Yautja Posted February 10 Share Posted February 10 16 hours ago, RafalDudek said: Base system PAL 800XL Additional devices None OS firmware AltirraOS 3.41 for XL/XE/XEGS [DB5D4910] Mounted images None This fixed the issue. Many thanks. Quote Link to comment Share on other sites More sharing options...
popmilo Posted February 10 Author Share Posted February 10 9 hours ago, _The Doctor__ said: What is the current requirements for TONY memory computer wise etc. in any event? If someone comes along and says it doesn't work but they have CGIA etc, cause you know ... it might work or not. I use almost every possible part of memory now I needed that as I've packed title screen etc. Just story text is almost 4kb long... 64k is enough and works in most cases I've tested so far including my own 800xl with memory expansion. Anyway, we'll make final game work on as most machines as we can without need for memory expansions. Quote Link to comment Share on other sites More sharing options...
woj Posted February 10 Share Posted February 10 (edited) I played it once on my real machine yesterday, what I noticed is that there is still no debounce on for fire on the title screen? It totally flashed through the text intro screen. EDIT: I played ver 6. Personally I like colorfull games (in the old times both for my Atari and PC I only had monochrome monitors and was always envious of the colors others had, this stayed with me), but this one is making up for this in so many ways. What was tiny bit disappointing was to hear the music only on the left channel, I do understand that the game will probably stay mono and is meant for stock machines (very noble approach!), nevertheless, such a waste with so good music and so many stereo setups around 😉 But more seriously - are there plans for the game to also have (choosable over music) SFX? I can imagine something like a spooky background wind like noise / base tune and SFXs over that 😉 Edited February 10 by woj 1 Quote Link to comment Share on other sites More sharing options...
popmilo Posted February 10 Author Share Posted February 10 1 hour ago, woj said: I played it once on my real machine yesterday, what I noticed is that there is still no debounce on for fire on the title screen? It totally flashed through the text intro screen. EDIT: I played ver 6. Personally I like colorfull games (in the old times both for my Atari and PC I only had monochrome monitors and was always envious of the colors others had, this stayed with me), but this one is making up for this in so many ways. What was tiny bit disappointing was to hear the music only on the left channel, I do understand that the game will probably stay mono and is meant for stock machines (very noble approach!), nevertheless, such a waste with so good music and so many stereo setups around 😉 But more seriously - are there plans for the game to also have (choosable over music) SFX? I can imagine something like a spooky background wind like noise / base tune and SFXs over that 😉 Yes there will be sfx and they sound great, just need to code routines for playing them 2 2 Quote Link to comment Share on other sites More sharing options...
popmilo Posted February 10 Author Share Posted February 10 V8 - fixed leftover pixels on bats moving in complex paths. It was a different kind of bug then on Skulls, but not hard to fix, two lines of code tony v8.xex tony v8.atr 1 5 Quote Link to comment Share on other sites More sharing options...
popmilo Posted February 11 Author Share Posted February 11 Well I hope that now I've really fixed that leftover pixels on bats bug One line of code was missing... I got help from guys on Atarionline.pl forum again, they pointed me in the right direction and an hour of debugging later, everything makes sense and I can not reproduce bug anymore. ps. I've added use of space bar/Start key at game over screen too. tony v9.xex tony v9.atr 8 2 Quote Link to comment Share on other sites More sharing options...
ALEXANDER Posted February 11 Share Posted February 11 22 hours ago, popmilo said: V8 - fixed leftover pixels on bats moving in complex paths. It was a different kind of bug then on Skulls, but not hard to fix, two lines of code tony v8.xex 39.09 kB · 17 downloads tony v8.atr 90.02 kB · 9 downloads Thanks Popmilo ! Great work. A full demo gameplay for your effort. 4 2 Quote Link to comment Share on other sites More sharing options...
pirx Posted February 11 Share Posted February 11 On 2/10/2024 at 3:54 AM, woj said: disappointing was to hear the music only on the left channel @popmilo you can do fake stereło by saving previous frame pokey values and pushing them to +$10 pokey registers in the next frame. it'll cost you a fistful of bytes and sounds surprisingly OK-ish ;))) btw - "A Fistful of Bytes" <--- nice name for a little prod :] 2 1 1 Quote Link to comment Share on other sites More sharing options...
Irgendwer Posted February 12 Share Posted February 12 27 minutes ago, pirx said: "A Fistful of Bytes" <--- nice name for a little prod Next is "Once upon a time in the RAM"? 2 1 Quote Link to comment Share on other sites More sharing options...
pirx Posted February 12 Share Posted February 12 Trilogy: - a fistful of bytes - for a few bytes more - the good, the bad and the commodore 10 Quote Link to comment Share on other sites More sharing options...
popmilo Posted February 12 Author Share Posted February 12 Nice idea with double pokey writes. I can do that. I'm in process of writing routines for playing fx, so will try to do stereo pokey at the same time. 2 Quote Link to comment Share on other sites More sharing options...
Beeblebrox Posted February 12 Share Posted February 12 Just now, popmilo said: Nice idea with double pokey writes. I can do that. I'm in process of writing routines for playing fx, so will try to do stereo pokey at the same time. Cool, the music sounds great already. Will be interesting to see how it sounds. Talking of the music, I wondered why the score for the C64 version of Tony is completely different? The A8 one gives more of a sense of tension and atmosphere, which fits the game better in IMHO. Not that the SID C64 music doesn't sounds good - it just sounds like that score would be more fitting for a space/sci fi game: C64 Tony: 1 Quote Link to comment Share on other sites More sharing options...
popmilo Posted February 12 Author Share Posted February 12 18 minutes ago, Beeblebrox said: Talking of the music, I wondered why the score for the C64 version of Tony is completely different? The A8 one gives more of a sense of tension and atmosphere, which fits the game better in IMHO. Not that the SID C64 music doesn't sounds good - it just sounds like that score would be more fitting for a space/sci fi game: i would say it's artistic freedom Each platform music was done by different person as much as I know. I like the Amiga version for example. 1 Quote Link to comment Share on other sites More sharing options...
_The Doctor__ Posted February 12 Share Posted February 12 (edited) Wow the Atari 8 version music is a much better fit, it really adds to the game. Amiga does the same and seems playful. I have no idea what c64 peeps were thinking. Edited February 12 by _The Doctor__ 1 Quote Link to comment Share on other sites More sharing options...
RafalDudek Posted February 12 Share Posted February 12 Atari XL/XE TONY main screen music is here (by Caruso - Michal Brzezicki) ATARI MAIN MUSIC.mp4 2 Quote Link to comment Share on other sites More sharing options...
_The Doctor__ Posted February 12 Share Posted February 12 I believe we are focused on in game, game-play music and the wonderful atmosphere and ambiance it is providing. Title screen / Main Screen music is a nice build up. I like the Amiga Title/Main screen jungle feel as well, both the Amiga and Atari 8 gameplay music is fitting. The '64 seems like title main screen continues into gameplay and is taken to some sort of astral plane in space. I think that was the observation/feeling about it. 3 Quote Link to comment Share on other sites More sharing options...
ascrnet Posted February 13 Share Posted February 13 Great game my congratulations to the team, it's so good I finished it in one go. 🤩 I hope in the future there will be a smooth NTSC version. 😁 3 Quote Link to comment Share on other sites More sharing options...
Beeblebrox Posted February 13 Share Posted February 13 9 hours ago, ascrnet said: Great game my congratulations to the team, it's so good I finished it in one go. 🤩 I hope in the future there will be a smooth NTSC version. 😁 and that's only level 1 beta 1 1 Quote Link to comment Share on other sites More sharing options...
+ZeroPage Homebrew Posted February 15 Share Posted February 15 ZeroPage Homebrew is playing Tony on tomorrow's ZPH stream LIVE on Twitch! Hope you can join us! Fri Feb 16, 2024 | LIVE @ 10AM PT | 1PM ET | 6PM GMT WATCH LIVE: https://twitch.tv/zeropagehomebrew/ WATCH LATER: https://youtube.com/zeropagehomebrew/ 6th Annual Atari Homebrew Awards Nominee Playthroughs: Best Atari 8-Bit/5200 Homebrew (Original) Best Atari 8-Bit/5200 Homebrew (Port) Best Atari 8-Bit/5200 WIP (Original) Best Atari 8-Bit/5200 WIP (Port) Games: Tony (2024 WIP | A8) by Vladimir Janković @popmilo (Code) / Rafał Dudek @RafalDudek (Graphics) / Michał 'Caruso' Brzezicki (Sound) 4 2 Quote Link to comment Share on other sites More sharing options...
mono Posted February 16 Share Posted February 16 On 2/12/2024 at 3:04 AM, pirx said: Trilogy: - a fistful of bytes - for a few bytes more - the good, the bad and the commodore Spaghetti games. 1 3 Quote Link to comment Share on other sites More sharing options...
RafalDudek Posted February 16 Share Posted February 16 23 hours ago, ZeroPage Homebrew said: ZeroPage Homebrew is playing Tony on tomorrow's ZPH stream LIVE on Twitch! Hope you can join us! Fri Feb 16, 2024 | LIVE @ 10AM PT | 1PM ET | 6PM GMT WATCH LIVE: https://twitch.tv/zeropagehomebrew/ WATCH LATER: https://youtube.com/zeropagehomebrew/ 6th Annual Atari Homebrew Awards Nominee Playthroughs: Best Atari 8-Bit/5200 Homebrew (Original) Best Atari 8-Bit/5200 Homebrew (Port) Best Atari 8-Bit/5200 WIP (Original) Best Atari 8-Bit/5200 WIP (Port) Games: Tony (2024 WIP | A8) by Vladimir Janković @popmilo (Code) / Rafał Dudek @RafalDudek (Graphics) / Michał 'Caruso' Brzezicki (Sound) great promotion of our game, I'm very glad that you are so interested in the game... it's a great motivation for us 4 2 Quote Link to comment Share on other sites More sharing options...
+ZeroPage Homebrew Posted February 16 Share Posted February 16 34 minutes ago, RafalDudek said: great promotion of our game, I'm very glad that you are so interested in the game... it's a great motivation for us It was so much fun to play today on ZPH! Thank you so much for making the game and I'm very looking forward to more! - James 4 1 Quote Link to comment Share on other sites More sharing options...
patjomki Posted April 17 Share Posted April 17 (edited) On 2/5/2024 at 5:00 PM, popmilo said: V9 - REALLY fixed leftover pixels on bats moving in complex paths Unfortunately even in V9 sometimes leftover pixels are still there. I enjoyed the demo level nevertheless very much 👍 and finished it several times since release. Edited April 17 by patjomki 1 Quote Link to comment Share on other sites More sharing options...
woj Posted April 17 Share Posted April 17 51 minutes ago, patjomki said: Unfortunately even in V9 sometimes leftover pixels are still there. I enjoyed the demo level nevertheless very much 👍 and finished it several times since release. I have seen that too playing ~2 weeks ago, but forgot to post. 1 Quote Link to comment Share on other sites More sharing options...
popmilo Posted April 17 Author Share Posted April 17 Thanks for playing the game ! Even in it's raw, demo version Work on the full game is going on well, it's almost 100% done, you'll get a chance to play it soon 11 5 Quote Link to comment Share on other sites More sharing options...
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