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DiscoSnorlax

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    aka DiscoPanda

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Space Invader

Space Invader (2/9)

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  1. Yeah, found the binary before I made that last post. Guess what threw me off was that you said something about an assembly file and not a binary...
  2. The assembly file is posted in the thread. Most of the routines from the original game I left alone (aside from removing any stack use), so it's easy enough to see were my hacks to the code were added. Multiple-color sprites are possible (SIdeluxe even features this in an early version - Hippie Invaders). So using two-color sprites would be similar. If you use my hack, just move the line that alters the color line counter so it happens on every scanline (IIRC, it's called Icolor)...and then reset it at the start of each new row. ...it is? All I could find were a bunch of .bin files. And disassembling one of those doesn't seem to show any Icolor (did a Find), so...??
  3. Well, by the time I'm done with it, it won't be called Space Invaders... Yeah, the controls, gameplay, and positions of things on the screen will be the mostly the same, but the graphics wil be... how shall I say... "noticeably different". Although I might try to rig it to always be in super-easy mode, with the selector simply toggling between 1P/2P...
  4. I've seen hacks that change the colors of the invaders in Space Invaders, ones that make the missiles turn different colors as they travel up/down the screen, etc. So far I've figured out how to set the colors for the player, the bcakground, etc, and how to set the invaders all to one solid color. I'm just trying to figure how to make the top 8x7 of each invader be color #$XX and the bottom 8x3 of each invader be color #$YY (the same #$XX and #$YY for every single one, if that simplifies things any) Changing colors and sprites isn't all I plan to do. It's simply what I'm starting with. Also planning to: Figure out how to add a title screen. Add music (like in Combat Rock or Berzerk/Mr Roboto, already downloaded Music Kit 2.0) Possibly add some sound samples at intro screen, level start, and lose-life/game-over (total 3 samples)... although all I understand about that at the moment is clearing screen, setting a sound, and varying the volume from a big chunk of data...) Yeah, I have little idea what I'm doing , but if I take it one step at a time and learn as I go along...
  5. Well, the idea for the credits counter (1 'coin' = 1 credit, 1 play = 1 credit per player) is so that you could press the coin button several times (i.e. pump in multiple coins at one time), and when you game over you simply go on hitting 1P or 2P and playing on rather than it forgetting the extra presses (a.k.a. "Eating one's money")
  6. I was just thinking, the idea behind some of the hacks I see is to make the game more like the 'arcade' version, right? Perhaps it would be possible to hack a game to act like a coin-op, using the 'booster grip' inputs for things like a coin changer (or more likely a button representing one, like MAME does.) The reaon I suggest that interface approach instead of using controller2's button is A) 2-player games would probably need that button still, and B) provide more buttons on each controler port for 'player'/start buttons (the one with the little person outline or 'start' or whatever on it) Perhaps coin and Start/1Player on controller 1 and an optional coin and 2Player on controller 2? Not sure how hard it'd be to take something like one of the PacMan arcade hacks and add checks for coins and a 'credits' counter and such. Just thought I'd throw out the idea and see if anyone thought it was a good one.
  7. Dunno, I sorta lost it a while back, actually. But the batteries are new out of the package, so at least it's not low batteries... No, no card inserted. To be honest, I only have one card, some file manager or something. And I know it's not a problem with the parallel port thing, because I've lost that who-knows-where in the house, too. :/
  8. Since the Atari Portfolio (HPC-004) doesn't really fit into either of the "systems" forums for computers (it's neither 8-bit nor does it use an m68k chip, it says it's 16-bit on the front and supposedly uses an 80c88 chip) I'll post here... The thing is, when I put the batteries in, it does a hard boot (usually they do a hard boot when initially given power then they just soft-boot afterwards), asks for which language/keyboard layout I want - then after I select a language it just locks up at a blinking cursor. Sometimes when it locks up, it will respond to keypresses with the normal click, but nothing changes onscreen, and eventually it starts beeping when the keyboard buffer fills up. The rest of the time it simply ignores the keyboard entirely, and I can't even turn it 'off' (soft off), and need to pull the batteries to stop it. Any clue what could be wrong with it or how to fix it? Any help would be appreciated.
  9. Does anyone have the pinouts for the Flashback 1 controllers? The ones that came with it make my hands hurt (whichever hand is doing the shooting at least), and the directional stick reacts oddly sometimes, so since it's actually a famiclone I'd like to make an adapter to hook an NES controller to it. A numbered NES pinout and a FB1 pinout with numbers matched to the apropriate pins would work even I suppose. (Btw, I know there's complaints of your ship not drifting after acceleration in Asteroids, I actually kinda like it that way though...)
  10. Sounds easy to me... Generally a cart-slot-modded one disables the onboard games when there's a cart in, right? Make a cart-on-a-chip or something, have it /always/ disable the onboard games, and then have a real cart being in the cart-slot disable /it/. Then again, what do I know?
  11. Well, yesterday I downloaded the versions of the ones I mentioned that had the biggest number on them... and I tried Win z26, it didn't like my computer...
  12. I tried the dos version of z26, which worked fine on my old computer, but on this one it's sending the sound to the internal speaker! I tried the windows version of z26 afterwards, and it wouldn't even work. the Windows version of Stella seems to work, except when i tried the Roboto hack game, it makes these awful high-pitched noises in various parts of the music, and it does a lousy job of playing jingle bells, too. Any ideas what's wrong here??
  13. It's ok, I probably would've endede up doing the same thing...
  14. yeah, PlugAndPlay is kinda what I'm doing (although mine's probably more plug-and-pray, lol). I'd be interested in the board but: A) dunno if it'll do composite, which is what I'm looking for B) I don't have nearly that much money.
  15. BTW, mine have titles too, I think I had renamed the bin files with them, but whatever. 1. - Ms. Tank Man 2. - Hello Sky (the tank one took forever to get just right, yes, I actually play-tested the entire maze and took the sliding-tanks into account when I decided to make the center solid instead of hollow (and yes, I thought of having an exit at the top, but I prefer having at least 2 ways in/out of any given area...))
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