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Aug

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Everything posted by Aug

  1. @Trebor Thanks for replying. "The speed in which the elevator moves among the floors was an intentional design choice to be slower than the 2600 version" Well ... is possible an feature to allow select between the original elevator timing moving and default design using select button or difficulty A or B ?
  2. Have an detail need to be modified in that game. Is an much long time waiting elevators to move between floors. A2600 versions are few seconds for the elevator move between floors. That detail not is good for the game.
  3. Comparing the spies are similar with Spy VS Spy ... Probably was copied from MAD. Having an boss exactly as Spy VS Spy will be funny mainly if using bombs. Well ... In 2 player competitive mode some doors could be traps having inside bombs. ARM offload all processing from cpu, but Atari VCS CPU continue working as being an "framebuffer" for TIA ? For an console from 70's the CPU was faster.
  4. When I had posted about Champ Games had showed SMB is possible was about the original Atari VCS and not the retro notebook PCB using the name "Atari VCS". I not had detailed about it. Elevator Agent use an ARM processor ? If yes what tasks are being done ?
  5. Unhappily the new retro "Atari VCS" not have any adapter for inserting Atari VCS cartridges , the hardware is as an notebook without enough cooler fan because the cpu temperature is above 70C , CPU use BGA and plus an high price for an machine with less power than an Playstation 4. Champ Games have showed that Super Mario Bros , Castlevania and some others games are possible in the original Atari VCS. @Pat Brady I not understand if that game use any extra hardware for sound. You have done an great work If only was used the TIA. Congratulations 😃 @@johnnywc The sequel is Elevator Action 2 in USA and Elevator Action Returns in japan. The game use human characters. Is possible select 3 characters. In last stage have the only boss. The original use cartoon style characters (spy vs spy). The sequel is good , but the original had an character style much better. Also was done gameboy , gameboy color and gameboy advance versions both using cartoon characters. Gameboy and Gameboy Color are much good. The game code use graphics data mirroring in some areas thus doing in each new building new paths to reach the car. The only problem in the original is always the same building in each new stage. I not understand if is possible create after of high stages new buildings having new paths thus as the gameboy color version in Atari VCS version. I recommend that you see the gameboy and gameboy color versions. Not demanding .. only sharing the details above. Another issue. Please see the image. Both sprites using the same position not is possible hit the cpu character using jump or shot.
  6. @johnnywc Thanks for replying and doing that amazing game for our loveable Atari VCS. About player in roof of an elevator not being possible walk to other side is correct. Elevator not having cables not is an issue. However sometimes when having 2 elevators in same vertical line is hard to understand if is an elevator or the "cable area" between 2 elevators. About player entering the red door inside timing is accurate as arcade. Really the music tempo is more slow than the arcade. Hey I see will be added features ( second player controlling the "spy vs spy" characters and etc) remembering Elevator Action 2. Well ... in high levels an building similar with GameBoy Color version and an spy boss in last floor will be amazing. Again thanks for you and others coders in that project showing as amazing is the Atari VCS.
  7. Thanks very much for doing Elevator Agent. Your game would have been a huge success if released in 1983 Atari Age 😃 I have played the demo v2. Good progress. All below is only for report. 1 ) When inside an elevator and before elevator move to same line of plataform if trying move the player character to the plataform the player character move to plataform and in sequence after of the platform even if was pressed the control to left or right for few seconds. In image 2 the player had fallen losing after trying move the player to plataform thus happen that wrong behavior. The correct is the player character move only to plataform and stop in "X" as is showed in image 1. See images 1 and 2. 2 ) The same issue above happen if the elevator not is in same line with the plataform too. The player fall losing even if him is inside of elevator. See images 3, 4 and 5. 3) When inside elevator trying to jump to next plataform hitting the spies happen the same issue above. The player not jump to position in "x", but much more ahead as showed in image 7. See images 6 and 7. Have an nice week.
  8. I remember seeing the links above. The images was done using Atari 7800 graphics tools ? Is possible hack the Double Dragon version with the tiles from the images ? Double Dragon version have sprites with few colors and and the CPU difficulty and moving sprites are strange too.
  9. Thanks for all replies. What ? I am surprised reading the csv file about Commando , Double Dragon and Midnight Mutants using 160 mode. Running in emulator is as the screen is bigger than 160 mode. Strange both using 160 mode are using few colors. Double Dragon sprites are much simple for Atari 7800. Basketbrawl show an example as could have been Double Dragon. However is as if the Atari 7800 use more rom space than the NES. Atari 7800 having more than 4 KB RAM and extra ram in cartridge can use 320 mode with much more than 12 colors ? Rikki & Vikki use 320 mode with 17 colors ? If yes is exactly because of extra ram on cartridge ?
  10. Hello. The Atari 7800 in console does mid-line update in registers. I not have information if Prosystem does mid-line update. However A7800 recent version and Bizhawk Atari7800 does it. That feature use much cpu. Well ... which games have emulation errors if mid-line update not is being emulated ? I remember using Prosystem trying play Midnight Mutants ... you need much luck to finish that game because in area caverns after player catch the mega blaster randomly can happen graphics errors and automatically the emulator does an reset returning to game title. I not understand if that issue is related with mid-line updates. Thanks for reading. Have an nice week.
  11. Hello. Which graphic resolutions and number of colors are used in Commando , Double Dragon and Midnight Mutants ? Why when using 320 modes are available few colors ? not enough ram or Maria processing ? Thanks for replying. Have an nice week.
  12. Thanks for reading my topic. About Adventure what is the correct release date ? 1978 or 1980 ? TOSEC say 1978. wikis say 1980. Thanks for reply.
  13. Thanks for read my topic. I wish create an image pack (game box, cartridges, label and etc) for Stella emulator. I see some commercial demos and homebrews for Atari VCS available here, but spreaded in several topics. Have any link to download an demo homebrews complete pack for Atari VCS ? If not has any link to download an complete pack in one file the better choice to download is from the link below ? https://forums.atariage.com/topic/329030-atari-2600-homebrew-games-releasedcompletedwip-in-2022/?do=findComment&comment=4976346 That "demo homebrew pack" is for me understand as create images for any homebrew released thus adding in an image pack for Stella. If you can help me with any information thanks very much =) Have an nice week.
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