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Super ROL out


Nukey Shay

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Currently working on cleaning up Super Breakout (to fix stuff like the missing attract and B&W colors), so I threw this together. Eliminating player-specific routines saved quite a lot of space...and it also allowed for a 2-player "progressive" mode (tho they share the same screen). If the game selection is made more efficient, it should be possible to mix in a lot of other variations...such as the ones in the original game.

 

It looks as though the programmer intended to use a wider screen originally (due to how a couple of routines set up bricks), but there wasn't enough cycle time in the original to display them properly. That is fixed, so there are 8 additional bricks on the right.

 

Rolling the lines would have caused the "cavity" mode to look odd, so I had 2 solutions I could use - either fill in the line completely (this does not cause problems with the imbedded balls), or skip rolling those lines. I chose the latter simply because it looks better IMO.

 

Should be playable on anything. The boot sequence currently does not check for a 7800 console, but that's not a big issue yet (because B&W support still hasn't been completely fixed).

SuperROLout.zip

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Hacks no longer match an original, so Stella won't recognize it as needing a specific controller. To fix this, highlight the rom and select options to update the controller setting.

Well I got this to work and I thank you SO MUCH but now I have a new question. I got myself a supercharger and i read your original ROL-OUT was compatible with the supercharger. I have yet to find a program tto convert .bin to wav or to mp3. I read everywhere make wav will do this but I can not find such a program. Do you have a .WAV file I can download or do you know a program that will convert .bin to .wav? I really would like to play this on an authentic Atari with proper paddles.

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  • 1 year later...

Currently working on cleaning up Super Breakout (to fix stuff like the missing attract and B&W colors), so I threw this together. Eliminating player-specific routines saved quite a lot of space...and it also allowed for a 2-player "progressive" mode (tho they share the same screen). If the game selection is made more efficient, it should be possible to mix in a lot of other variations...such as the ones in the original game.

 

It looks as though the programmer intended to use a wider screen originally (due to how a couple of routines set up bricks), but there wasn't enough cycle time in the original to display them properly. That is fixed, so there are 8 additional bricks on the right.

 

Rolling the lines would have caused the "cavity" mode to look odd, so I had 2 solutions I could use - either fill in the line completely (this does not cause problems with the imbedded balls), or skip rolling those lines. I chose the latter simply because it looks better IMO.

 

Should be playable on anything. The boot sequence currently does not check for a 7800 console, but that's not a big issue yet (because B&W support still hasn't been completely fixed).

Got my super charger finally working with custom roms. Can not wait to try this on real hardware thanks

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  • 2 years later...

I have to say I love ROL OUT and SUPER ROL OUT but I have always had a slight problem with the original Super Breakout which is the same problem in Super ROL OUT. I'm so Good at this game that I eventually cause the game to band down every time the ball hits my paddle. This is a cool feature but then I run into getting such little space between the bricks and the ball. The banding happens so quickly that I can never get back into the higher scoring bricks as I'm always stuck with the low point bricks. I plow threw 5 walls in super speed at the very bottom and its a crazy mess while banding more bricks and I can only keep it up for 5 sets of bricks to break threw before my hands start to shift position off the paddle controller at those sepeeds. This then starts me with a new ball and just as I start to get into blocks that earn more points once again I'm stuck in the bricks banding down. If I play at my MAX skill level I make less points then when I intentionally loose a ball before all the brings start getting to low and near valueless. Is there a way to fix this problem say like after so many 1 point value bricks are hit the ball warps to the top of the screen or perhaps in the middle so it does not set off the smaller paddle. Anyway I always liked 7 progressive mode but it just punishes me for being good at the game. It also gets boring going super slow speed on my last 4 balls until the banding starts again where it instantly goes MAX speed. I know there is a Last brick on screen before it bands down into oblivion that earns extra points but those hit so rarely for the point system plus I want to break threw rather then as I always do seem to get stuck at the bottom while more come from the top endlessly never being able to break threw. If you need video proof that this is how the game treats me I'm all to willing to provide it.

 

I hope you can make me a solution I'm even willing to pay you to make it.

On 7/17/2010 at 9:31 AM, Nukey Shay said:

Currently working on cleaning up Super Breakout (to fix stuff like the missing attract and B&W colors), so I threw this together. Eliminating player-specific routines saved quite a lot of space...and it also allowed for a 2-player "progressive" mode (tho they share the same screen). If the game selection is made more efficient, it should be possible to mix in a lot of other variations...such as the ones in the original game.

 

It looks as though the programmer intended to use a wider screen originally (due to how a couple of routines set up bricks), but there wasn't enough cycle time in the original to display them properly. That is fixed, so there are 8 additional bricks on the right.

 

Rolling the lines would have caused the "cavity" mode to look odd, so I had 2 solutions I could use - either fill in the line completely (this does not cause problems with the imbedded balls), or skip rolling those lines. I chose the latter simply because it looks better IMO.

 

Should be playable on anything. The boot sequence currently does not check for a 7800 console, but that's not a big issue yet (because B&W support still hasn't been completely fixed).

SuperROLout.zip 21.19 kB · 323 downloads

 

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  • 4 weeks later...

Dear Nukey Shay,

Hi, Sorry for writing this comment here but I could not find the relevant topic,anyway,I recently downloaded Double dragon with invincible mod for Atari 2600 hacked by you,I wonder if it is possible for you,to kindly provide invincibility for the second player too? having this option I could play the game with my friends...thanks in advance for your concern.

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