emkay Posted October 10, 2016 Share Posted October 10, 2016 The interesting part of this game is that isn't something one would expect, but it's doing very well. Just like a special colour at dawning . While dawning is an everyday event, you get fascinated by something special Quote Link to comment Share on other sites More sharing options...
shanti77 Posted October 11, 2016 Share Posted October 11, 2016 Latest version dosen't work good with real Atari, this is version with patch. (Reset Pokey bosconian.xex 9 Quote Link to comment Share on other sites More sharing options...
Kyle22 Posted October 12, 2016 Share Posted October 12, 2016 Someone who is good at editing Wikipedia should add this, and also Sinistar: https://en.wikipedia.org/wiki/Bosconian Quote Link to comment Share on other sites More sharing options...
+therealbountybob Posted October 12, 2016 Share Posted October 12, 2016 This is coming along nicely I'm not familiar with the original game - what is there to expect in terms of difficulty and rounds? The game is now tougher but still fairly easy to complete the 3 rounds. Could you add a pause key and make it reset reboots when you have time, thanks Quote Link to comment Share on other sites More sharing options...
Rybags Posted October 14, 2016 Share Posted October 14, 2016 I don't say this often but maybe it's a bit too hard. But coming along nicely. I wonder though... could the game engine be adapted for Time Pilot ? 2 Quote Link to comment Share on other sites More sharing options...
miker Posted October 14, 2016 Share Posted October 14, 2016 @Rybags: I think it's already in the works. Quote Link to comment Share on other sites More sharing options...
+therealbountybob Posted October 14, 2016 Share Posted October 14, 2016 I don't say this often but maybe it's a bit too hard. But coming along nicely. I wonder though... could the game engine be adapted for Time Pilot ? How is it a bit hard? You can take advantage of the pods each having a place where they don't shoot at you and make a lot of use of the rear shot for the ships Quote Link to comment Share on other sites More sharing options...
Mclaneinc Posted October 14, 2016 Share Posted October 14, 2016 If he can add the galaxain formation from the arcade (if you have mame you will see what I mean) it will be a bloody good version indeed and yes its an ideal engine for time pilot depending on how he does the collision detection as the clouds in TP won't be sprites on the Atari (well I'd think its unlikely) but the multi way scrolling would fit perfectly.. Quote Link to comment Share on other sites More sharing options...
+therealbountybob Posted October 14, 2016 Share Posted October 14, 2016 I've been playing this a fair bit and didn't realise you could destroy the thingys with a shot up the passage I've been happily shooting the canons off each one Looks like there is a lot more to come Quote Link to comment Share on other sites More sharing options...
shanti77 Posted October 16, 2016 Share Posted October 16, 2016 New version: - game need minimum 128KB RAM - no ship acceleration on start - START pause/unpause game , in pause OPTION go to title screen - some graphics - logo - new sound bosconian.xex 10 Quote Link to comment Share on other sites More sharing options...
tjlazer Posted October 16, 2016 Share Posted October 16, 2016 Bummer, only have a 800XL with 64k right now, can't you make it run on 64k? 1 Quote Link to comment Share on other sites More sharing options...
+therealbountybob Posted October 17, 2016 Share Posted October 17, 2016 Bummer, only have a 800XL with 64k right now, can't you make it run on 64k? You guys need to get with the new technology... and get a 130XE Hopefully there will be a 64K version too - you can at least play the previous w.i.p. It's good - and part of the current HSC round ending Sunday Quote Link to comment Share on other sites More sharing options...
Gunstar Posted October 17, 2016 Share Posted October 17, 2016 (edited) With the vast majority of games that are coming out these days being absolutely FREE, People can spend a bit of money on the many internal and external memory upgrades available today. If you are a serious XL/XE user/collector/gamer, there is no reason why anyone with only 64K shouldn't be upgrading to 128-256K at least. If you are not a serious XL/XE user, then guess what? There will be new and old software that you just can't use and since you aren't serious, you'll get over it. I purchased a 130XE as my first Atari years ago, only to discover that most software only used 48K of that memory and a few 64K programs. I lived with inferior versions of popular games for years, because software was mostly written to the lowest common denominator of 48K. Now that people are finally using 128K on a regular basis helps to make up for all the years of lack-luster ports of Atari games in 48K and I say make as many games requiring 128K or more as you can programmers! It's about time, It time the people with less memory get screwed instead of us with extended memory systems. People that insist on keeping only 48K or 64K Atari's can live with it or without it, as the case may be. If you want to be stuck in 64K land, maybe it's time you found a new favorite classic computer, like a Commodore 64....buh-bye! Edited October 17, 2016 by Gunstar 2 Quote Link to comment Share on other sites More sharing options...
shanti77 Posted October 17, 2016 Share Posted October 17, 2016 64KB version: bosconian.xex 7 Quote Link to comment Share on other sites More sharing options...
tjlazer Posted October 17, 2016 Share Posted October 17, 2016 Yeah I know, I need to get a mem expansion for my 800XL. Thanks for the 64k version! Any difference? 1 Quote Link to comment Share on other sites More sharing options...
shanti77 Posted October 17, 2016 Share Posted October 17, 2016 No "game over" digital sample, soft sprites (kamikaze) will be only in one color (no multicolor),and another difference in future like number of levels. 2 Quote Link to comment Share on other sites More sharing options...
rdefabri Posted October 18, 2016 Share Posted October 18, 2016 I like the explosions on the enemy ships. You got the opening screen spot on. Not sure how much it takes to have the words "Blast Off" appear on the side of the screen, but I'm pretty sure that's not in the arcade game. The voice is a very nice touch...this is really well done!! Quote Link to comment Share on other sites More sharing options...
The Usotsuki Posted October 18, 2016 Share Posted October 18, 2016 It's not, though the MSX port has it appear near the center. Quote Link to comment Share on other sites More sharing options...
Rybags Posted October 18, 2016 Share Posted October 18, 2016 (edited) IMO the "Blast Off" graphics is unnecessary and should only be included if it comes to the point of a 64K version without the speech. What would be nice is if the progressive speedup start was brought back, and have the speech going on simultaneous with that. With our modern timer playback methods, no reason to shut everything else down just because some voice stuff is going on. Edited October 18, 2016 by Rybags Quote Link to comment Share on other sites More sharing options...
shanti77 Posted October 18, 2016 Share Posted October 18, 2016 When I play a speech I must off right panel (it also use pokey innterrupt). Quote Link to comment Share on other sites More sharing options...
Heaven/TQA Posted October 18, 2016 Share Posted October 18, 2016 I totally missed the a8 scene for a while... (damned Atari Lynx stuff ) but that looks great! I will post later My Gridrunner port as this was never released either and has digital speech... 5 Quote Link to comment Share on other sites More sharing options...
Rybags Posted October 18, 2016 Share Posted October 18, 2016 OK... couldn't you setup an alternate timer IRQ for when speech is wanted? Still do the panel stuff then immediately do a sample if required. Quote Link to comment Share on other sites More sharing options...
shanti77 Posted October 18, 2016 Share Posted October 18, 2016 Speech will be deformed and also right panel, interrupts will be overlap. I think about some animation on right panel. Quote Link to comment Share on other sites More sharing options...
Rybags Posted October 18, 2016 Share Posted October 18, 2016 What I meant was, use the same timer IRQ for both. Either patch at runtime or have a similar one that's only used when the speech is occurring, then every 4th scanline or whatever the interval is, do a sample. Then on the last one of the active screen, switch to an alternate routine which does offscreen samples. So end result is you probably end up with a bunch of duplicated code and bloat to get the result you want, but that's the price we pay sometimes. Quote Link to comment Share on other sites More sharing options...
shanti77 Posted October 18, 2016 Share Posted October 18, 2016 Only in theory, I sync right panel with dli interrupt, when I play speech I can't sync pokey interrupt. In each frame pokey interrupt will be start form different line and line cycle. Quote Link to comment Share on other sites More sharing options...
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