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Everything posted by Cafeman
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What have you actually PLAYED tracker for 2023 (Season 16)
Cafeman replied to carlsson's topic in Classic Console Discussion
1.5 hours. -
What have you actually PLAYED tracker for 2023 (Season 16)
Cafeman replied to carlsson's topic in Classic Console Discussion
Gunbird 2 on DC. Capcom / Psikyo. Beat this short game over and over with several characters like Marion, Alucard, forget names of the others. The endings are somewhat ridiculous! I love all the art. Playing using S Video. -
my thoughts too, although I’ve played it on the 5200. reminds me , I reviewed it in 2001 and got some comments from 2 of the programmers, if interested. http://cafeman.www9.50megs.com/atari/5200centipede.html
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Ok, I see that now. is there a way to use NOT to narrow result sets? search on "quadrun reproduction" but not if the word "Coleco" comes up in it, for example?
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piggy-backing onto this question ... Is there a way to search for 2 words that both must be in the search results? If I search for "this and that" , I get hits on "and". If I search for " 'this' and 'that' ", same thing. ?
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It’s 2023 and there’s still time for Qb.
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I want that shirt.
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Great subject. Don’t have time to really review the links and respond today, but posting here, so I remember later.
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Qb was actually the first Homebrew I took notice of, back around 2001. Its a fun game!
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Koffi Redux project, recoding dlists and fixing a bug
Cafeman commented on Cafeman's blog entry in Caféman's Blog
It depends on what I can fit in 32K, I have more ideas than will fit, that much is for sure. Part of the fun is seeing what I can accomplish in the same 32K size. I got rid of the end-credits names for this reason. So far, I've fixed several bugs from the OG game, and I've needed to rewrite (improve) various routines and tables to even get to implementing the fun changes. I'm working on the Koloring Book Feature to make it more usable. My main objective is to create a 2-player simultaneous mode. It needs some work before I reveal it, it is still buggy and I've been attacking other more fun things. Also I want to freshen-up the visuals, this is the part I'm working on currently. There are also gameplay tweaks planned. Hitting fire/fireball may not always immediately kill Koffi but might consume his water and knock him back. You won't have to hit Pyro as many times as in the OG, but there may be worse lightning and fireball attacks. On the title screen, I will probably get rid of the difficulty settings and the ability to choose any stage. Instead, it will be more coin-op-like - you can start at level 1, 2, or 3 - with bonus points awarded if you choose advanced levels. Once a few more 1-player mode changes are wrapped up, I'll make a thread in the Homebrew section to release the ROM and ask for folks to try it and provide feedback! -
Great news, congratulations Bob!
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[EDITED again - added a Before and After pic below] Back in 2020, I started to tinker with my old 2002 game, the 32K Atari 5200 homebrew Koffi: Yellow Kopter. I'm calling it Koffi Redux so far. I fixed bugs, tweaked gameplay rules, rewrote various graphics routines to make more efficient, added some colors and graphics, and added 2-player mode. One nasty bug was in the original on stage Windy Vines - it took AA member @RB5200 to find it and report some clues to me. The bug mysteriously kills poor Koffi for no reason down near the vine. I fixed the bug which had a side-effect of simplifying some code there, too. Even though I reclaimed nearly 1K of ROM by my recoding stuff, I was again running low. I was down to under 400 bytes of ROM left. Originally I figured when I ran out of ROM, I'd call it done and release the current version to play. But there are too many things I want to tweak, and I kept noticing other tables and routines which could take up a much smaller ROM footprint - one of these areas was each screen's Display List. The screens are primarily high-resolution Antic E mode lines, and each display list was 195 bytes. In Koffi, there are 4 gameplay screens, a title screen, and LoadLevel (between stages) screen. MV Mountain Valley and CF Coniferous Forest screens used the same 195-byte display list, but the other screens all had their own unique 195-byte Display List Tables. This week I implemented the method I used in 5200 Adventure II (which had about 90 different Antic 4 screens), each of the 4 gameplay screens now uses a common display list table, which uses well under 100 bytes to produce the 195 byte Display List. At this point I have 952 free ROM bytes, so I saved over 550 bytes recoding all this. However, I'll use some of that on the next step - to dynamically set the unique Display List Interrupts into that 195-byte RAM table, a unique footprint for each of the 4 gameplay screens. This method surgically inserts the value $8E overtop an existing $0E byte, one for each place a DLI should exist as you draw down the screen. By using my AdvII table idea called DLIMarkerScr and DLIMarkerRow tables, I won't use too many ROM bytes implementing custom DLI's for the 4 gameplay screens. Diagram 1: Sample Code which builds the common DLIST from $1000 to $10C2 in RAM. The actual screen RAM is mapped starting at $2000. One thing of note is that this Display List requires an extra LMS jump instruction (3 bytes) before you cross screen RAM of $2xxx to $3xxx - yes, a full Antic E screen needs more than 1 page of RAM memory. ; ************************************************************************************************************** BuildCommonDLIST dlist1Part1 ldx #$08 ; store 9 bytes from dlist1 table from $1000-$1008: ;*** load initial 9 bytes: dlloop2A lda dlist1,x sta $1000,x dex ;next byte cpx #$ff bne dlloop2A ;*** load 186 bytes, all are "0E" values for Antic E mode lines, from $1009 to $10BF. dlist1Part2 ldx #$09 lda #$0E ;Antic E mode lines dloop2B sta $1000,x inx cpx #$C0 ;end of display list at $10BF in RAM. bne dloop2B ;*** load MID LMS 3 bytes: dlist1part3 lda #$4E sta $1064 lda #$00 sta $1065 lda #$30 sta $1066 ;*** load end jmp 3 bytes: lda #$41 sta $10C0 lda #$00 sta $10C1 lda #$10 sta $10C2 ;******************************************* end new dlist1 code rts ;*************************************************************************************************************** Diagram2: shows what the built DLIST looks like with some notes: Diagram3: shows what stage 1 MV looks like with no display list interrupts turned on yet, and AFTER the DLI's are active. Next I have to add the appropriate DLI rows for CF, WV, and PM stages. At this point I have over 900 bytes left, so it was worth the recoding effort.
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I figured out why using the TASM .TEXT command was producing junk at times. It was because the 'pretty font' I used with Adventure II XE, font1.s, had the characters switched around and some were actually replaced with custom chars. Standard ASCII and ATASCII has lower case letters from $61 to $7A, and upper case letters from $41 to $5A. But this font1.s had upper case in the range $21-$3A. I had a temporary programming fix which got the upper case letters to work, but I kept noticing other problems. This character set uses descenders, requiring the use of Antic Mode 3. I then edited the charset with Notepad, and carefully swapped upper case letters and the numbers rows back to where they should be to match ATASCII (and what the TASM .TEXT command was programmed to assume). So that's done. Back in 2011 or so, when I started to use that new charset for Adventure II XE, I must have figured out where the character ranges were and adapted. Until now I wasn't aware font1.s didn't match the 'customary' ATASCII character locations. (I didn't use the .TEXT command with Adventure II, instead I used the .BYTE command for lists for the words / rankings). The other thing I've been doing is working on the city street screens. AA user @LS_Dracon produced this Antic4 charset and 1st city screen for me back in 2010, based on some mockups I had made. So I'll use his designs from ... 12 years ago. LOL. I've started to make changes to some things and I added a few DLI color changes. Not sure if that cobbled street is too "busy" . Here is a sample of the work-in-progress city street , and I just copy/pasted the verbiage from another screenshot for now, to visualize how it would look. The Holmes text will be at top screen and is in Antic 3. The building and street graphics are Antic 4.
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RE: this thread - https://forums.atariage.com/blogs/entry/16804-cleaning-out-the-homebrew-folders/ I dug out my 20+ year old gridlines notebook to draw some stuff and realized I had never pitched these designs for 2002's Koffi: Yellow Kopter. Posting them in a blog.
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- atari 5200
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I don't see a single Atari-owned IP removed.
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picture, or it didn't happen! I never trapped more than 1 on any version of the game.
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20 years ago! So starts a legacy! I love reading HardWork's posts and Moby Dick references. This thread is likely more entertaining than any KR2600 game could be.
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Not on the 1st game variation. Pick game 2 or higher. I played a few rounds. Will play more and compare the 2 version, as its been a while since I tried 2600 Berzerk. On my Stella Emulator, Evil Otto has a visual after-image when he bounces up - half of Otto appears / blinks away below Otto's main ascending sprite. FYI. Thanks!
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I get a security warning when I try to click the forum link from the main page. Not clicking that again.
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I noticed the lower resolution too, and wondered if that’s why 5200 has greater speed in filling in the squares. However, as you said, I think it’s inefficient programming. If you make a box going counterclockwise versus going clockwise, one way draws slower than the other way consistently.
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You better believe I love 5200 Qix (and the coin-op original). Qix is one of my most-played 5200 game, addictive game. We did a HSC of 5200 Qix a few months back (I didn't win), loved playing it again. A8 Qix is so slow at filling in the playfield though.
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Is he HardWork’s evil mustached twin?
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Looks just like an acoustic guitar bridge string peg.
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The Official "Thrift finds" Thread
Cafeman replied to Happy_Dude's topic in Classic Console Discussion
A couple of unrelated coincidences happened yesterday and I got some cool games. Earlier this week I organized my game collection for 90's and newer consoles, and updated my game media list excel spreadsheet, and put a copy onto my i-phone. I went to pick up my guitar at the guitar shop, but it still had a problem they didn't fix so I left it with them. Walking out a bit perturbed, I noticed next-door a toy/retro gaming store and figured I'd check it out since I was there. With my game list on my phone and knowing what I already own, I leisurely browsed through their PS2, GCN, Xbox, DC and Genesis selection. This place is so stacked with product that there is barely room to move through it. I haven't done this kind of selective browsing for quite a long time. I was really looking for racers or collections I didn't already own. The store was closing at 6PM, it was 5:50PM and I'd only found 2 games (for PS2) that I thought worthy enough to buy and play: Wheel of Fortune, and Suzuki TT Superbikes (the later 2009 Championship upgraded version, not the 2005 original, although the price was the same on them , $4 I noticed there were several copies but 2 different box arts for some reason, then a quick Google confirmed the 2 versions). I can't wait to play Saturn Manx TT, then compare with the Manx TT more realistic course in this game. Look forward to watching Vanna on DVD quality too, not Sega CD dithering quality like my other Wheel of Fortune game. They didn't have much else I was interested in, that I didn't already own, for PS2/GCN/Xbox/DC era systems. And then, right before I gave up and went to checkout, my eyes noticed another obscured row of Xbox games on the floor, and BANG!!! 3 great finds for me: Xbox Midway Arcade Treasures 1,2, and 3! I was happy. I didn't own these and there are tons of classic arcade games on these discs. Each was $10, in good condition and I was happy to pay it. The lady at checkout said they just got those in yesterday so it was fortunate coincidence I was even there. So I now own 24 PS2 games and 30 Xbox games.
