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nanochess

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Posts posted by nanochess

  1. Hi guys!

     

    I'm doing another Halloween game named Pumpkin Castle, and I started it this morning.

     

    I'm starting this topic to press myself to finish it in the next two hours. 😜

     

    Time counting!

     

    Ok, it took me a few minutes more, and couldn't make some perfectioning, but here it is!!!!

     

    pumpkin_castle_v0.rom

     

    Update Nov/20/2023: The ROM version 1 solves an incompatibility bug with ECS (garbled title screen), starts again the music when starting the game, and shows the screens in the right order while scrolling to left.

     

    pumpkin_castle_v1.rom

     

     

    • Like 26
    • Thanks 10
  2. Most of my games have a flicker algorithm because there is a lot of sprites:

     

    * Princess Quest.

    * Mecha-8

    * Mecha-9

     

    From original games I think:

     

    * Defender.

    * Donkey Kong.

    * Donkey Kong Jr.

    * Frenzy

    * Congo Bongo

    * Mr. Do's Castle

     

    From the top of my head for homebrews I think:

     

    * Module Man.

    * Quest for the Golden Chalice.

    * Arabian.

    * TwinBee.

    * Knightmare.

     

     

  3. I don't think age matters when learning programming, although I've noticed (at age 45) that I'm becoming slower to grasp new concepts.

     

    A thing I missed early in development with the Atari 2600 was a proper reference of all things in a single place.

     

    I used to read the instruction set from https://www.masswerk.at/6502/6502_instruction_set.html

     

    The TIA reference from https://problemkaputt.de/2k6specs.htm

     

    And the music reference from https://www.randomterrain.com/atari-2600-memories-music-and-sound.html

     

    Finally, I managed to write a book titled (very imaginatively) "Programming Games for Atari 2600", in the order of how I would have liked to learn and made it contain everything necessary to develop games. As you already downloaded DASM and have the emulator running, while using the book you don't need to have access to the Internet.

    • Like 3
  4. Hi.

     

    I was pretty surprised to find that the set of IntyBASIC tools is available in an unofficial compilation for Amiga computers.

     

    You can get IntyBASIC for Amiga in Aminet: http://aminet.net/package/dev/cross/IntyBASIC

    And IntyColor for Amiga: http://aminet.net/package/gfx/conv/IntyColor

     

    I'm curious if anyone has ever tried these. I would love to see pictures of someone compiling an IntyBASIC game on Amiga computers.

     

    • Like 5
  5. 1 hour ago, Black_Tiger said:

     

    It was very cool but needs an overlay or instructions to play. I saw photos or video of it in one of these threads.

     

    https://youtube.com/shorts/R4DWTOner0E?si=LEfclONiWT6kxFi1

     

    It was the lone Intellivision game among dozens of Atari stations, but someone would always be playing or watching it when I passed by the booth.

     

    I heard someone watching it say the same thing I heard throughout the day around the Intellivision area. "I gotta get an Intellivision".

    The full instructions about the keypad usage are in the description above the Intellivision. Because lack of time there wasn't an overlay made.

  6. 5 hours ago, Alkadian said:

    1. We first check if y<c-3 because we want to see if the y position of the ball is above the y position of the player (in fact it is c-3 and not c-4 because we want to see if there is a collision between the top pixels of the player and the bottom pixels of the ball).

     

    2. We then check if y>c+15 because we want to see if the y position of the ball is below the y position of the player (in fact it is c+15 and not c+16 because we want to see if there is a collision between the bottom pixels of the player and the top pixels of the ball).

    image.thumb.png.87c5c65bbda3c2263455908f36a176c6.png

    3. I don't understand why when we check if y<c we then set d=0. In this case when y<c the ball should still be  above the player and we should return to the point of the code where  we called the procedure

    4. I don't understand why we then set d = (y - c) / 2. Is this because d can only be 16 values in total and we are only considering 8 to be in one of the 8 scenarios in the procedure below?

     

    get_angle: PROCEDURE

    IF d = 0 THEN #dy = -2:IF #dx < 0 THEN #dx = 1 ELSE #dx = -1

    IF d = 1 THEN #dy = -2:IF #dx < 0 THEN #dx = 2 ELSE #dx = -2

    IF d = 2 THEN #dy = -1:IF #dx < 0 THEN #dx = 2 ELSE #dx = -2

    IF d = 3 THEN #dy = 0:IF #dx < 0 THEN #dx = 2 ELSE #dx = -2

    IF d = 4 THEN #dy = 0:IF #dx < 0 THEN #dx = 2 ELSE #dx = -2

    IF d = 5 THEN #dy = 1:IF #dx < 0 THEN #dx = 2 ELSE #dx = -2

    IF d = 6 THEN #dy = 2:IF #dx < 0 THEN #dx = 2 ELSE #dx = -2

    IF d = 7 THEN #dy = 2:IF #dx < 0 THEN #dx = 1 ELSE #dx = -1

    END

     

    Many thanks in advance :)

     

    1. You're right.

    2. You're right.

    3. The ball Y-coordinate is y, and the paddle Y-coordinate is c. There is a case where the ball hits barely the top edge of the paddle, so when (y < c) then d = 0 to force a rebound direction.

    4. Now that the ball Y-coordinate is equal or greater than the paddle Y-coordinate (y >= c) then we subtract the ball Y-coordinate from the paddle Y-coordinate to get a value between 0 and 15, and we divide it by 2 to get a value between 0 and 7. So yes, the value generated is to be processed by the get_angle procedure.

     

    The first two statements return if the ball doesn't touch the paddle.

     

    The third IF statement handles the cases -3, -2, and -1 setting d to zero for a hit in the corner of the paddle.

     

    And the ELSE statement handles the cases 0..15, setting d to a value between 0 to 7 to select the rebound direction.

     

    • Thanks 1
  7. 19 minutes ago, carlsson said:

    Umm.. am I misreading the spec sheet?

     

    The allophone speech synthesis technique provides the user with the ability to synthesize an unlimited vocabulary at a very low bit rate. Fifty-nine discrete speech sounds (called allophones) are five pauses are stored at different addresses in the SPO256 internal ROM. Each speech sound was excised from a word and analyzed using linear predictive coding (LPC).

     

    However, I believe the game cartridges have their own phrases encoded using the still top secret LPC algorithm, instead of forming words using allophones.

    The Intellivoice chip differs from the common SPO-256AL2.

     

    Both have the same allophones, but the SPO-256 chip inside the Intellivoice is customized to include the following words (copy&paste from the IntyBASIC manual):

     

            MATTEL, ZERO, ONE, TWO, THREE, FOUR, FIVE, SIX, SEVEN, EIGHT, NINE
            TEN, ELEVEN, TWELVE, THIRTEEN, FOURTEEN, FIFTEEN, SIXTEEN, SEVENTEEN
            EIGHTEEN, NINETEEN, TWENTY, THIRTY, FOURTY, FIFTY, SIXTY, SEVENTY
            EIGHTY, NINETY, HUNDRED, THOUSAND, TEEN, TY, PRESS, ENTER, OR, AND

    • Like 1
  8. 1 hour ago, Crash7 said:

    My JZ emulator fried today on my laptop....downloaded his latest software on his site but I'll be damn if I can find the link to run the install program.  

    For PC, the download appears in the Downloads folder.

     

    Right-click the downloaded file and select Extract all...

     

    Select the default options, and then rename the extracted folder to something shorter.

     

    The open the Start menu and type CMD and Enter (even if you don't see any input field).

     

    Navigate to the created folder, and go into the 'bin' folder, and type jzintv to run the emulator.

     

    Next step, put the EXEC, GROM and game ROM files in the same folder as jzintv.

     

    It should be easy from that point.

     

  9. 2 hours ago, OLD CS1 said:

    Hey, man.  I tried several times to send something to you, but PayPal denied the transactions every time with no explanation.  I would still like to get something to you if it will still be of help.  I am glad to hear from you again, and I hope things are heading up for you.

    Currently I'm doing well. I appreciate the intention.

  10. A like brought me again to this thread, and a lot of things have happened since that fateful December 2020.

     

    I forgot a lot of things, and even that this thread existed, but now I want to properly give thanks to people who made donations.

     

    I wasn't asking for anything but many people helped, and it really helped me later as I wasn't in the state to work properly.

     

    To all of you from the bottom of my heart: Thanks!

     

    • Like 6
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