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Posts posted by Coolcrab
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Looks like a decent deal, but I can't find it in any EU shops yet. Not even for preorder.
https://www.atari.com/games/atari-flashback-classics-switch/
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Would this also support 2600 paddles?
It starting to look more and more like a good r77. I'm getting very tempted if it will play 2600 carts and basically supports everything on it.
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does that mean that it takes 2600 carts?
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The code wont compile (missing goto's)The invicible icon in score_graphics.asm is different than shownYou don't need pfvline here it's already in the branch clearing stuff
; pfvline 8 0 11 on ; pfvline 24 0 11 on gosub clearP0left gosub clearP0right gosub __sprite_color : drawscreen gosub clearP1left gosub clearP1right
you don't need all these joy0fire clauses in the if statementsyou already tested that in the first if statement; power up activation if !joy0fire then __skipfire ; if joy0fire && player0score > $0 then gosub __firesound ; if joy0fire && player0score = $a then gosub __slowdown : player0score = $0 ; if joy0fire && player0score = $b then gosub __killbranch1 ; if joy0fire && player0score = $c then gosub __livesplus1 ; if joy0fire && player0score = $d then player0score = $0 : _invisible0 = 1 ; if joy0fire && player0score = $e then player0score = $0 : gosub __mkbranch1 ; if joy0fire && player0score = $f then player0score = $0 : _invincible = 25 : _left_right{6} = 1 : _F0 = 25 if player0score > $0 then gosub __firesound if player0score = $a then gosub __slowdown : player0score = $0 if player0score = $b then gosub __killbranch1 if player0score = $c then gosub __livesplus1 if player0score = $d then player0score = $0 : _invisible0 = 1 if player0score = $e then player0score = $0 : gosub __mkbranch1 if player0score = $f then player0score = $0 : _invincible = 25 : _left_right{6} = 1 : _F0 = 25You can flatten the killbranch routines a little (but you still need the labels for the individual routinessince you're calling them to setup the playfield)killbranch1 player0score = $0 : bally = 100 gosub sprite_color if left_right{4} then clearP0left clearP0right var1 = 1 : var5 = 1 : var9 = 1 : var13 = 1 : var17 = 1 : var21 = 1 : var25 = 1 : var29 = 1 : var33 = 1 : var37 = 1 : var41 = 1 : var45 = 1 : return clearP0left var0 = 0 : var4 = 0 : var8 = 0 : var12 = 0 : var16 = 0 : var20 = 0 : var24 = 0 : var28 = 0 : var32 = 0 : var36 = 0 : var40 = 0 : var44 = 0 : returnSince you allways call the sprite_color routine before drawscreen you can move drawscreen into sprite_color and get rid of a bunch of calls to drawscreenand you can do it with a tail call optimization (you need the prepended dot because that's what bB assumesie "goto drawscreen" becomes "jmp .drawscreen" so you need to declare .drawscreen)if startgame then sprite_color_return ;Check if player is invisible if invisible0 then invisible0 = invisible0 + 1 : COLUP1 = $C4 if invisible0 = 200 then invisible0 = 0 if invisible1 then invisible1 = invisible1 + 1 : COLUP0 = $C4 if invisible1 = 200 then invisible1 = 0 const .drawscreen = drawscreen sprite_color_return goto drawscreenI think you're calling drawscreen a lot more than you need toSince your pfreads are with constants, just use the screen variables; if pfread(9,1) then return ; if pfread(25,1) then return if var5{1} || var7{1} then returnStrange it worked when I uploaded it, but I was in a rush so maybe I messed up :S I'm stuck on a mountaintop on a island until the end of the month (looking at the Sun, or trying at least), but maybe I can get bB to work on my Mac. All my saves are on my home PC though, so I can't access them. I'm hoping that its just the .asm files that are wrong. I'll get back to you asap.
Thanks for the upgrades also, this should shave off quite some bits again.

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did anyone get info at PRGE?
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Today the boxed version of Astronomer came out in conjunction with the Orionid Meteor Shower (Take a look outside if you can!), to celebrate this we have released a patch that anyone can win. If you have the cart or the boxed edition then shipping is free otherwise you need to pay a small fee for shipping. The patch comes with a special letter.
To win you need to get a score of 20 in any game mode and send in a screenshot to the email in the flyer. Feel free to post them here too!
To buy the game go to ‘packratvg.com’ and use the Order Form, for the rom go to the astronomer thread.
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The astronomer boxed edition came out today!
Get yours here for 35$ boxed or 18$ for cart only.
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https://www.etsy.com/listing/525220914/atari-2600-the-texas-chainsaw-massacre
I asked them for a custom box and they made it.
There is more of them out there
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Added small update to fix a game glitch. Other then that Packrat got 40 boxes for the game and we got a special patch that can be won by getting 20 points on the game!
The world record at the moment is 22 (by me) so lots of space for improvement.

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Big Update! Added new powerup and fixed the framerate. However there seem to be sound glitches.
I'll work on those when I'm back from travel.
New manual also up in main thread!
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Just came across this and I was wondering how doable that would be on Atari. It's not doable in bB thats for sure.
https://geekologie.com/2018/10/game-developer-developing-snetris-a-snak.php
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There are etsy pages that print one off boxes if you give them a template. For the ones that don't have a box you could ask the creator and see if one can be made for people who really want them. The place that I used to get an Astronomer box is decent but there were jpeg artifacts on it and the resolution was not the best. But unless you watch it very closely it looks great.
IdK how Al feels about printing sold out AA boxes, so I'll warn against that unless he says yes.
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Try the icing on a cake effect
http://atariage.com/forums/topic/283446-simple-horizontal-shooter-wip/
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You can probably hack it in with assembly somehow depending on how the game looks. Like if you have a space invaders like setting you could set NUSIZ0 to different values above scanline X and to something else below it. But that would limit the move space of your character. (Not sure if you can change something like that after like half a scanline if you want the game to be flipped 90 deg.)
I'm not an assembly wizard like others here, so they can probably call out my BS or give a magical script. But I think any possible fix will be very specific so explaining your game might help.
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I stumbled across a strange effect with this .asm. If you move the font to be all the way on the left. e.g.
.byte %00000000 ; TINY .byte %11100000 ; TINY .byte %10100000 ; TINY .byte %10100000 ; TINY .byte %10100000 ; TINY .byte %11100000 ; TINY .byte %00000000 ; TINY .byte %00000000 ; TINYThen it will give a strange error for the most right score digit, inserting an always active row of pixels. I'm using this in conjunction with KarlG's player_score kernel and he also thinks its probably some kind of glitch with the lefter most pixel not getting erased.
Is this a known issue? I could really use the extra pixel to align my fonts with.
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And updated software I hope
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This is awesome! We need more MP games for Atari and Tetris would be great. Would this work on a supercharger? Then I can try it on real hardware.
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I followed this game on the zero page home-brew channel, very fun.
Did you make it in batari Basic? if so would you be open to sharing the code? I'm curious as to how you did some of the things.
Also if its bB then it should be in that forum.
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I tried to reach out again but nothing unfortunately. I hope that you guys get some answers during the PRGE!
I really like this console TBF but it should play everything..especially new home-brews.
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Yes that is true, the other kernel brings in the digit placement.
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Here's another that randomizes a player (instead of the playfield) from the bB tricks thread.
(assumes standard kernel)
If I get it correctly this doesn't change the color but the shape right? You just get a messy block of stuff. Right now I changed the color to a random number.
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Is there a simple way to get the yars revenge safe zone effect into the player sprite? I tried pointing the color to some random adres Banks, but most don't do anything interesting and don't give a psychadellic number. The best I found was playfieldpos as it loops between 1-8.
In my current code it also colours the entire player in one solid colour. I imagine that a better way is possible where every row has its own color?

RetroN 77
in Atari 2600
Posted
Maybe we should go back to topic.
Still no news about the software unfortunately.