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jrok

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jrok last won the day on August 1 2011

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    Atari VCS Game Dev.

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  1. Is there any way to copy a graphic defined in score_graphics.asm into a player sprite? In particular, I was hoping to target and copy some of the extra ($A-F) graphics used with Omegamatrix's modified DPC kernel.
  2. Sorry, I drifted off topic there. Yeah, that was the original question, I just included that sample in case I wasn't explaining the desired (sprite) effect well enough. Yes, it is. I tried to RTFM for this, but I couldn't find it documented anywhere. Thanks, again.
  3. No worries. Just in case I wasn't explaining myself right, I wrote a little test program a while back that does a similar color swap with the playfield object. set kernel DPC+ dim PF_line = a dim chroma = b dim chroma_shift = c goto Start bank2 bank 2 Start playfield: ..............XXX............... .............XXXXX.............. .............XXXXX.............. .............XXXXX.............. .............XXXXX.............. .............XXXXX.............. .............XXXXX.............. .............XXXXX.............. .............XXXXX.............. .............XXXXX.............. .............XXXXX.............. .............XXXXX.............. .............XXXXX.............. .............XXXXX.............. .............XXXXX.............. .............XXXXX.............. .............XXXXX.............. .............XXXXX.............. .............XXXXX.............. .............XXXXX.............. .............XXXXX.............. .............XXXXX.............. .............XXXXX.............. .............XXXXX.............. .............XXXXX.............. .............XXXXX.............. .............XXXXX.............. .............XXXXX.............. .............XXXXX.............. .............XXXXX.............. .............XXXXX.............. .............XXXXX.............. .............XXXXX.............. .............XXXXX.............. .............XXXXX.............. .............XXXXX.............. .............XXXXX.............. .............XXXXX.............. .............XXXXX.............. .............XXXXX.............. .............XXXXX.............. .............XXXXX.............. .............XXXXX.............. .............XXXXX.............. .............XXXXX.............. .............XXXXX.............. .............XXXXX.............. .............XXXXX.............. .............XXXXX.............. .............XXXXX.............. .............XXXXX.............. .............XXXXX.............. .............XXXXX.............. .............XXXXX.............. .............XXXXX.............. .............XXXXX.............. .............XXXXX.............. .............XXXXX.............. .............XXXXX.............. .............XXXXX.............. .............XXXXX.............. .............XXXXX.............. .............XXXXX.............. .............XXXXX.............. .............XXXXX.............. .............XXXXX.............. .............XXXXX.............. .............XXXXX.............. .............XXXXX.............. .............XXXXX.............. .............XXXXX.............. .............XXXXX.............. .............XXXXX.............. .............XXXXX.............. .............XXXXX.............. .............XXXXX.............. .............XXXXX.............. .............XXXXX.............. .............XXXXX.............. .............XXXXX.............. .............XXXXX.............. .............XXXXX.............. .............XXXXX.............. .............XXXXX.............. .............XXXXX.............. .............XXXXX.............. .............XXXXX.............. ..............XXX............... end data zonelumshift $00,$00,$02,$02,$04,$06,$08,$0A,$0C,$0E, $00,$00,$00,$02,$02,$02,$04,$04,$04,$06, $02,$02,$04,$04,$02,$02,$04,$04,$02,$02, $00,$02,$04,$06,$08,$08,$06,$04,$02,$00, $00,$02,$00,$04,$00,$06,$00,$08,$00,$0A end chroma = 16 WritePFColorLoop DF0FRACINC=128 DF1FRACINC=128 DF2FRACINC=128 DF3FRACINC=128 DF4FRACINC=128 DF6FRACINC=128 DF7HI = 10 DF7LOW = 52 PFColor for temp1 = 0 to zonelumshift_length DF7PUSH = zonelumshift[PF_line] + chroma PF_line = PF_line + 1 next PF_line = 0 rem Press and release the fire button to change the color if joy0fire then chroma_shift = 1 if !joy0fire && chroma_shift then chroma_shift = 0 : chroma = chroma + 16 drawscreen goto WritePFColorLoop It's been a couple of years since I've tucked into bB, and I forget how I determined the hi and lo pointers for the playfield. I assume I could use a similar technique to color the background, right?
  4. I have related question: Suppose I wanted to do the following: - Define the colors for each line of a virtual sprite (in a data statement, I'm guessing? Then push them into the sprite?) - Add a multiple of 16 to each line when the code is run. I'm trying to build a palette swapping function, preserving each line's brightness while shifting the hue. Thanks again.
  5. I've noticed it's fairly straightforward to randomize P0's colors with the statement: player0color = rand Is there a similarly simple method of assigning random colors to a virtual player? Thanks, J
  6. jrok

    Charge!

    Yes, exactly. Any road-based enemy (evil knight, grendel) is flickered at 30hz with the player knight when both are displayed on the screen. Each of those is drawn using P0 and P1.
  7. jrok

    Charge!

    It's been a while since I've worked on this game (or on any VCS stuff, period). I still don't think it's necessarily a fun game, and I'm not sure that adding bells and whistles like the falling princesses will solve that problem. If I can find the time to tuck back into this game, I think I might take a big step back and change some of the fundamental gameplay.
  8. Thanks for chiming in with your two cents, Soulblazer. That was really helpful, and worth every penny.
  9. You want to critique my well-jumping style? What are you, the John Madden of E.T.? I don't recall offhand how many times I fell in a well. Hard to count when I'm half asleep. What "story"? What's there to "know" about this game? It's not fucking chess. Weren't you asking questions about this game on a different thread, where I tried to help you understand the concept of writing randomized zones? I guess that's a mistake I won't make again. Merry Christmas. Get fucked. J.
  10. I didn't realize RT had a mistress. Thought he was a one-alien kind of guy.
  11. I'm starting to. How mature of you. Oh, I see. So I guess you're claiming that screenshot I posted is some sort of a lie? How nice. I guess that makes me part of the Lizard Illuminati conspiracy against E.T, HSW Steven Spielberg and "controlled randomness". If you really think it's so odd that someone can pick up E.T. and immediately beat it, I'm not sure what to tell you. It is an easy game, even without collecting candy and getting the part from Elliot. I'm certainly not going to download software and play this turd twice in one day to prove something to a deranged E.T. crackpot with a chip on his shoulder. That's like trying to teach a pig to sing. Wastes my time and annoys the pig. Cheerio, J
  12. For those who don't want to take RT's online graduate degree course in "How to Play a Shitty Game", here's how to beat E.T.: 1. Scrub the ground in each of the pit rooms for "?" marks. Press the button to see if there's a piece in one of the pits, and keep that position in mind. 2. Scrub the ground for the phone home and pickup symbols and keep those in mind. 3. Scrub the ground (monotonous, I know) for a roman numeral symbol and keep that in mind. 4. Make a run at all three pits with the pieces in them, collecting them one after the other. If the FBI guy tails you, stand on the roman numeral and press the button, then continue collecting pieces. 5. Stand on the phone home symbol and press the button 6. Stand on the pickup symbol and press the button. 7. Take game out of Atari and place it into box. 8. Wait 35 years, then sell.
  13. I know this game is an obsession for you -- not exactly a secret. Obsession isn't necessarily a bad thing (in one way or another, most people in this hobby all mildly obsessive) But at times your passion for it can turn you into a raving jackass. I haven't said anything contradictory about E.T.'s alleged "gameplay." I said the pits are no fun. They aren't. I said the bad guys are more annoying then dangerous. I said that the screen movement is busted. It is. As soon as I fired this junker up, all of that continued to be true. It also was as easy as I remember. Granted, I just beat it on "A", which is so ridiculously easy it's hard to call it a game. I suppose I could try it again on "B", but whatever added difficulty the faster agents offer won't change the fact that it's just not fun to evade them. And wishes aren't horses. But given how obnoxious you are being, why would I want to reward you by jumping through your hoops? I'm sure just ask for another video anyway ("This time do it on hard! Now with Elliot on the screen!"). Basically, this all adds up to a big case of fuck you, RT. I'm sorry you think that "E.T." is so challenging it requires 170 Youtube videos to teach people how to play it. That's fucking tragic, man.
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