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About TwentySixHundred
- Birthday 11/28/1983
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Custom Status
1.79 MHz
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Gender
Male
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Location
Adelaide, Australia
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7800Basic
bB
Lua -
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Atari 2600
Atari 7800
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Thanks, yeah it lived most it's life at a take-away (fish&chips) shop down the road from where i grew up. In 1997 they were changing business owners and the old owners were selling it off along with a pinball machine they had. As we used to sit and play while waiting for our food my father decided to buy it. $60 wasn't exactly cheap in 97 although in hindsight it was a bargain. As far as i know from what my father said is, they would sell old PCBs and replace with a new game every few years or so. I am guessing there was a business that did the swap for these shops that had cocktails. Not sure how many are still kicking around as i very rarely see them these days. Told my father if he was ever going to get rid of it to let me know. So about 6 years ago he came around my house with it on a trailer 😃
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Thanks, the baby dino really adds character No worries and was high time i focused on updating the HUD. Playing around with this has given me some more ideas to spruce it up. Yes, i really should have waited as that was a rushed feature to add. Basically you can gain a life every 2nd level if you have less than the original 3. The concept really makes no sense and i have no idea what the method to my madness was 🤣 This will be a fix for the next build.
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Thanks for the kind words mate, it's great to hear you're enjoying the development process as much as we are 😉👍
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New build, a little earlier than usual but i wanted to get baby dino's features out there. Changelog: Build_20240306 graphics - baby dino running sprites (KG) graphics - baby dino laughing sprites (KG) graphics - HUD changes and level displayed during gameplay (AQ) engine - egg idle then pulsates when ready to hatch (KG)(AQ) engine - baby dino chasing caveman routine (AQ) engine - baby dino laughs when caveman retreats (AQ) engine - for every two levels you can get an extra life (AQ) bugfix - incorrect frame removed and knockback timing (KG)(AQ) bugfix - lava splat skipped when bitten by baby dino (KG)(AQ) LatestBuild: StoneAge_bankset_20240306.a78 StoneAge_bankset_20240306.bin
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Hi everyone, so i wanted to get this build released before i go much further. Next release im hoping to focus a little more on the audio side of things and baby dino's routines. Special thanks to Mike @RevEng for providing a custom 7800Basic build and all the information to tight-pack graphics. This along with the answers to my questions really helped free some graphics bank(s) space 👍 Also special thanks to Konstantinos @TIX for the new updated sprites as they're always fantastic 👍 Changelog: Build_20240225 graphics - mama t-rex idle sprites revised (KG) graphics - mama t-rex eating sprites revised (KG) graphics - mama t-rex egg knockback sprites (KG) graphics - pterodactyl sprites revised (KG) graphics - pterodactyl knocked out sprites (KG) graphics - baby dino hatch/running (KG) graphics - eggs partially hidden within cave (AQ) engine - pterodactyl knocked out routine (AQ) engine - egg knockback and baby hatch routines (AQ) engine - temporarily omitted the level colour cycle - till i tackle it correctly (AQ) engine - baby dino routines (AQ) code - graphics packing (MS) code - sprite alignments for graphics packing and optimization (MS)(AQ) code - some clean up of redundant code and routine flow (AQ) LatestBuild: StoneAge_bankset_20240225.a78 StoneAge_bankset_20240225.bin
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Atari Dev Studio for Homebrew Development [Release]
TwentySixHundred replied to mksmith's topic in Homebrew Discussion
Cheers mate, forgot all about that. It's been a few years since dabbling around with bB- 655 replies
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- batari basic
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Atari Dev Studio for Homebrew Development [Release]
TwentySixHundred replied to mksmith's topic in Homebrew Discussion
I can't see where you have included the 'score_graphics.asm' command in your posted source. As far as i remember with bB, you need to include .asm files in the last bank or the current bank used in your source file. asm include "score_graphics.asm" end- 655 replies
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- batari basic
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7800basic beta, the release thread
TwentySixHundred replied to RevEng's topic in Atari 7800 Programming
Hi Mike, so i am getting this error when trying to add another large mother t-rex sprite. segment: "GAME" 4000 vs current org: 4111 stack allowance: 22 nested subroutines. the canary is situated at: $1d2 stack allowance: 22 nested subroutines. the canary is situated at: $1d2 banksetrom.asm (294): error: Origin Reverse-indexed. I am guessing this is an overflow/space issue? Edit: Think i answered my own question. After shuffling the sprite into another bank that has more space it compiles. Not leaving me with much left in all the banks so i am going to have to make a sacrifice somewhere as i have a few other smaller sprites to add 🤔 -
Thanks to everyone for their support 👍 Make sure to check out all the other nominated entries and vote for those you like. Next update coming soon.
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Two flying pterodactyls most likely wont make the cut. It's possible towards the end of development i can experiment with a secondary. However due to the size of many of the sprites there maybe rendering time issues. So for the moment i would rather add the necessities first then look into it. Maybe/maybe not I can probably add the level number to the information bar (will be testing for next update). Personally i would rather the level displayed on the left then have life and axe icons in the center. Correct there isn't anyway to gain extra lives. I would like to add the feature but limit the max to 3, so players have the chance to gain a reward but cannot rack lives. This is a great idea that only the other day i was thinking about level intermissions. As it stands there isn't much to it, however i would really like to show the caveman having a break after a big night hunting. The return of him cooking an egg does sound appealing, along with reusing sprites. There is also 3 other animations of that scene, yet to be added and TIX has already done the artwork 😉👍
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@fdr4prez Yes that is correct, there is no difference from armature and pro other than the fireball starting speed. I have added the selection of the two more for the framework but haven't implemented many changes. I believe 1 stone axe rather than 3 on pro setting was a suggestion by Trebor and was also mentioned on ZPH IIRC. This is an area i need to work on and having the feature on the titlescreen just reminds me to get it done sometime 😁
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Ah yes thanks for the reminder, i was trying many different colour cycles and couldn't find one i was happy with. So i sat it on the backburner and keep forgetting to look into it. Don't know if i want a progressive day/night cycle or really what i should do about it at this stage 🤔
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Thanks mate, yeah TIX has gone above and beyond with the pixel art. Even when i mentioned we could use more colours, he insisted pushing his abilities with a monochrome background. I think it looks amazing and really highlights his skill when restrictions are in place. When he was designing the volcano animation i forgot to tell him by doing so it freed up an additional colour 😆🫣 But nonetheless it still looks brilliant. Thankyou for the support 👍 Most definitely can arrange that and thanks for pointing it out. Very challenging when living in a world where a volcano is spitting lava balls at you while on a quest to steal eggs from a mama T-Rex 🤣 Yes a great point though and was thinking it should be a safe area. I just need to make it so the lava balls become unpredictable if hiding. That way the player can't use it to their advantage 😉👍