Nukey Shay Posted March 22, 2004 Author Share Posted March 22, 2004 Too bad the score is done in playfield GFX...no way to make vector versions of the digits Quote Link to comment Share on other sites More sharing options...
ATARI TROLL Posted March 22, 2004 Share Posted March 22, 2004 Love the vector @ Nukey: There isn't much more to improve on! This hack kicks ass! Love the double shot and thin line! Cheers Quote Link to comment Share on other sites More sharing options...
neotokeo2001 Posted March 22, 2004 Share Posted March 22, 2004 I always wanted to do a Space Armada hack, but it just did'nt look right without the color. This is just a quick version to see if it was possible. I think it would have passed as an M-Network version of Space Armada. space_armada.zip Quote Link to comment Share on other sites More sharing options...
Cybergoth Posted March 22, 2004 Share Posted March 22, 2004 Hi there! I wonder why nobody ever attempted to create a game that uses that method to get 12 30hz characters across the screen? Stellar Trek. Greetings, Manuel Quote Link to comment Share on other sites More sharing options...
Nukey Shay Posted March 22, 2004 Author Share Posted March 22, 2004 No...I was thinking more along the lines of arcade games, like Galaxian, Space Invaders, and such. 12 sprites horizontal would be more authentic...and flicker would be minimal. BTW I updated the game rom. The ground shifts color when the game is inactive (so that the end of the game is more obvious). Quote Link to comment Share on other sites More sharing options...
Retrofan Posted March 22, 2004 Share Posted March 22, 2004 now each row can have it's own color, just like SI Deluxe I like this rainbow version most. And with no color shifting it would be my all time favorite . Can you make a special version? Quote Link to comment Share on other sites More sharing options...
Nukey Shay Posted March 22, 2004 Author Share Posted March 22, 2004 Sure thing. Took me a while to backpedal and remember what I did originally BTW since the table length is 14 bytes long, I -could- have a seperate color on even the shifting version. This isn't how the arcade game works tho, so I changed it only on every other line to simulate the color bands. Unchanging rainbow version (SI deluxe is still in the first post on page 1): sirainbow.zip Quote Link to comment Share on other sites More sharing options...
Retrofan Posted March 22, 2004 Share Posted March 22, 2004 Thanx, it's great! Quote Link to comment Share on other sites More sharing options...
Nukey Shay Posted March 23, 2004 Author Share Posted March 23, 2004 Invisible invaders games corrected. They will now be invisible unless a UFO lights their way or you blast one Quote Link to comment Share on other sites More sharing options...
StanJr Posted March 24, 2004 Share Posted March 24, 2004 so do we have a FINAL bin of this hack? Looks amazing, by the way Nukey. Quote Link to comment Share on other sites More sharing options...
Out_of_Gas Posted March 24, 2004 Share Posted March 24, 2004 This takes me back to the day when S.I. came out. My dad works on arcade games, so I was there when they came out. This absolutely rocks!!!!! Quote Link to comment Share on other sites More sharing options...
Nukey Shay Posted March 24, 2004 Author Share Posted March 24, 2004 so do we have a FINAL bin of this hack? Possibly...though I never really consider something finished if there are still known issues left unresolved. It's only 4 of them, and none are serious, but it's there. Still drifting back and messing with it occasionally. With 5 free bytes of ram, I should be able to clear out a sizable chunk of memory once it's labelled better. Quote Link to comment Share on other sites More sharing options...
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