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Posts posted by Papa
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Fun! Thanks for this one.
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I love the animation and am fishing (he,he) through all the recent changes. I hope the timing is no big deal and we get a big finished version one day soon. This is one of my favorite homebrew projects. KYEWT!!!! SRSLY!!!!!
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Lookin' GRRRRRREAT!! KUTGW!

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YOU CAN DO IT!!

It's a pattern! I was thinking of writing a short story like 'My very educated mother just served us nine pizzas.' only one that tells each turn. The cars and turns are all basically the same every time. After one complete circuit there are a couple more cars later in the game.
HOMES!! (Huron, Ontario, Michigan, Erie, Superior) YOU'LL NEVER FORGET IT!!
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Thanks! I am a big (250 lb) fan of Out Run and watched a video about the creation of the Sega scaler to prep for Run Out. The creator announced that after touring the U.S. they could not find enough interesting things to turn into roadside or background graphics. This was when Out Run became a hodgepodge of less regional and more worldly backdrops and roadsides (uh...windmills)! I wanted to approach this idea from a more isolated persective. Where tourists or immigrants may find some of the icons less "US of A-American-regional", or at least European (The Statue of Liberty is french, Monument Valley is often tied to Native Americans, Casinos are everywhere, etc.), I hope that most of us will see the obvious 'this-is-the-U.S.A' plastered all over the game.
I will be posting a playable demo of Street Fight World DPC+ very soon and a screen-saver-like demo of two other versions I'm working on as well!
I've been having great success with the Standard Kernel in reducing the overhead on the playfields while still keeping the resolution up (even higher than the DPC+ version at times) , although there is a great reduction in the number of colors. While every character is drawn with two frames alternating each half, I have done this with the playfields as well allowing for control over playfields for every screen. This coupled with pfheights (without pfcolors) has yielded some very interesting results.
All of the characters are larger in the Standard (even larger than the zoomed single pixel variants) kernel. There are more backgrounds and I have changed two of the original cast.
Now for the 'this-guy-is-still-nuts-and-I-remember-him' moment..
I'm also making a third version using the Multisprite kernel in a way that should make RT wet his rubber underwear!!! (the sprites are AWESOME!!)
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Much has changed in Run Out since the last download...
The game is thoroughly shaded now and looks much better.
After completing a circuit you are rewarded with fireworks.
There are three fireworks displays and then the game ends with a special winning screen!! (Three completions and you WIN!!)
There are also a few more cars on the second and third circuits.
This game is basically ready for a cart and is super fun in my opinion.
Fire is gas
Left/Right Steers
Up shifts (after first two slower gears automatically shift)
Holding down is brakes
Lightly tapping down in high gear once changes the high gear engine noise
Color/BW turns "music" off and on
The difficulty switches change the car's color (whenever you want to change them).
Try it on your Harmony Cart TODAY!!
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I'll be posting new demos of Street Fight World very soon. I've gotten AI and hit bars in place and am working out a few final tweaks. The DPC+ version demo (foreshadowing) will not have every single move or all of the options intended for the final game. Some of the AI can be crazy at times, but, at the very least, the versus mode should be a fun two-player freebie.
I'm also making a non-DPC+ version of this game in 32k. It will have more backgounds and characters. I'm having a great time teaching my son BASIC and he has been watching me code both games and is giving input. I really like using pfheights and am using it for the Standard Kernel version.
Please check out my latest version of Run Out (Harmony cart ready)!!!
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If both buttons are pressed ultimate cocksmack is unlocked giving an instant KO to any opponent.
Kinda what I am thinking.
Hell a Custer mario hack or maybe his own franchise is in order...this could be big!
CUSTER : It's really like a babies arm holding an apple!
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MK Toki...
(The first thing that popped into my head was that this Toki looks like MK)

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The flippy duder from Impossible Mission.
Pitfall Harry (Retro Lord added him to a fighter).
The Samurai from Off the Wall.
Cowboy from Stampede (yells "GET OVER HERE!" when lassoing).
Kaboom bomber.
Kangaroo
Seldom seen Ninja Smurf...
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WOW! Thanks!
I'm still playing with opponent AI and tweaking the settings (now music can be turned off and on
). It's a lot of fun to play around with and is coming to a close bit by bit. I've been EXTREMELY busy with my kids and family but am coding as much as I can. Six kids, two high-schoolers, two middle, two little. I didn't even have Wifi on for a couple of days!!
With school coming to a close I should have much more free time to finish this. I really can't wait to. I love the game, but am eager to work on several others that have been sitting on the back burner. While working on this game I also finished and added to Run Out (my racing game). It now has three different fireworks scenes after completing a circuit and an ending after the third scene! I also did a massive graphics overhaul on the background objects making much of it appear shaded.
I'm happy with how SFW plays so far. Having characters so much like Street Fighter makes me wonder if it even could be made into a cartridge for real. If it does get picked up to be sold you would need to offer up some art like the fantastic artist Atari-boy did with Titan Axe. I don't know how many games (I don't think any) have been made using the Batari Basic DPC+ kernel into actual cartridges. Retro Lord was the inspiration for this effort as the idea of a giant (giant for the Atari) Ryu sprite was presented. I had been toying around with using mirroring and several instances of sprites in sequence to make larger, more colorful characters.
Sakura is my favorite as well.

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Pretty sure they used assembly and big ol' work stations like what is seen in a video of Atlantis during programming.
Starting at 6:08 you get a view of a programming workstation from the eighties. Remember them? I doooooooooooo! *zzzzzaaap
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What the hell is a jaguar tooling anyway?
Anything it wants to!
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I think your videos are funny. I especially like when you slow down sound clips and show bits from movies, etc. I also think your kids are cool and your show is quite intertaining. I thought is was funny when your neigbor called you a bum to your wife.
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We're in Richmond. Home of the Red Devil.

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I noticed that a handful of sellers I've dealt with recently have been sending pictures of the package before it ships. I think this should turn into a regular practice. I know that at least a handful of packages sent to me over the years were opened and/or repackaged. Recently I had a beautiful and quite valuable electric guitar get 'the treatment' during shipping. The box was obviously dropped but there was also signs of repackaging and possibly vandalism. Once I won the pack-in disk for the Turbo Duo (Bonks, Bonks 2, Gates of Thunder) on EBay. The seller wrapped it in paper and mailed it cheap. It arrived SNAPPED!!

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The CV flashback is missing Donkey Kong.
You would be better off spending the money on an AtariMax SD cart for your actual CV. You could play Mario Brothers with the GF, and Pac Man Collection, and Frogger, and Q*Bert, and Galaxian, and a whole bunch of games not included on the Flashback.
The only advantage of buying the flashback is that it has Mecha8 and Princess Quest pre loaded on it. It would be cheaper to get the flashback to play these games then it would be to track down the CV home-brews.
If it had the fabled Super Donkey Kong then it would be awesome and a must have! I got one (CV) for Mecha8 and Princess Quest and a few other earlier games that I find entertaining. I think you can use original controllers and I like those better than the repros with this system. I wish that I could play Mecha8 and Princess Quest with something like a NES pad or Genesis pad rather than the funky phone pads and mushroom sticks.
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There are two levels of hardware zooming and a switch for mirroring. You can layer sprites (although they're not really sprites, just lines of colors) to make more modern looking 'sprites' although ghosting and flickering are unavoidable. One thing I like to do is use two sprites with different color schemes side by side to make bigger and more colorful characters. If you mean effects like what is found commonly in music demos on 16-bit computers, like fancy lettering, bouncing word demos, color cycling backgrounds with techno music (like Automation disks for the 1040 or what hacker circles might use as intros) you would likely have to program something that resembles those effects rather than use something built in.
Do you have any music demos that could be played on Stella or put onto a Harmony cart?
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The Genesis kicks A$$!! It knocked the NES and the SNES down. The SNES got a few solid hits, but the NES went down like a Blister Canyon HO!!
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I believe that as technology uses less of our imagination and provides more of a virtual reality then 1rst person games will divide into a different form of entertainment and the old stuff will possibly be sought. Using ones imagination is an exercise and very few iconic and popular systems require this more than the VCS. When people buy carts without the boxes in a way that is more for playing than collecting then I would hope that this comes with a resurgence of that system and it's games rather than it being a popular fad for collection, which may be the case. With the landfill dig drawing attention to the value of the unopened and rarer games I would think that an increase in purchasing complete games would be linked to this. If a noted increase in purchases of opened games without boxes or less valuable games is the case then we may be having a wave of popularity for the older styles of games. With pixel-heavy graphics being found in many Android and DLC games I could see how some would go back in time to the precursors of this style to enjoy it's caveman days.
I happen to love using my imagination and find much of the content today too all-consuming and life-replacing when compared to old five-minutes-and-your-done games like checkout line Pacman machines. I also find it conservative to play a 5v system that still works well after forty years and has a pile of worthwhile games. If a noticeable divide happens then I'll be on the side of the 8-bit, 16-bit, 24-bit systems that still evoke my imagination.
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Pretty cute! It's quite bouncy and has it's own feel. Good start!

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I use a wood base and plexiglass top. It's a tad easier to cut. Pretty much anything is better than those mushy 5200 side buttons! MEH!!!

The 5200 would be such the bomb if not for those faily-arsed craptastic controllers. I don't know what they were thinking. I suppose they were trying to get the most out of porting the home computer carts. Those didn't use the paddles so they needed something with more space in the joystick throw to give you something to imitate paddles but no return to center is ridiculous! I really like the system the couple of times I've owned one, but the controllers always broke and It was too much upkeep.
A 5200 to XE/800 adapter would be dope!!
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DUDE! SWEET!
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Atari Keypad
in Atari 2600
Posted · Edited by Papa
I just (with the help of my mighty partner) set up a way to use the keypad (touch pad, if you will) sideways like a gamepad with four buttons. The problem with setting it up is that the controller uses one button at a time and always favors the highest number. If you press and hold five and then press two you will still only get five. If you press one and then press three then you will now have three. With the cord on the right the buttons are easily reachable as a gamepad with three side buttons and a center button. When held like this the 1,2, and 3 keys would be the action buttons and would be cancelled out when using directions.
SOOO! We found a way to flip a couple of wires around and switch the order of buttons. Now 10,11,and 12 are the far right side buttons and overide all the others, allowing it to be used as a type of gamepad of sorts.
I've started programming games that will use this pad. If people are willing to swap four wires (they remove and replace very easily and a kid could easily do this mod) they could use the keypad this way.