Devin Posted March 18, 2009 Author Share Posted March 18, 2009 I'm also going to attempt to create a PAL version. Since the gameplay is based on timing tables, it won't be too much of a nightmare. Quote Link to comment Share on other sites More sharing options...
cd-w Posted March 18, 2009 Share Posted March 18, 2009 I'm also going to attempt to create a PAL version. Since the gameplay is based on timing tables, it won't be too much of a nightmare. A PAL60 version (same timings as the NTSC version, but PAL colours) will be fine for most PAL people (like myself). Chris Quote Link to comment Share on other sites More sharing options...
Frotz Posted March 18, 2009 Share Posted March 18, 2009 Select boxer screen? Where was that? Quote Link to comment Share on other sites More sharing options...
Devin Posted March 18, 2009 Author Share Posted March 18, 2009 Select boxer screen? Where was that? When you jump from the title screen, you can select your opponent. This was mainly for testing purposes. In the final version, you will have to start with Tomato ken and work your way up. Quote Link to comment Share on other sites More sharing options...
Devin Posted March 18, 2009 Author Share Posted March 18, 2009 I'm also going to attempt to create a PAL version. Since the gameplay is based on timing tables, it won't be too much of a nightmare. A PAL60 version (same timings as the NTSC version, but PAL colours) will be fine for most PAL people (like myself). So, Atari's in Europe could play both PAL 50 and PAL 60? Quote Link to comment Share on other sites More sharing options...
vdub_bobby Posted March 18, 2009 Share Posted March 18, 2009 I'm also going to attempt to create a PAL version. Since the gameplay is based on timing tables, it won't be too much of a nightmare. A PAL60 version (same timings as the NTSC version, but PAL colours) will be fine for most PAL people (like myself). So, Atari's in Europe could play both PAL 50 and PAL 60? The Atari (the TIA) determines the color (AFAIK) but your code determines how many scanlines to output. Whether picture is stable or not depends on whether the TV can handle the scanlines your code puts out. I believe that virtually all TVs in Europe these days can handle both 50Hz and 60Hz displays. Quote Link to comment Share on other sites More sharing options...
Impaler_26 Posted March 18, 2009 Share Posted March 18, 2009 The Atari (the TIA) determines the color (AFAIK) but your code determines how many scanlines to output. Whether picture is stable or not depends on whether the TV can handle the scanlines your code puts out. I believe that virtually all TVs in Europe these days can handle both 50Hz and 60Hz displays. Yep, i also think most TVs in Europe can handle 60Hz so a PAL60 version would be fine. Quote Link to comment Share on other sites More sharing options...
Devin Posted March 19, 2009 Author Share Posted March 19, 2009 (edited) Thanks for all the info everyone! The PAL60 version was much easier than expected. Here is the final WIP of the game in both NTSC and PAL60. ... I have to admit that NTSC is vastly superior. If you are using Stella, make sure to Control-F the PAL version to the correct palette. WIP___2009_03_18___NTSC.bin WIP___2009_03_18___PAL_60.bin Edited March 19, 2009 by Devin Quote Link to comment Share on other sites More sharing options...
Frotz Posted March 25, 2009 Share Posted March 25, 2009 Congrats on getting so far with this project. Do you have any plans for distributing it in cartridges? I must be doing something wrong when trying to play the PAL version. Stella starts it up with the wrong colors, then when I hit ^F, it goes black-and-white. Quote Link to comment Share on other sites More sharing options...
LS_Dracon Posted March 25, 2009 Share Posted March 25, 2009 Congratulations Devin! Ko Cruiser is a great game I must be doing something wrong when trying to play the PAL version. Stella starts it up with the wrong colors, then when I hit ^F, it goes black-and-white. Works fine for me, what Stella version have you? Quote Link to comment Share on other sites More sharing options...
Devin Posted March 25, 2009 Author Share Posted March 25, 2009 At this point, I think I can finally call the project complete. I've attached the final PAL and NTSC binaries. I've also attached the incomplete manual in PDF format. The manual is essentially complete with the exception of the Credits page which will be filled in later Thank you everyone for your help and feedback. KO_Cruiser_final_ntsc.bin KO_Cruiser_final_pal.bin K.O_Cruiser_Manual_almost_done.pdf Quote Link to comment Share on other sites More sharing options...
Corby Posted March 25, 2009 Share Posted March 25, 2009 Quote Link to comment Share on other sites More sharing options...
+Nathan Strum Posted March 25, 2009 Share Posted March 25, 2009 Lookin' good! One suggestion for the manual: listing the A/B switches as A/Expert, B/Novice for those of us with Sears consoles. (Also, Tomato Ken's picture doesn't match the final binary.) Quote Link to comment Share on other sites More sharing options...
NML32 Posted March 25, 2009 Share Posted March 25, 2009 Very, Very nice. I can't wait to buy my copy. Quote Link to comment Share on other sites More sharing options...
MrBeefy Posted March 26, 2009 Share Posted March 26, 2009 Manual looking good. Can't want to see what the art will look like and be able to get this on cartridge! Quote Link to comment Share on other sites More sharing options...
Devin Posted March 26, 2009 Author Share Posted March 26, 2009 Lookin' good! One suggestion for the manual: listing the A/B switches as A/Expert, B/Novice for those of us with Sears consoles. (Also, Tomato Ken's picture doesn't match the final binary.) Doh! I'll fix the picture and label the switches A/Expert, B/Novice. Quote Link to comment Share on other sites More sharing options...
gambler172 Posted March 27, 2009 Share Posted March 27, 2009 Hi Devin Great work.Plays very well.Cannot wait to see it on cartridge. greetings Walter Quote Link to comment Share on other sites More sharing options...
+cvga Posted March 28, 2009 Share Posted March 28, 2009 I'll be ordering this one on cart as soon as it's available also. Excellent Job!!! Quote Link to comment Share on other sites More sharing options...
TrekMD Posted March 28, 2009 Share Posted March 28, 2009 Count on me getting one as well! Quote Link to comment Share on other sites More sharing options...
Frotz Posted March 29, 2009 Share Posted March 29, 2009 Congratulations Devin!Ko Cruiser is a great game I must be doing something wrong when trying to play the PAL version. Stella starts it up with the wrong colors, then when I hit ^F, it goes black-and-white. Works fine for me, what Stella version have you? Version 2.2 on Linux. Quote Link to comment Share on other sites More sharing options...
+thegoldenband Posted March 29, 2009 Share Posted March 29, 2009 (edited) This one came out really well. It's got great graphics of course, and is very well-designed with a nice depth of play that surpasses many games from the succeeding console generations, let alone the Atari 2600. I hope this is the first of many such efforts from Devin. (I still wish I could interrupt the victory tune, but you can't have it all, I guess.) Out of curiosity, how are people handling Major Concussion at the end? I feel like when he goes into his rapidfire punches, there's nothing to do but either block rapidly -- and somehow that never quite seems to work -- or punch him endlessly, making him block without damage, until the end of the round. Is there a countermove I'm missing that can interrupt the punch-torrent? Edited March 29, 2009 by thegoldenband Quote Link to comment Share on other sites More sharing options...
LS_Dracon Posted March 29, 2009 Share Posted March 29, 2009 (edited) Version 2.2 on Linux. It's an old version, the latest is 2.75 I think worth download the latest linux version : http://stella.sourceforge.net/ Out of curiosity, how are people handling Major Concussion at the end? I feel like when he goes into his rapidfire punches, there's nothing to do but either block rapidly -- and somehow that never quite seems to work -- or punch him endlessly, making him block without damage, until the end of the round. Is there a countermove I'm missing that can interrupt the punch-torrent? I try to block many punches as possible while pushing to side, then only 1 punch can hit you, note in this move 3 or 4 punches don't take much damage. Edited March 29, 2009 by LS_Dracon Quote Link to comment Share on other sites More sharing options...
Godzilla Posted March 30, 2009 Share Posted March 30, 2009 great old nintendo punch-out feel, very impressive for the 2600. can't wait 2 get a cart myself Quote Link to comment Share on other sites More sharing options...
Devin Posted May 15, 2009 Author Share Posted May 15, 2009 (edited) Here is one final update. I fixed some timing issues on actual hardware. This is a test version that still let's you select your opponent. I went ahead and added one feature that I planned in the sequels. When a punch is landed, sometimes the human or player would move and the other would not. This was a side effect of unsync frame delays when moving. The new version will "stick" the two together so moving is more consistent. This binary allows you to select your opponent. KO_Cruiser_2009_05_14_Test.bin Edited May 15, 2009 by Devin Quote Link to comment Share on other sites More sharing options...
tremoloman2006 Posted May 26, 2009 Share Posted May 26, 2009 I LOVE this game! I can't wait to buy a copy and play it on real hardware. Quote Link to comment Share on other sites More sharing options...
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