP NOP NOP NOP STY.w COLUBK nop LDY PLAYFIELD_DATA+5,X NOP NOP NOP NOP NOP STY COLUBK nop LDY PLAYFIELD_DATA+6,X NOP NOP NOP nop nop STY COLUBK ;13B LDY sprite_data_r + 14 STY.w GRP1 LDY PLAYFIELD_DATA+3,X sleep 5 STY COLUBK nop LDY PLAYFIELD_DATA+4,X NOP NOP NOP NOP NOP STY COLUBK nop LDY PLAYFIELD_DATA+5,X NOP NOP NOP NOP NOP STY COLUBK nop LDY PLAYFIELD_DATA+6,X NOP nop nop LDX tile_pointer + 14 STY.W COLUBK ;14A LDY PLAYFIELD_DATA+3,X STY COLUBK nop LDY sprite_data_l + 14 STY GRP0 ;skip cycle takes 7 or 8 cycles SBC PlayfieldX_frag;(3) BCS *+2 sleep 10 LDY PLAYFIELD_DATA+4,X STY COLUBK nop LDY PLAYFIELD_DATA+5,X NOP NOP NOP NOP NOP STY.w COLUBK nop LDY PLAYFIELD_DATA+6,X NOP NOP NOP NOP NOP STY.w COLUBK ;14B sleep 10 LDY PLAYFIELD_DATA+3,X STY COLUBK nop LDY sprite_data_r + 15 STY GRP1 sleep 4 LDY PLAYFIELD_DATA+4,X STY COLUBK nop LDY PLAYFIELD_DATA+5,X NOP NOP NOP NOP NOP STY.w COLUBK nop LDY PLAYFIELD_DATA+6,X nop nop nop LDX tile_pointer + 15 nop STY COLUBK ;15A LDY colorLine15_0 STY.w COLUBK LDY sprite_data_l + 15 STY GRP0 SBC PlayfieldX_frag;(3) BCS *+2 sleep 10 LDY PLAYFIELD_DATA+4,X STY COLUBK nop LDY PLAYFIELD_DATA+5,X NOP NOP NOP NOP NOP NOP STY COLUBK LDY PLAYFIELD_DATA+6,X NOP NOP NOP NOP NOP NOP STY.w COLUBK ;15B ; SLEEP 6 LDY PLAYFIELD_DATA+3,X STY.W COLUBK LDY sprite_data_r + 16 STY GRP1 nop LDY PLAYFIELD_DATA+4,X NOP NOP NOP NOP NOP NOP STY COLUBK nop LDY PLAYFIELD_DATA+5,X NOP NOP NOP NOP NOP NOP STY COLUBK ;16A SLEEP 11 LDY sprite_data_l + 16 STY GRP0 LDX tile_pointer + 16 LDY PLAYFIELD_DATA+3,X STY COLUBK nop SBC PlayfieldX_frag;(3) BCS *+2 LDY PLAYFIELD_DATA+4,X NOP NOP NOP NOP NOP NOP STY.w COLUBK nop LDY PLAYFIELD_DATA+5,X NOP NOP NOP NOP NOP NOP STY.w COLUBK nop ;16B SLEEP 12 LDY PLAYFIELD_DATA+3,X STY COLUBK LDY sprite_data_r + 17 STY GRP1 nop SLEEP 5 LDY PLAYFIELD_DATA+4,X NOP NOP NOP NOP NOP NOP STY.w COLUBK nop LDY PLAYFIELD_DATA+5,X NOP NOP NOP NOP LDX tile_pointer + 17 nop STY COLUBK ;17A SLEEP 9 LDY sprite_data_l + 17 STY GRP0 LDY PLAYFIELD_DATA+3,X sleep 5 STY COLUBK ;LDY colorLine17_0 ;sleep 6 ;STY COLUBK SBC PlayfieldX_frag;(3) BCS *+2 LDY PLAYFIELD_DATA+4,X NOP NOP NOP NOP NOP NOP NOP STY COLUBK nop LDY PLAYFIELD_DATA+5,X NOP NOP NOP NOP NOP NOP NOP STY COLUBK ;17B SLEEP 14 LDY PLAYFIELD_DATA+3,X STY COLUBK LDY sprite_data_r + 18 STY GRP1 SLEEP 3 nop LDY PLAYFIELD_DATA+4,X NOP NOP NOP NOP NOP NOP NOP STY COLUBK nop LDY PLAYFIELD_DATA+5,X NOP NOP NOP NOP NOP NOP NOP STY COLUBK ;18A SLEEP 11 LDX tile_pointer + 18 LDY PLAYFIELD_DATA+3,X STY COLUBK SBC PlayfieldX_frag;(3) BCS *+2 LDY sprite_data_l + 18 STY GRP0 SLEEP 11 nop LDY PLAYFIELD_DATA+4,X STY COLUBK nop LDY PLAYFIELD_DATA+5,X NOP NOP NOP NOP NOP NOP NOP STY.W COLUBK ;18B SLEEP 14 LDY PLAYFIELD_DATA+3,X STY COLUBK nop LDY sprite_data_r + 19 STY GRP1 LDY PLAYFIELD_DATA+4,X NOP NOP NOP NOP NOP NOP NOP NOP STY COLUBK nop LDY PLAYFIELD_DATA+5,X NOP NOP NOP NOP NOP NOP NOP STY.W COLUBK ;19A SLEEP 11 LDX tile_pointer + 19 LDY PLAYFIELD_DATA+3,X STY COLUBK nop SLEEP 3 SBC PlayfieldX_frag;(3) BCS *+2 LDY sprite_data_l + 19 STY GRP0 LDY PLAYFIELD_DATA+4,X NOP NOP NOP STY.W COLUBK nop LDA PLAYFIELD_DATA+5,X NOP NOP NOP NOP NOP NOP NOP NOP STA COLUBK ;19B SLEEP 14 LDY PLAYFIELD_DATA+3,X STY COLUBK LDY sprite_data_r + 19 STY.w GRP1 nop LDY PLAYFIELD_DATA+4,X NOP NOP NOP NOP NOP NOP NOP STY COLUBK nop LDY PLAYFIELD_DATA+5,X NOP NOP NOP NOP NOP NOP NOP NOP STY COLUBK
  17. Wipe-out would be cool too See: http://www.atariage.com/forums/index.php?showtopic=111473
  18. Small update, Reworked the engine, the checkerboard has now a beginning and an end. ballblazer.bin
  19. I mostly played silent hill and boxyboy/sokoban on the turbografx emulator The 'sad' thing is that my Turbo Express is not needed anymore
  20. 98 dollar? http://www.google.nl/search?hl=nl&q=98...ollar&meta=
  21. I second that. The MSX2 versions were great. I just don't get it why the Metal Gear series is not exploited more back in those days. Versions of Metal Gear or SD-Snatcher on the PC-Engine Super-CD-ROM would have been great too...
  22. I don't know. I've stopped thinking rationally about games industry The most amazing thing is that Nintendo could get away with the Gameboy and its almost invisible screen The screen of the Lynx was at least visible in most conditions (sprite scale was jaw-dropping btw) and the Turbo-Express' was stellar. When Shenmue was released on the DC most agreed it was a good game. Later when it was released on the XBOX everyone complained that it had too few polygons blabla... Say what!?!? And everyone hyped about PS2's GTA beeing so cool while I thought, just run around in a city and do bad things...
  23. I'll work some more on the 3d-engine so I can display the brown borders at the end of the playfield. Then I've also a sort of system which I can use to position elements, and finally show them on screen. I'll really try to implement the 90 deg. turns because it looked very good in the other versions. btw, I've downloaded the 7800 version and I did not know that it looked so good!, 60fps screen updates and non-pixelated drones. Compare the nes version to that
  24. Yes, each square can have an independent color. ballblazer_multicolor.bin
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