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Papa

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Posts posted by Papa

  1. That second Craigslist link is COMPLETELY reasonable. I mean, it has at least one Apollo game I can see...[emoji849]

     

    It's like people think, "This is old, so it MUST be worth a fortune, right. Right?!"

     

     

    Sent from my iPhone directly into your brain using Tapatalk

     

    I love how the 7800 stick is eviscerated in a seemingly impossible way and that is the best use of that emoticon that I've ever seen.

  2. I think Wallaby is trying to make something where player0 and player1 can kind of 'swap' sprite data. When you assign the sprite to player0 you would then have to redraw the sprite again and call it player1, he would like to say player0 is this sprite OR player1 is this sprite, but I'm not making another!?

     

    Now in the case of one sprite it is easily shared, but if you want to swap sprite identities using more than one sprite you would have to draw an identical 'other' sprite and waste data?

    • Like 1
  3. I like this game. I think it surely raises the bar for adventure type games on this system. The variety in the enemy movements is very cool. A code system, lot's of items, an unconventional but entertaining combat system (not right out shooting like many other games that are similar) are very positive points. It begs for a map and instruction book with some dope cover art. :thumbsup:

    • Like 3
  4. Very cool game! Bravo!

     

    On the rippin' arsed scanline count I would say to go in where a massive amount of gosubs are happening (all over the place really), and maybe make a loop with a timer inside (for instance, on the 'game over' screen where gosubs grab the graphics for each segment). When they come back with their data it's pushing into the display time. A continuous, counter driven loop would take away the burden of so many gosubs. I've only briefly scanned over this and am really just grabbing at what pops up immediately and that's WOAH GOSUB into the NIIIIIIGHT!!

     

    Really neat and seemingly iconic BASIC style reminiscent of old programming books. KEWL... (I'm a caveman.)

  5. OH! I've had this one before. You have to dress in full pads and then stand to the far right (left if you're a southpaw), and then body check the thing full elbows. It helps if you pull out a tooth first. The machine recognizes this gesture and prepares for the repair.

  6.  

    Not quite. Thats a video of an ST Automation crack disk #55 which was created back in the day.

     

    !!AUTOMATION!! (was(not was))

     

     

    Also, I totally love that Wonderboy III: The Dragons Trap is really Monster World II when played through the back of a Japanese Master System.

     

    (one of my few prized possessions.)

    • Like 2
  7. Okay! I got this. What I had to do was make the pointers a constant. So:

     

    const player2lo = <(playerpointers+2)

     

    Then I could:

     

    LDA #player2lo

     

    I tried so many different ways. So many wrong things! I started to question my resolve. :)

     

    Edison: I give UP!! The world is in darkness!!

  8.  

    Unfortunately Genesis isn't quite on the same standard. Genesis uses power on pin 5 while Atari standard used paddle 1 or POT X and can cause odd effect on Commodore that expects analog signal. Pin 7 on Genesis controller is mode pin used to toggle XYZ, A, and Start button or direction, B, and C. With +5V on pin 7, it's 2600 compatible. Pin 9 is either Start or button C while Atari 2600 expects paddle 2 or POT Y.

     

    Another issue is Atari controller uses floating signal when none of the button is pushed. C64 shares the controller port with keyboard in scanning matrix and Genesis controller does not use floating signal, it is either held high when not pushed or low when pushed. Forced high can mess with keyboard and fry CIA chip.

     

    Does this mean that I really shouldn't use a Genesis pad with my Atari?

     

     

     

    Either way, the best two controllers I've ever used are:

     

    Sega 6-button/3-button pads (floaty thumbpad versions *NOT flat, stiff versions)

     

    Arcade switch driven joysticks

     

    It's very easy to make an arcade joystick for an Atari. I just wire to the PCB and add an extra few buttons like an additional 'Up' for games that might use up for accelerate and I don't want to hold up while steering, or have down as an additional button for games that have you pulling down to brake, or whatever.

     

    I just made a wooden box, drilled holes in the top and put the joystick and buttons in.*

     

    The precision in games is unparalleled.

     

    *slightly more complicated than that, but not by much.

  9. 256k is larger than most Nintendo games, isn't it?

     

    You could have more complex games, but part of the appeal of Atari development is that you have a small space to make something fun.

     

    I'd use extra space for more sprites and backgrounds mostly.

     

    I think about things like this a lot. One must take into account how sprites are drawn beyond the VCS. 256k would help with game complexity, but you'd still be stuck with 4k for graphics.

     

    What I'm getting at is (and I've yammered about this before) that people compare one version of a game to another without considering the processes by which the systems display the games and their limitations. I think the Atari has some advantages over systems that use real sprite data as your using smaller, single or low color lines for characters rather than complex multicolored bitmaps (although the complex multicolored 'sprites' I make on the VCS cause it to cough up rainbows in 8k!).

  10. You can even take them out of other junk systems. I'm pretty sure the NES has the same or compatible.

    (if that's what it is.)

     

    Maybe post a dl of the game for others to try on other televisions? If this is first time you've seen your program on real hardware I would say it's likely some issue in timing that is invisible to an emulator.

     

    If it's the regulator it's a super easy fourth grade "Learn How To Solder" project.

  11. The DPC+ kernel is just begging for a Final Fight-like game. I'm sure I'll be making something like that in the very near future.

     

    Thanks!

     

     

     

    (I just realized that the second download (the one with the Cody clone) is my 8K version. It will eventually be 32K. I was seeing how small I could make it without the music or many of the moves.)

  12. ...WOW! Time flies. I was about to put that stuff all up and saw a ARM error pop up. I've changed many things around since then (getting rid of unnecessary gosubs (GOSUB ALL THE TINGS!!). This is the version I WAS going to upload WAAAY back then. You too can CRASH the ARM chip!! FUN!!

     

    NOW IS THE TIME TO THE ARM HEART ON FIRE!! :-o :grin:

     

    Really it only happens when Blossom (Sakura) is freaking out on you. The A.I. is obviously not perfected yet. You can basically rip someone down with one well placed Dragon Uppercut.

     

    The game resets when one side or the other wins (this is what it's supposed to do for now, but may lead to accidentally starting up as Way (Ryu) suddenly). It jitters a bit still (what I'm working with now has almost zero jitters, although is scrapbooked all over the place and not even ready to try out).

     

    B/W - Color switch turns off/on music (all three stages will have their own songs).

     

    Reset usually works.

     

    Ryu (Way), Ken (Edge), and Sakura (Blossom) have charge down uppercuts by holding down for a couple of seconds and then pressing fire.

     

    Blanka (White) also does a charge spin that requires you to hold down and the button (no release of the button is programmed yet).

     

    Many moves are still missing and Chun-Li (Lotus) is still mostly inactive.

     

    Hit bars work!! :)

     

    Kind of... :P

     

    A hit will register with certain characters (maybe only left side characters) after the fire button has been pressed again, after the initial attack. So a quarter circle towards plus fire still throws a fireball and it still hits them, but the damage won't appear until you hit the button again for left side characters. This is obviously being worked on.

     

    SFWDPC.bas.bin

     

     

     

     

    Now here is an example of how this all may be attempted without the DPC+ Kernel.

     

    SFW32k.bas.bin

     

    There are more backgrounds and different characters. This game can actually be played although no move animations are programmed. Pressing a direction with the button will choose or change the character. Two players can be activated. Holding the button will cause the character to attack (scoot forward and cause damage)

     

     

     

    Here is a cute little screensaver I made using the multisprite kernel. I would say that it could be used for something like Street Fight World, but really it's just cute and fun to look at. I may use this for an RPG I'm working on or whatever.

     

    MKSF.bas.bin

     

    • Like 1
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