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Everything posted by Dragnerok X
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Yes, I just named the .75 release jstella.jar for convenience sake.
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Recently, I've been trying to integrate jStella into my Geocities website in order to play a few of the homebrew games I offer there. I'm able to get the java window up and visible, but the problem is, I get a red "x" on the upper left hand corner of the java window and this error message when trying to run it: JStella - detected cartridge type: F6 JStella display: YStart=37, DisplayHeight=196 Loaded : Cartridge : CartridgeF6; md5=de7bca4e569ad9d3fd08ff1395e53d2d load: class jstella.runner.JStellaApplet.class not found. java.lang.ClassNotFoundException: jstella.runner.JStellaApplet.class at sun.applet.AppletClassLoader.findClass(Unknown Source) at java.lang.ClassLoader.loadClass(Unknown Source) at sun.applet.AppletClassLoader.loadClass(Unknown Source) at java.lang.ClassLoader.loadClass(Unknown Source) at sun.applet.AppletClassLoader.loadCode(Unknown Source) at sun.applet.AppletPanel.createApplet(Unknown Source) at sun.plugin.AppletViewer.createApplet(Unknown Source) at sun.applet.AppletPanel.runLoader(Unknown Source) at sun.applet.AppletPanel.run(Unknown Source) at java.lang.Thread.run(Unknown Source) Caused by: java.io.IOException: open HTTP connection failed. at sun.applet.AppletClassLoader.getBytes(Unknown Source) at sun.applet.AppletClassLoader.access$100(Unknown Source) at sun.applet.AppletClassLoader$1.run(Unknown Source) at java.security.AccessController.doPrivileged(Native Method) ... 10 more load: class jstella.runner.JStellaApplet.class not found. java.lang.ClassNotFoundException: jstella.runner.JStellaApplet.class at sun.applet.AppletClassLoader.findClass(Unknown Source) at java.lang.ClassLoader.loadClass(Unknown Source) at sun.applet.AppletClassLoader.loadClass(Unknown Source) at java.lang.ClassLoader.loadClass(Unknown Source) at sun.applet.AppletClassLoader.loadCode(Unknown Source) at sun.applet.AppletPanel.createApplet(Unknown Source) at sun.plugin.AppletViewer.createApplet(Unknown Source) at sun.applet.AppletPanel.runLoader(Unknown Source) at sun.applet.AppletPanel.run(Unknown Source) at java.lang.Thread.run(Unknown Source) Caused by: java.io.IOException: open HTTP connection failed. at sun.applet.AppletClassLoader.getBytes(Unknown Source) at sun.applet.AppletClassLoader.access$100(Unknown Source) at sun.applet.AppletClassLoader$1.run(Unknown Source) at java.security.AccessController.doPrivileged(Native Method) ... 10 more ...and if this means anything, here's the code I've placed in for jStella. <applet archive="jstella.jar" code="jstella.runner.JStellaApplet.class" height="436" width="640"> <PARAM NAME=ROM VALUE="Combat_DX_-_Demo_6.bin"> Your browser doesn't seem to support applets. </applet> Any help would be appreciated.
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Again, this is turning out quite well. Any chance you might be able to "fade" the enemies into the background as was done in the original Gosub? That could (theoretically) allow more enemies by freeing up player sprites while the player sprite for a given enemy is inactive (i.e. "faded"). Just a suggestion. Still though, I see your programming abilities are improving (as are mine) and "Gosub 2" would make a pretty good sequel. --Dragnerok X
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Stupid question I probably shouldn't be asking...
Dragnerok X replied to Dragnerok X's topic in batari Basic
O.K. I'll see what I can do. -
Stupid question I probably shouldn't be asking...
Dragnerok X replied to Dragnerok X's topic in batari Basic
Yes... and no. I've been dabbing a bit into AI since July 24th, but haven't gotten too far with it. I could post the code, if that would be any help, but no sound/audio updates to speak of. -
Stupid question I probably shouldn't be asking...
Dragnerok X replied to Dragnerok X's topic in batari Basic
I'm kind of swamped myself, but I think this game should get finished and eventually released. If no one else is going to take it over, I might be able to-- but it would probably be very slow going, and I would want to correspond with you to make sure it stays true to your vision of it. Michael That's fine, just as long as this gets finished. Like you, I've just been extremely busy lately and am worried as to the fact that I would never get to this (i.e. it becomes vaporware); so I'd be glad to co-ordinate with you, and keep in touch as it progresses. You’re probably relatively familiar with this anyways, and if not, the code is commented. -
Stupid question I probably shouldn't be asking...
Dragnerok X replied to Dragnerok X's topic in batari Basic
The offer still stands if there is any interest... -
A few quick questions... (Atari modding related)
Dragnerok X replied to Dragnerok X's topic in Hardware
Yes, that would work. Just remember to ground the cable you are using. Stereo works too with this setup, if you keep the signals separated. -
A few quick questions... (Atari modding related)
Dragnerok X replied to Dragnerok X's topic in Hardware
You should be able to, however, you will have to use a different audio spot (closer to the tia source pin), due to the fact that quite a bit of audio circuitry is being removed; none-the-less (I know this from experience) this will result in much clearer audio. Also, the rf modulator removal should work fine with ben's mod. -
My experience with this may be helpful to you.
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Nice work! You've got me beat.
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Try setting pfrowheight to it's default value just before jumping to the mainloop.
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Well then, if anything, I've known Michael to write a few custom kernals before. If he isn't too busy maybe he could help you. Perhaps then we might be able to work with what you already have. If not that, I have a backup in the works.
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I see what you are saying, Michael. It probably would be more realistic to do it using a kind of "flicker simulated RGB" method than anything in the sense that it's easier to write. To tell you the truth, my "grid" started as more of a proof of concept than anything... Never the less, I do think that the mid-line color approach could be the most effective way in going through with this, in the sense that there wouldn't be any flicker associated with it, which is definitely a plus. However, like you said, a custom kernal would have to be written, which would require quite a bit of skill on anyone's part, in essentially 6502 assembly. I know a bit of it, that is, enough to get a general idea of what someone is trying to accomplish in a program, but not quite enough to write a kernal; so I'm probably out. If you know what you are doing yuppicide, you probably could get this done, but I am also unsure whether my grid is spaced out enough to make the color changes in time. My advice: If you can handle 6502 asm, let's try the mid-line approach, otherwise, let's stick with flicker and see where we can go from there.
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accidental post, ignore this.
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Not necessarily. You can use the player sprites too, like I did, if you position the two sprites together to make it seem like it is a larger one (which can then be used to make sprites up to 16 pixels in size, 48 if you can get around using a sneaky assembly trick.) and from there use the NUSIZ register to enlarge them to fill most of the screen. The reason I took this approach was I wanted to save the playfield for you to use which, with the higher resolution option provided in bB 1.0, should give you quite a bit of flexibility to work with when designing your squares for the game. Michael's (SeaGtGruff's) method also seems to be a good possibility for such a game. That usually means bB has encountered an unknown command, variable, label or just bad spacing. Try opening up the command prompt (assuming you are running windows) and drag the 2600bas.bat file followed by your game's .bas file onto it, and press enter. It should generate a list of any errors in the code, and from what line they are on. Thanks! It, irronically, came from a tech demo I made over this past year which used some of the things I'm teaching you right now. -------------------------------------------------------------------------------------------------------------------------------- If you have any more questions, by all means, post away!
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Yes, you can. Just click on "Lo-Fi Version" towards the bottom of this page.
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Online Atari 2600 Label Maker : Now with Silver Labels
Dragnerok X replied to Cropsy's topic in Atari 2600
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Stupid question I probably shouldn't be asking...
Dragnerok X replied to Dragnerok X's topic in batari Basic
I'm sorry if I haven't posted in a while. This project isn't necessarily "dead", I've just been very busy lately. However, in the assumption that I cannot keep a steady schedule, and with this project's progress near a halt; I would like to open the opportunity up for someone to finish this. If interested, pm me, and I will set you up as soon as I can. -
I wouldn't call it "dead"; I just haven't posted my work for a while. None the less, feel free to p.m. me about this if you are still interested.
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Stupid question I probably shouldn't be asking...
Dragnerok X replied to Dragnerok X's topic in batari Basic
It's been near a month already, and I've been so pre-occupied with everything (everything = setting up a few g3 macs for network gaming) that I've hardly had any time to work on this, and for the life me, I wish I had some. Well at least I have some kind of an update. Basically, this is a revamp of the sound system for the game with both tanks "sharing" the two channels. I've also added firing sounds in; but this system is quite far from complete, and with just a few minutes of play, it's flaws are quite obvious. Oh well, it's an update none-the-less. Tell me what you think. Combat_DX.bas Combat_DX.bas.bin -
I've been extremely addicted to Thrust+ Platinum (esp. the later reverse gravity levels) and Go Fish lately, so I would recommend taking either of those for a spin.
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No, it's an ae, if you look at an 'e' upside down, it kinda looks like an a (especially in Times New Roman, or Verdana.) That's what I was trying to capture, kinda like the loop-de-loop logo thingee on an Apple keyboard button. Like this?
