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Everything posted by mgr_inz_rafal
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I don't plan any changes. You can use the approach invented by my wife while she was testing the game - just save the game state on every single step you reach. The good news is - this is probably the toughest part, by means of dexterity. The bad news - you need to go through the climbing at list twice, if not thrice
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Unfortunately, when “.CYC” files are packed they will no longer work correctly. Even though they are just DOS files, the loader I’ve written is so fearfully simplified that it ignores INI and RUN segments. It just loads the file and jump to the hardcoded location ($202c if I remember correctly), therefore no unpacking routine will get called. Since I also use 1050 on (nearly) daily basis I was hoping to prepare the two-disk version and run the game from the original disk drive. But, to be honest, I abandoned the hope... Why? Well, I thought about the “insert other diskside” approach as the most obvious solution. But the file fragmentation is so vast that – in extreme cases – one would need to switch the disk few times to load a single map (possibly different files on different disks for: level definition, font, logic dll, inventory items). To make this approach reasonable I would need to manually sort all levels and DLLs and fonts so that the game will run in “clusters”. For example, a bunch of levels will be strictly connected to the bunch of fonts and several dedicated DLLs that can all fit onto single disk. This will allow player to run throught large part of the game using one disk, and – at some strictly defined moment, like going from graveyard to hell – switch to other disk. The game is not worth the candle. And one more thing - when considering Polish version (English is slightly shorter) - there are literally few bytes of memory left to code the "switch disk" function. I can save some more space by making more data to be read from disk (like instruction text which is not needed to be present in memory during the game itself), but... I feel no need to, since there is already another game being coded
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OK, so: "RZYGON.XEX" = first picture (PEGI bad language) then "DORODNY.CYC" = title picture and music then "CUDOWNY.CYC" = main game. You can also consider extracting the "MIENTKI.CYC" file as this is the final animation. You can switch the disk back just before executing the last action in game. I wish you good fun while exploring the game world
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Technically, the game should have no problem running from 1050 drive. However, I think it is problematic to put all files on one disk (~317kb of data). I currently do not plan any further development that can solve the issue (like compression or two-disk edition). Thanks No, I don't want to commercialize my hobby, but if you think I deserve a beer, please contact me via PM
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Dear Atari Players, Some time ago (on 05/15/2013) I started working on my new game for Atari 8-bit. The main idea was to create an adventure game with vast world, multitude of different locations, throng of items to use and an interesting story. I made several assumptions: No boring locations made of similarly looking graphical blocks, therefore every single location is an unique hires screen No extended RAM needed – game should run on stock Atari with 64kB of RAM. Unfortunately I had to drop that assumption and use at least 2 extram banks for the game to run at decent speed. But still, stock 130XE with SDX occupying one bank is enough to play. Free banks are auto detected, but you can override the auto detection by using “banks.txt” file First development attempts were recorded, so we can see the eerie figure exploring the dungeons: When the proof-of-concept was ready I started to build the story and looking for people who would like to help me with graphics and music. Soon after the team has been established I decided to build the story around the adventures of priest who is trying to help solving the vocation crisis. After all, there are not many games utilizing priest as a main hero. So, the next footage shows a character created by Vidol: By the way, here is the alternative, knight character in action, which didn’t make it to the final release: Music has been provided by “WnZ”. Cut-scenes and title screen were painted by “eZp”: The new features started to appear quite regularly: VBXE support (hires colors): Bored hero animation: Lightning effects when wandering on the graveyard Easter eggs with music by Cedyń Cut-scene graphics (displayed during interaction with NPCs) Game loads a lot, constantly. Therefore no music is present during the gameplay.Since I didn’t want the story to be limited by Atari memory size I needed to introduce the dynamic module loading code at some point, therefore the game engine is able to load the appropriate “DLL” file when main hero is walking from map to map. This allowed me to extend the adventure handling routines without needing to extend the memory demand. A few years and 1281 SVN revisions later the game is finished. It has been released on Christmas 2015 but only in Polish. Now, the English version is ready for everyone to play. Feel free to download the English version here: http://atarionline.pl/forum/?PostBackAction=Download&AttachmentID=7970 How to run the game: Load the downloaded .atr, it’ll boot to the MyDOS Run RZYGON.XEX file (press “L”, type “RZYGON.XEX” and press Return) If you use SIO2SD or similar device, you may consider loading the highspeed driver (HISPEED.COM) first Should you be the SDX user, just copy all files (including subdirectories) to any directory on any partition and execute “X RZYGON.XEX” I wish you all a lot of fun while playing the game, if you dare to And now time for some spoilers Please note that there are at least 4 people who managed to already finish the game, so it is not that hard as it initially appears. Thanks to the one guy (“rj1307”) the full-featured map of the game world is available (large file!): http://atarionline.pl/forum/?PostBackAction=Download&AttachmentID=7948 Another nice guy (“larek”) decided to record the final animation and share it on YT: Finally, in a nutshell, the game consists of: 25 different fonts 185 different locations 27 different cut-scene graphics 253 dialogue messages (nearly 20kB of text) more than 70 items to be found and used PS. As for all my other games, source code is available. You can download it here: http://atarionline.pl/forum/?PostBackAction=Download&AttachmentID=7971
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mgr_inz_rafal replied to Philsan's topic in Atari 8-Bit Computers
Somehow that nose doesn't fit well -
Lucky you Well, that's just computers. Noone expects them to be predictable... However, simply replacing the Altirra executable with 2.7 solves the issue, so there must be some other, "mysterious" factor involved. I'll try to get more info and eventually get back with the issue.
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OK, the issue with HELP seems to be affecting the 2.80-test version only. I reverted back to 2.70 and HELP [F6] key is working as expected. First I though that it might be something with my 6502 code, since I tested it only with games written by me, but then I checked it within SELF TEST with the same result I moved the emulator around even to another PCs, started with "/portable", but could't get the HELP key to work. Therefore I will stick to the 2.70 until 2.80 final is oficially available.
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I recently upgraded from 2.50-test23 to 2.70 (and 2.80-test6) and I can no longer press HELP. I double checked the input settings and F6 seems to be correctly mapped. Did I miss some change in the controller handling code made recently?
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Time for self-promotion I highly recommend "Wybierak do stolca" http://a8.fandal.cz/detail.php?files_id=6773 Designed to run on 600XL.
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As far as I know some kind of failure occured and the person maintaining it is currently on vacation. Should be back on-line in a few days.
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New A8 game - Poor Dog Anthony 3
mgr_inz_rafal replied to mgr_inz_rafal's topic in Atari 8-Bit Computers
Thank you Yes, indeed the undo would be cool. There were also more features planned like teleporters, different "skins", music, support for VBXE color attributes, etc. However, the Party that I was preparing the game for was suddenly cancelled and I lost motivation... Besides that, there is no much RAM left either. There are a total of 10 levels (from the total of ~30 planned). -
New A8 game - Poor Dog Anthony 3
mgr_inz_rafal replied to mgr_inz_rafal's topic in Atari 8-Bit Computers
Please find the source code attached. This may be of some use for people writing in C for Atari 8-bit. bpa3.zip -
No pitstop... Tires don't wear away... OK, no kidding. Amazing piece of code! Pirx, don't give up. You can still fit the Prince of Persia in 10 lines
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Can't wait for the order thread. Again
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New A8 game - Poor Dog Anthony 3
mgr_inz_rafal replied to mgr_inz_rafal's topic in Atari 8-Bit Computers
It's been quite easy - I did it first on my PC in C and then, after slight adaptation, recompiled using CC65. It worked on Atari more or less on the first try. By the way, since I cannot edit the first post any longer, I attach the version that works on NTSC machines below. Sorry for not taking care about it in the first release. Biedny Pies Antoni 3.xex -
Dear All, I am proud to present a new logic game for A8. Your task is to find the shortest path between Dog and a Sausage bearing in mind that stepping od different terrain costs different amount of energy. Good luck in beating the Dijkstra's shortest path algorithm Furter instructions inside the program. Biedny Pies Antoni 3.xex
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I think I share the confusion... Therefore I don't touch the switches, just in case
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Well, if I am not mistaken Kuba Husak (http://atariage.com/forums/user/32075-jhusak/) uses Mac computers. And since he's - among other things - an Atari musician there is a chance that he can help. Please try to get in touch.
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My units just arrived - everything is working as expected. Great job! Thanks! Now I can't wait for the XL version
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Order sent via PM. Thanks.
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I got my unit last weekend at SillyVenture. No problem working on Windows, nice job!
