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zhinchliffe

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  1. I'm pretty sure it's the second model 6-switch - but there should be a channel switch, since there's an empty hole on the bottom marked "CHANNEL SWITCH".
  2. When I hook my recently-acquired Atari up to my television, I get nothing but static. I am assuming this is because the channel switch appears to be missing. Is there any way to replace the switch? Is there any place I can buy a new switch so I can repair it myself?
  3. It's a bootleg-style "demake" of Portal for the Atari 2600. It isn't just in the style, either, it's actually a real Atari 2600 rom that I programmed. It's for the "bootleg demakes" competition over at TIGSource. FEATURES: -two portal gameplay -aiming feature -jumping/platforming -intentional glitches CONTROLS: Super Portals 6 uses a unique two-joystick control scheme to be more faithful to the original portal while still conserving the Atari's limitations. Joystick 1 Left/Right: Move Left/Right Joystick 1 Up: Jump Joystick 2 Left/Right: Aim Counterclockwise/Clockwise Joystick 1/2 Fire: Fire Red/Blue Portals SCREENSHOTS: DOWNLOAD (revision 27 - binary, basic source, assembler source included): http://www.mediafire.com/?uqqckjqznet You'll need an emulator to play it. I recommend Stella.
  4. I'm looking for an Atari 2600. The 2600 was before my time as a gamer but due to batari Basic i've been getting into Atari games and would like to have a console for myself. It doesn't have to be in good condition, as long as it works well, it can be scratched up or anything like that. I'd like it to be fairly cheap - I don't exactly have a lot of spending cash, so mint or boxed is completely out of the question. I need all the cords, and two joysticks are a must. I don't have much to trade, but if there's anything specific that you're looking for to trade, my eyes/ears are open.
  5. all the player0x calculations are correct, but the y calculations see to be about 7 pixels too high. but when I try to subtract (or add, but i think it's subtract) 7, the collision detection just completely gets thrown out the window and goes crazy. edit: nm figured it out. THANKS!!
  6. rem fall if not touching ground if !pfread(b,l) then player0y = player0y + 1 rem push left if in right wall if pfread(k,m) then player0x = player0x - 1 rem push right if in left wall if pfread(j,m) then player0x = player0x + 1 i need to figure out what variables b, j, k, l, and m are in playfield blocks. b should be the playfield equivalent of player0x+4 l should be the playfield equivalent of player0y+7 k should be the playfield equivalent of player0x+8 m should be the playfield equivalent of player0y+3 j should be the playfield equivalent of player0x help a brother out! EDIT: unless there's an easier way to detect collision with the playfield at a specific point - i'd love to hear it.
  7. Sonic CD, hands-down, but I also really like 3K and Rush Adventure. As far as 3D games go, definitely SA2.
  8. hm. I guess I'll have no choice but to learn soldering and such because I want to put my own game on a cartridge. ah well, thanks anyway.
  9. i'm just using pfread now. i didn't know it existed beforehand. edit: so pfread is not what I was looking for after all, because it calculates in playfield blocks rather than onscreen pixels. so hepl plox
  10. How would you go about writing a game's binary file to a real atari cartridge? Is this even possible? If it's too technical (I don't really want to get into soldering and all that, it's not my thing) is there a place where I can pay money to get it done for me?
  11. I want to test collision of a certain x,y value with the playfield. i am making a platform game and want to "push" the player out in a direction if he gets stuck inside a platform, but the direction needs to be determined by which section of the player is embedded in the platform.
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