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Bosconian for the 8-bits


413 replies to this topic

#26 shanti77 OFFLINE  

shanti77

    Chopper Commander

  • 101 posts
  • Location:Poland

Posted Sun Sep 18, 2016 2:57 PM

I try only on Altirra, maybe conflict on 0 page.

#27 Gunstar ONLINE  

Gunstar

    Gunstar

  • 8,526 posts
  • Location:Kellyville, Oklahoma

Posted Sun Sep 18, 2016 3:34 PM

I had no problem loading it onto my PAL converted 1200XL with SIO2PC.


Edited by Gunstar, Sun Sep 18, 2016 3:35 PM.


#28 therealbountybob OFFLINE  

therealbountybob

    Quadrunner

  • 7,427 posts
  • High Score Club - Post a score already
  • Location:Approaching "Space Fortress Omega"

Posted Sat Sep 24, 2016 12:08 PM

Thanks for creating this :thumbsup: :thumbsup:

 

Played on 130XE PAL/1050 Mydos/Mypicodos.

 

Was a little slow but plays very nicely  :thumbsup:  After round 3 it went back to round 1 but with more targets to destroy? Is there some information on the game? Is it finished or still being worked on?

 

I've added it into the current High Score Club's 'Mixed Bag' round if anyone wants to post a score :)



#29 +Adam+ OFFLINE  

+Adam+

    Moonsweeper

  • 387 posts

Posted Sat Sep 24, 2016 12:50 PM

Is there some information on the game? Is it finished or still being worked on?

 

It's still under production, here's the latest version:

http://atarionline.p...&page=2#Item_45



#30 shanti77 OFFLINE  

shanti77

    Chopper Commander

  • 101 posts
  • Location:Poland

Posted Sat Sep 24, 2016 12:54 PM

This game isn't ready, you can see oryginal game on youtube

 

Here is my latest version

Attached Files



#31 snicklin OFFLINE  

snicklin

    River Patroller

  • 2,066 posts
  • Location:Australia

Posted Sun Sep 25, 2016 5:23 AM

Your version seems very close to the final version. I can't even tell what is missing, unless you're adding speech.

 

I'm impressed that you can get it so similar.



#32 rdefabri OFFLINE  

rdefabri

    Star Raider

  • 90 posts

Posted Sun Sep 25, 2016 4:55 PM

Nicely done!  Looks like you can't shoot the enemy ships yet, but looks mostly finished, what a great job!!



#33 Mclaneinc ONLINE  

Mclaneinc

    Quadrunner

  • 5,007 posts
  • Location:Northolt, UK

Posted Mon Sep 26, 2016 1:55 AM

I can't remember if you could shoot the ghost ships, I thought you could only flee them, must have a bash at the arcade now to check. That said, its looking great and fantastic to still see conversions coming out...

 

Beers all around people...

 

 

EDIT:

 

Yes you could shoot the ships, my apols and its missing the Galaxian group that you get when you hear "Battle Station" BUT considering its being done by 1 person with some help and works on a non memory upgraded Atari (thinking room for speech) I think its ace. Is the sprite engine capable of the galaxian group, ie is it planned to add?

 

Whatever the answer its a damn good job so far..


Edited by Mclaneinc, Mon Sep 26, 2016 2:07 AM.


#34 shanti77 OFFLINE  

shanti77

    Chopper Commander

  • 101 posts
  • Location:Poland

Posted Sun Oct 2, 2016 12:23 PM

Next version with first synthesized speech ;) BlastOff

Attached Files



#35 Mclaneinc ONLINE  

Mclaneinc

    Quadrunner

  • 5,007 posts
  • Location:Northolt, UK

Posted Sun Oct 2, 2016 12:36 PM

Epic :)



#36 Goochman OFFLINE  

Goochman

    Quadrunner

  • 6,828 posts
  • Moongates to the Past

Posted Sun Oct 2, 2016 12:37 PM

Wow fantastic port!



#37 Stephen OFFLINE  

Stephen

    Quadrunner

  • 6,493 posts
  • A8 Gear Head
  • Location:No longer in Crakron, Ohio

Posted Sun Oct 2, 2016 1:04 PM

Wow - this is absolutely great!  I'd pay for a cart.



#38 Bryan OFFLINE  

Bryan

    Quadrunner

  • 10,729 posts
  • Cruise Elroy = 4DB7
  • Location:Chesaning, MI

Posted Sun Oct 2, 2016 1:42 PM

Wow, very nice!

 

The ship death explosion 'square' needs to look less square please :)

 

Agreed. An easy trick for this is to flicker the player between more than one horizontal position with different dot patterns. This can allow you to make it seem bigger and the flicker is no big deal because it's an explosion anyway. Another method would be to use a spread out missile pattern since they can be positioned independently.



#39 shanti77 OFFLINE  

shanti77

    Chopper Commander

  • 101 posts
  • Location:Poland

Posted Sun Oct 2, 2016 1:54 PM

Death explosion is now only random bits , I don't draw it, this is code in asm :) (this is temporary)

Edited by shanti77, Sun Oct 2, 2016 1:54 PM.


#40 FifthPlayer OFFLINE  

FifthPlayer

    Moonsweeper

  • 318 posts

Posted Wed Oct 5, 2016 9:33 AM

I'm trying to play the .xex file on an NTSC 130XE loaded off SIO2SD, and I get an orange screen with a "Loading" message immediately followed by the system freezing.  (I'm holding down Option to disable the built-in Basic).

 

Is there something special I need to do in order to get this game to work?



#41 shanti77 OFFLINE  

shanti77

    Chopper Commander

  • 101 posts
  • Location:Poland

Posted Wed Oct 5, 2016 9:55 AM

Game use pages 3,4,5 (512-1535) maybe loader SIO2SD also use this memory. In next version I want use extended ram (>64kb) then these pages will be free.

#42 FifthPlayer OFFLINE  

FifthPlayer

    Moonsweeper

  • 318 posts

Posted Wed Oct 5, 2016 7:11 PM

Game use pages 3,4,5 (512-1535) maybe loader SIO2SD also use this memory. In next version I want use extended ram (>64kb) then these pages will be free.

 

 

That sounds likely.  I will try putting the XEX on a DOS ATR and see if I can load it that way.  Thanks.



#43 shanti77 OFFLINE  

shanti77

    Chopper Commander

  • 101 posts
  • Location:Poland

Posted Wed Oct 5, 2016 9:23 PM

Of course I dont use 3 page, only 4,5. On 2 page are all shadows registers.

#44 shanti77 OFFLINE  

shanti77

    Chopper Commander

  • 101 posts
  • Location:Poland

Posted Sun Oct 9, 2016 1:34 PM

New version:

- enemy see your ship and attack him

- collison with enemy ship

 

 

Attached Files



#45 Mark loves Stella OFFLINE  

Mark loves Stella

    Space Invader

  • 27 posts
  • Location:Concord, NC

Posted Sun Oct 9, 2016 8:45 PM

This game is coming together really well. Great Job! It is really challenging now. Love it.



#46 Mclaneinc ONLINE  

Mclaneinc

    Quadrunner

  • 5,007 posts
  • Location:Northolt, UK

Posted Mon Oct 10, 2016 1:21 AM

Yes, keeps getting better and better...Fantastic work...



#47 jvas OFFLINE  

jvas

    Moonsweeper

  • 406 posts
  • Location:Budapest, Hungary (Europe)

Posted Mon Oct 10, 2016 5:21 AM

I have a feeling, that the collision detection is too strict... Great conversion otherwise!

#48 devwebcl OFFLINE  

devwebcl

    Stargunner

  • 1,138 posts
  • Location:Chile

Posted Mon Oct 10, 2016 6:18 AM

cool, now it's much harder... so more similar to arcade version :thumbsup: :thumbsup: :thumbsup:



#49 Lord Thag OFFLINE  

Lord Thag

    River Patroller

  • 3,176 posts
  • We put our faith in Blast Hardcheese
  • Location:The Land that Time Forgot

Posted Mon Oct 10, 2016 1:41 PM

Just played this last night. This is turning into an A-list port.

Really happy someone finally gave Bosconian a good home version. I love the arcade.

#50 robc OFFLINE  

robc

    Space Invader

  • 49 posts
  • PRESS PLAY ON TAPE
  • Location:Melbourne, Australia

Posted Mon Oct 10, 2016 1:41 PM

This most recent build is feeling really, really, really solid. I need to get it copied over to my 800XL for a real spin, but a quick whirl under emulation certainly was feeling great. Keep at it :D






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