Lucky Man Posted March 14, 2012 Author Share Posted March 14, 2012 I also found a conversion that Thomas did a while back of Technovision - Nuts that I forgot to post. Similar to the pirate version floating around, but with the correct colors: Nuts__NTSC_by_Thomas_Jentzsch_.bin Quote Link to comment Share on other sites More sharing options...
Omegamatrix Posted November 11, 2012 Share Posted November 11, 2012 Today I did a much better conversion of X'Mission. This one runs at 262 lines making it compatible with everyone's TV's. I also fixed some playfield graphical glitches from the original. I.e. some glitches circled in red: Xmission (NTSC) rev3.bin X'Mission can be challenging until you figure out a few strategies. What I usually do is: Starting level: - Kill the aliens quickly before they fill out the wall. - As you will soon learn, your bullet bounces back in X'mission. Watch out! Hidden Wall level: - Stay to the far right and blast away until the aliens are dead. Try to get out of the way when you seem the aliens coming, and if possible stay above them to avoid their laser beams. - After the aliens are dead if the dock is in the upper portion of the screen, enter the bottom portion of the hidden wall (and vice-versa). Move your ship so that it is partially covered by the black wall, but not so far out that the dock can collide with it. Now you just need to move up\down into position, and then quickly dock. Level 3: - Lightly touch the firebutton so that the level starts. Holding the firebutton sends a shot off (which rebounds and kills you). - Dodge the aliens and dock immediately. It is too tight in this level to try and blast the aliens. - Watch out for the wall fast approaching from behind. This level can be tough! Solid Wall levels: - Kill the aliens immediately, so you can focus on carving out the wall. - After the aliens are dead move close to the wall, but not so close you can't get out of the way of your bouncing bullet. The closer you are the less time it takes to punch a hole through. Use the surrounding objects to stop your ship moving up/down. The idea here is to use the them as a guide for your ship to blast a straight line in the wall. So move down until you stop on a piece, fire, immediately move up and let the bouncing bullet pass by you, move down again, repeat. - The hardest level is when the wall is completely solid, as it is easy to run out of time. The other levels are variants, but only level 3 and the full solid wall are particularly tough. Enjoy! Omega Quote Link to comment Share on other sites More sharing options...
iesposta Posted November 11, 2012 Share Posted November 11, 2012 Today I did a much better conversion of X'Mission. ... Enjoy! Omega Thanks a lot for this! I just played this for the first time last week. One of the strangest playfields / game concepts I've seen. Quote Link to comment Share on other sites More sharing options...
Omegamatrix Posted November 12, 2012 Share Posted November 12, 2012 Thanks a lot for this! I just played this for the first time last week. One of the strangest playfields / game concepts I've seen. X'Mission is a strange beast. At first it is easy to write off as it looks childish, but the game can be a lot of fun (especially the solid wall levels). I just noticed that in demo mode on level 3 the wall pattern starts to differ from the original after a while. I'll have to address that at some point. The original game uses code as data to move the wall around. I took the game, expanded it into 8k, and then placed all of that data as HMOVE values in the second bank (along with the kernel). This allowed me to modify the code while still retaining the original look of the game. 8k also gave me a huge amount of room, so I took alot of subroutines and placed them as copies inline to speed things up a bit, and to get the code to run at 262 lines. I also moved some code from Overscan into VBLANK since the amount of time got quite short in Overscan. The screen is very tall in this game. One of the modifications I did was to make the top and bottom borders thinner. This seemed like a good solution to try and get as much game area on screen as possible. Other mods I did were to slow the vertical movement of the aliens. This made the game more playable IMHO. Also when you first start level 3 if you let go of the firebutton quick you won't let a shot off. The original always fires a shot here and you often die. I'm not sure how this change occured in the code, so right now it is a "happy accident" There are still some todo items left. The original game kept the score stored in 2 registers $EF, and $F0 as straight up hex values. I did some quick look up tables to convert these in Overscan as I really needed the cycles, but it was a super expensive 5 pages of data. Given the time I have these days it was a viable solution. One day I will convert the game to just store the score in BCD (three registers) and free the rom space back. To the user this makes no visible difference in how the game plays. However, one change that would be visible to the user is improving the collision detection. I would like to implement some nice software collision at one point. Then I would move on to converting the sound better. Finally I would probably put some of those subroutines I placed inline and make them subroutines again, if the cycles were still good. Right now I wanted to really ensure I had ample cycles. Quote Link to comment Share on other sites More sharing options...
+thegoldenband Posted November 12, 2012 Share Posted November 12, 2012 Awesome! I too am fond of this quirky game (as evidenced by the "What cart am I?" thread which kind of collapsed after I picked it ), so I'm excited to see it getting some more attention. Quote Link to comment Share on other sites More sharing options...
Lucky Man Posted November 30, 2015 Author Share Posted November 30, 2015 (edited) *Bumpity!* Thomas has fixed the rolling problem in Col'N (Alien's Return). This isn't based on the original PAL ITT Home Vision version, but the supposedly NTSC pirate version. It no longer rolls when all 4 aliens are on the screen. BTW, in case you don't know how to play it, here are some instructions in another thread: http://atariage.com/forums/topic/59639-what-the-deuce-is-going-on-in-aliens-revenge/?p=729301 And in addition to that, the large block that appears in the middle replenishes the blocks you can drop to slow down the aliens. Enjoy! Col'N (NTSC fix by Thomas Jentzsch).bin Edited November 30, 2015 by Lucky Man Quote Link to comment Share on other sites More sharing options...
Thomas Jentzsch Posted November 30, 2015 Share Posted November 30, 2015 There is an 's' missing after the 'z'. Quote Link to comment Share on other sites More sharing options...
Lucky Man Posted November 30, 2015 Author Share Posted November 30, 2015 There is an 's' missing after the 'z'. Oops! Fixed! Sorry Thomas. Quote Link to comment Share on other sites More sharing options...
Thomas Jentzsch Posted November 30, 2015 Share Posted November 30, 2015 NP Quote Link to comment Share on other sites More sharing options...
DrWho198 Posted November 30, 2015 Share Posted November 30, 2015 (edited) Just as a quick note. Westward Ho is not the same as Custers Revenge. The Indian girl is animated in Westward Ho. She calls general Custer over for a hump instead of being raped. And I think some of the sprites are different, but I'm not sure. Edited November 30, 2015 by DrWho198 Quote Link to comment Share on other sites More sharing options...
Lucky Man Posted November 27, 2017 Author Share Posted November 27, 2017 IT'S THE THREAD THAT WON'T DIE! Here is a rom of Artillery Duel that Thomas worked up with the original weird colors, but with 258 lines like the under-cooked PAL release. I actually like this game, but was unhappy to find it rolled on my new TV. Enjoy! Artillery Duel (1983) (Xonox) (258).bin Quote Link to comment Share on other sites More sharing options...
Lucky Man Posted May 27, 2018 Author Share Posted May 27, 2018 (edited) Okay, we've finally done it! Here's the last game, Words-Attack! Brought to you by Omegamatrix. Thank you, sir! (Note: To reduce the scanline count it was necessary to eliminate the boxes at the top of the screen which are used for the letters, lives and score of the 2nd player that you can choose by moving the right difficulty switch to A. So this conversion is just for 1 player.) So unless someone finds another obsure PAL game we've never heard of, we're done! Thanks for all of your help with these everyone! WordsAttack(2018_05_27).zip EDIT: Attached updated rom that fixes 2nd player boxes. Yay! Edited May 28, 2018 by Lucky Man 2 Quote Link to comment Share on other sites More sharing options...
+bfstats Posted May 30, 2018 Share Posted May 30, 2018 AWESOME contributions to the community, Sirs! Congrats, Well Done, and THANK YOU! Quote Link to comment Share on other sites More sharing options...
Lucky Man Posted August 5, 2018 Author Share Posted August 5, 2018 *Bonus conversion!* Thomas has reduced the scanline count on Zoo Fun which worked on some TV's, but rolled on others. Thanks again Thomas! Pumuckl I (Zoo Fun) (1983) (ITT Family Games) (NTSC).bin 1 Quote Link to comment Share on other sites More sharing options...
kevates Posted July 30, 2020 Share Posted July 30, 2020 I downloaded this NTSC conversion of Walker - and tried to play it on my harmony cart - it seems to be PAL and not NTSC - does a better NTSC conversion of Walker exist? - Kevin Quote Link to comment Share on other sites More sharing options...
+SpiceWare Posted July 30, 2020 Share Posted July 30, 2020 8 hours ago, kevates said: I downloaded this NTSC conversion of Walker - and tried to play it on my harmony cart - it seems to be PAL and not NTSC - does a better NTSC conversion of Walker exist? - Kevin At 285 scanlines it's neither PAL (312) nor NTSC (260), but somewhere in between. Quote Link to comment Share on other sites More sharing options...
Thomas Jentzsch Posted July 30, 2020 Share Posted July 30, 2020 Right, but at NTSC the colors are all wrong. Quote Link to comment Share on other sites More sharing options...
kevates Posted July 30, 2020 Share Posted July 30, 2020 (edited) This is how this NTSC conversion of walker looks on the TV (using Harmony Cart and a 2600 Jr.)... is there something I can do to fix this? - Kevin IMG_1408.MOV Edited July 30, 2020 by kevates Quote Link to comment Share on other sites More sharing options...
Thomas Jentzsch Posted July 30, 2020 Share Posted July 30, 2020 Your digital TV has problems handling the odd signal. You would need a version which displays a correct NTSC signal. Which does not exist. Or a CRT. Quote Link to comment Share on other sites More sharing options...
kevates Posted July 30, 2020 Share Posted July 30, 2020 That’s what I figured... too bad it doesn’t exist. Quote Link to comment Share on other sites More sharing options...
+thegoldenband Posted July 31, 2020 Share Posted July 31, 2020 On 7/30/2020 at 1:26 PM, Thomas Jentzsch said: Your digital TV has problems handling the odd signal. You would need a version which displays a correct NTSC signal. Which does not exist. Or a CRT. Does this mean that we're one game short of a full conversion set? Quote Link to comment Share on other sites More sharing options...
Omegamatrix Posted August 1, 2020 Share Posted August 1, 2020 Here's NTSC and PAL60 versions I created. Walker(NTSC).bin Walker(PAL60).bin 1 1 Quote Link to comment Share on other sites More sharing options...
kevates Posted August 1, 2020 Share Posted August 1, 2020 Thanks for posting this. This ROM works great! what a weird game. Quote Link to comment Share on other sites More sharing options...
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