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Posted Fri Jan 9, 2004 2:54 AM
Posted Sun Jan 11, 2004 11:28 PM
Posted Sun Jan 11, 2004 11:32 PM
Posted Sun Jan 11, 2004 11:37 PM
As soon as I finish one full level, I'll release a little "teaser" demo. I have no idea how long it will take, all depends on how my mind and school projects will co-operate with me.
Looks VERY cool! When can we try a demo?
Posted Mon Jan 12, 2004 6:36 PM
Posted Thu Jan 15, 2004 8:19 PM
Posted Fri Jan 16, 2004 6:04 PM
Posted Fri Jan 16, 2004 6:23 PM
The game is not a sonic clone in the gameplay area, it only has similar characters. In the gameplay department it is very similar to Air Zonk (TG-16). The lynx is alot like the GG and is easy to hold, go pick one up if you have the chance, although, in my opinion, GG had better games during its commercial life (NOT INCLUDING LYNX HOMEBREWS!!!! Which are on par or better than some GG games)
I don't have a Lynx and I usually collect for every other Atari system.
Anyway, I like what I see so far. Is this some sort of Sonic clone? I apologize as I am quite unfamiliar with Lynx games.
Still, I've been thinking about picking up a Lynx someday. Game Boys are too unimpressive for me at times. I liked the Sega Game Gear and the Lynx seems similar in size and stature.
Posted Fri Jan 16, 2004 6:33 PM
Posted Fri Jan 16, 2004 6:59 PM
Posted Wed Jan 28, 2004 2:22 PM
Posted Wed Jan 28, 2004 4:51 PM
Posted Wed Jan 28, 2004 6:04 PM
Posted Wed Jan 28, 2004 6:50 PM
I'm aiming for 5 levels, each with varying lengths (the last level will be absurdly huge, as in Air Zonk)
It's good to hear about your progress, and thanks for keeping us updated! How many levels are you aiming for?
Posted Wed Jan 28, 2004 9:54 PM
Posted Wed Jan 28, 2004 10:08 PM
You do have a point! The only reason I was trying to keep it under 512k was because of price. With the extra rom for the L-SOUND upgrade containing the music data, things might get a tad pricey, but you're right. I should worry about making a good game rather than saving space, we dont want another 2600 era arcade port, do we . 5 Levels sounds reasonable to me though, but perhaps I'll try and add mini-bosses like in Air Zonk instead of just one big boss like I had planned.
what is stopping you from going beyond the 512k limit you seem to have
set for yourself,tailchao? a 768k lynx game would be nice to see. we seem
to already have several 512k games for the lynx now. the lynx has the
capability of having up to 2 megabyte game cards for it. just let yourself
go wild,tailchao!! if it is a big game like sonic or air zonk,so what. just go
for it! ---the lynxer
don't cut out levels like they did on dracula:the undead and dirty larry to
keep the tramiels happy. the game is only limited by the time you have to
devote to it "and" your imagination and creativity as a programmer. also,
the fact that you are a lynxer fanatic or not.
Posted Wed Jan 28, 2004 11:09 PM
Posted Thu Jan 29, 2004 3:09 AM
Posted Thu Jan 29, 2004 6:57 AM
The block size of a lynx can easily be expanded to 2048 bytes. The only problem is that the boot loader is currently working with 1024 byte blocks only.
To expand the block size you have to edit the routines in the BLL kit (and the C-compiler in case you use it).
Posted Thu Jan 29, 2004 2:01 PM
the thing is that, I'm not really editing anything internally in the lynx, its more along the lines of, say a sega CD. Things are just added, not changed completely.
I rather optimize Handy for n-gage than start to create Lynx III.
Posted Thu Jan 29, 2004 2:22 PM
Okay, so there seems to be a dispute about things... I'm using all ASM and the BLL kit here, and all I need to know is if the BLL lynxer can assemble a large game (over 512k) and if it requires the AUDIO_IN for bankswitching or not...
If the AUDIO IN-signal cannot be used then you are stuck with a 512k cart. In theory you could use the second strobe for a second rom-chip, that signal is usually used for writes to the cart. That would extend the cart space to 1024k.
Posted Thu Jan 29, 2004 2:27 PM
Hmm, so I may need to modify lynxer, or find a new utility... But at least the AUDIO_IN line is free, as I don't expect to use EEPROM. Thanks!
I can't say if the BLL tool will build an image that big, but the HMS one I modified for the latest release of CM2 won't without another addition. I would suspect that Bastian didn't anticipate games that large either.
As far as the AUDIO_IN line, it's used as the read/write line for EEPROM access on cards that support it so it is available for whatever your program needs it for.
Posted Thu Jan 29, 2004 5:29 PM
Posted Thu Jan 29, 2004 10:52 PM
what you propose sounds very interesting,tailchao. do you think any of
this stuff is really doable on a lynx cart? lynx carts are a tight fit in some
ways on the port and all. not trying to shoot your ideas down at all here.
a lynx one unit is even worse yet for tight cartridge quarters.
the l-sound sounds like a neat add-on for a lynx unit,i'm just having a
little difficulty visualizing what you propose on a cartridge and inside a
lynx 2 unit. do you have any scans of sketches you have done on all
this trying to design it along the way? what you described above sounds
very interesting,and possibly doable. how would you go about doing this
up on other folks lynxes? sounds a little like the backlight/frontlight kit
the folks were proposing for the gba that became a real upgrade hassle.
i'm not saying what you propse cannot be done,will it be very expensive
though? just curious.---the lynxer
Posted Fri Jan 30, 2004 12:38 AM
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