+Allan Posted March 7, 2010 Share Posted March 7, 2010 Can you check the date of the ROM in your downloaded cj_5200.zip, it should be 5th March? yea, it's march 5th. Allan Quote Link to comment Share on other sites More sharing options...
Wrathchild Posted March 7, 2010 Author Share Posted March 7, 2010 OK, I'm asking then for ideas from programmers here as to what might be causing this. What I'd solved was the crash occuring in Atari800WinPLus when the 'Shift' key was pressed, fixed by disabling the interrupt. With Claim Jumper, the 'Start'key logic doesn't appear to differ from how I've done this in other games. sub_0_A85C: ; LDA #8 ; STA byte_0_D01F ; LDA byte_0_D01F ; LSR ; BCC loc_0_A86D ; Test for START key NOP NOP NOP NOP LDA key CMP #$C BEQ loc_0_A86D ; LDA #0 STA byte_0_6FA RTS loc_0_A86D: LDA byte_0_6FA BEQ loc_0_A873 RTS loc_0_A873: PLA PLA LDA #1 STA byte_0_6FA ... Quote Link to comment Share on other sites More sharing options...
Greg2600 Posted March 7, 2010 Share Posted March 7, 2010 (edited) Okay, tested on my 5200. Chop Suey works fine (Pause/Reset don't do anything but who cares). Really impressed with the animation characteristics of Chop Suey, and music. As with Capture the Flag, not well suited for the 5200's analog stick. As for Claim Jumper, the Fire-2 crashing is gone! As for the Start button, it literally works seemingly when it wants to. Sometimes I hit Start and I go right in, other times I'm hitting it for 30 seconds continuously. I think this was the same way in your previous version, I am finding now. Perhaps I was lucky before, and didn't notice the problem, chalking it up to lousy 5200 controller keys? Edited March 7, 2010 by Greg2600 Quote Link to comment Share on other sites More sharing options...
kenfused Posted March 8, 2010 Share Posted March 8, 2010 OK, I'm asking then for ideas from programmers here as to what might be causing this. What I'd solved was the crash occuring in Atari800WinPLus when the 'Shift' key was pressed, fixed by disabling the interrupt. With Claim Jumper, the 'Start'key logic doesn't appear to differ from how I've done this in other games. You might make sure the existing code for the game isn't setting SKCTL to 3 anywhere. If it is change it to set SKCTL to a 2. Quote Link to comment Share on other sites More sharing options...
Wrathchild Posted March 8, 2010 Author Share Posted March 8, 2010 Thanks for the reports guys, can I just ask the following too for Claim Jumper: 1) Is the odd start key behaviour just seen on the title page, e.g. within the game itself you can restart by pressing start at any time, does that work straight away? 2) Do the Option key replacement (# I think) take you to the game option menus from the title screen straight away or does it too misbehave? Another conversion, Kid Grid, to be added to the site later today. Quote Link to comment Share on other sites More sharing options...
Wrathchild Posted March 8, 2010 Author Share Posted March 8, 2010 Kid Grid available on the conversions page. 1 Quote Link to comment Share on other sites More sharing options...
+Allan Posted March 8, 2010 Share Posted March 8, 2010 Thanks for the reports guys, can I just ask the following too for Claim Jumper: 1) Is the odd start key behaviour just seen on the title page, e.g. within the game itself you can restart by pressing start at any time, does that work straight away? 2) Do the Option key replacement (# I think) take you to the game option menus from the title screen straight away or does it too misbehave? Another conversion, Kid Grid, to be added to the site later today. Both don't work at all. The keys work fine on other games so there is definetely something wrong in CJ. Allan Quote Link to comment Share on other sites More sharing options...
MIKE5200 Posted March 9, 2010 Share Posted March 9, 2010 How about making a great casino game for the 5200? Thanks Quote Link to comment Share on other sites More sharing options...
Wrathchild Posted March 9, 2010 Author Share Posted March 9, 2010 (edited) Something like Las Vegas Casino? Or have a look under the 'Gambling...' searches using the 'Genre' filter here. Edited March 9, 2010 by Wrathchild Quote Link to comment Share on other sites More sharing options...
Greg2600 Posted March 10, 2010 Share Posted March 10, 2010 Kid Grid works fine on a 5200, nice game, good music. Claim Jumper start button works sporadically both on title screen and in game. Quote Link to comment Share on other sites More sharing options...
Wrathchild Posted March 11, 2010 Author Share Posted March 11, 2010 Thanks again to Allan for providing label images for both 'Kid Grid' and 'Capture the Flag', now up on the web-page. Quote Link to comment Share on other sites More sharing options...
Greg2600 Posted May 5, 2010 Share Posted May 5, 2010 Hey Wrath, anything cooking? Any chance of releasing Rampage in 32K size? Quote Link to comment Share on other sites More sharing options...
Wrathchild Posted May 13, 2010 Author Share Posted May 13, 2010 Hi, sorry for being a stranger to the 5200 board for a while. Last attempt I had at trying to pinpoint why the 5200 port of Rampage was differing from the A8 one failed to uncover anything, so it has been parked since. As is the way, recent contract roles I've been doing (away from home) seem to keep me busy in the evening too instead of the A8/5200 work I had planned . Therefore when I get back I'll post up the work-in-progress version so you can try it out. Best wishes, Mark Quote Link to comment Share on other sites More sharing options...
bohoki Posted May 13, 2010 Share Posted May 13, 2010 (edited) any chance for a tutti fruitti conversion http://www.emuparadise.org/Atari_8-bit_Family_ROMs/Tutti_Frutti/114806-download Edited May 13, 2010 by bohoki Quote Link to comment Share on other sites More sharing options...
Greg2600 Posted May 14, 2010 Share Posted May 14, 2010 Oh, I thought you had Rampage working aside from the title screen? What (if any) documentation have you been using to recode these games? I know this link has been around, but it really says little about what/how to redesign the games. I'd give it a shot if there was some direction to follow. Quote Link to comment Share on other sites More sharing options...
Wrathchild Posted May 15, 2010 Author Share Posted May 15, 2010 Sadly not so easy. The game has had some changes due to the move from PAL to NTSC which could be interfering in terms of less time available to some routines. The other issue is that the move from a RAM based game to ROM could suffer from some hang-overs if I've missed some code that modifies the addresses under the ROM area in the 5200. However I have checked this by also relocating the A8 version and seeing if it writes to the $4000->$C000 and it isn't. The bug itself that I'm not happy with is that, upon occasions, when a monster jumps from the left or right most building and so goes off that side and reappears and lands on the opposite side, then the animation can get stuck in an endless loop meaning that the monster cannot move. Last build image attached so you can get an impression of what could be... Regards, Mark rampage_ntsc.zip 1 Quote Link to comment Share on other sites More sharing options...
Greg2600 Posted May 16, 2010 Share Posted May 16, 2010 Thanks for sharing. I don't mind the off the screen thing so much. Getting the monster to move and punch is difficult. Thought I've played some Rampage ports which were just that (7800). Quote Link to comment Share on other sites More sharing options...
slampam Posted January 12, 2011 Share Posted January 12, 2011 @ Wrathchild Zybex? http://www.atarionline.pl/forum/comments.php?DiscussionID=843&page=1 32K ROM of A5200 + 16K RAM = 48K total memory (or so I've been told) If too RAM intensive, no worries. Quote Link to comment Share on other sites More sharing options...
carmel_andrews Posted January 12, 2011 Share Posted January 12, 2011 @ Wrathchild Zybex? http://www.atarionline.pl/forum/comments.php?DiscussionID=843&page=1 32K ROM of A5200 + 16K RAM = 48K total memory (or so I've been told) If too RAM intensive, no worries. only way you'll get zybex working on a 5200 is by modifying the a8 loader (that's where the xl/xe bank switch code is)....just going by memory Quote Link to comment Share on other sites More sharing options...
Greg2600 Posted January 12, 2011 Share Posted January 12, 2011 Shouldn't almost any XL game be convertible and usable on the AtariMax Ultimate SD cart when it comes out? He's adding all kinds of RAM and bank switching and stuff. Quote Link to comment Share on other sites More sharing options...
carmel_andrews Posted January 12, 2011 Share Posted January 12, 2011 As far as i understand, the 5200 uses old a800 bank switching, which isn't the same as xl/xe bank switching Quote Link to comment Share on other sites More sharing options...
classics Posted January 13, 2011 Share Posted January 13, 2011 Shouldn't almost any XL game be convertible and usable on the AtariMax Ultimate SD cart when it comes out? He's adding all kinds of RAM and bank switching and stuff. The SD cart has 512KB of bank switched RAM, which games can access, but like all bank switched memory the program has to know how to use it. It should make it easier to port games that require more than 16K of RAM, but the games still require disassembly/conversion. Steve Quote Link to comment Share on other sites More sharing options...
tz101 Posted January 13, 2011 Share Posted January 13, 2011 Could Battlezone and Crystal Castles be ported? Please say, "yes". Quote Link to comment Share on other sites More sharing options...
Charlie_ Posted January 13, 2011 Share Posted January 13, 2011 Could Battlezone and Crystal Castles be ported? Please say, "yes". http://www.youtube.com/watch?v=-OEM9LEhA0s Quote Link to comment Share on other sites More sharing options...
lucifershalo Posted January 15, 2011 Share Posted January 15, 2011 is NECROMANCER convertible? Quote Link to comment Share on other sites More sharing options...
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