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keitaro

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  1. In the 90s, the Spanish company Picmatic produced three laserdisc arcade games: "Los Justicieros" (aka Zorton Brothers), "Marbella Vice" and "Tierras Salvajes". Marbella Vice was therefore the second title, released in 1994. A supposedly parodic title (just check the similarity of the well-known title Miami Vice), whose laserdisc video content has recently been digitized and made available on the Internet Archive. If anyone is curious to see what it was like, it is available in Spanish and English audio tracks: https://archive.org/details/marbella-vice-picmatic-1994-laserdisc-pal More info (in Spanish) https://www.recreativas.org/noticias/2024/02/05/preservado-el-laserdisc-de-marbella-vice-de-picmatic-632
  2. Hi, I'm trying to complete PAL Atari 7800 collection, and I'm looking for Baseball - HES version (plasticboard box) Also I'm looking for HES - Salu cardboard editions of F-18 Hornet and Tomcat F14 Flight Simulator. I'm located in Europe but no problem to buy overseas. Regards.
  3. One question I have is how works region on 2600+? Will I be able to use both PAL and NTSC cartridges in it? Regards.
  4. I agree with Baseball!! I have all PAL retail releases from a few years ago except for this one. I found loose carts sometimes but not complete with box.
  5. Sorry, I haven't used it for a long time and I'm not sure now. File should be renamed from .BIN to .SG to use in mateos, is correct?
  6. I ordered "Pac-Man Collection - 40th Anniversary Edition" among other "last chance" games. I prefer a pac-man game without scroll, buts the game looks fantastic and I'm a fan of Pacmanplus games so I ordered it anyway. I discovered "Pac-Man Collection - 40th Anniversary Edition - Short Maze version" and I want it too :). There is no physical release for it? @PacManPlus @Albert could I order a custom cart for this game? No need to have a nice label etc, but I also would like to get an ok from you before order it. I also tried the rom released by pacmanplus in mateos cart, but I didn't get to work. I tried .bin without header, any help is also welcome. Thanks! Edit. Nevermind, I just checked custom 7800 cart in AA store page and this option is currently unavailable. Sorry for don't notice before asking. Regards.
  7. Damn, Crystal Quest is gone! It's a chance to do a new batch next time? Greetings!
  8. Hi Bob, nice to see a new development from you. I tested in PAL and works fine. No glitching at bottom, colors are fine except for background is dark red (I don't tested ROM in emu to compare I guess should be black). Bump at pinball screen has a small graphic glitch when bumping up, I attached some pictures. Also I played Video only mode and It's awesome!! Fast and very addictive, I finally I quit from play saying: "wait to cart release" Regards!
  9. Hi! I like new features! However I have screen-rolling with earlies PAL versions on real hardware. (the ntsc posted here works fine, except for colors obviously) Another point is when game over, background changes color and I can't see final score.
  10. Completely agree about Cube Quest influence in Polybius myth, I cited this game in a entry I wrote years ago talking about Polybius (spanish): http://retrolaser.es/desmontando-polybius-leyenda-maquinas-recreativas/ and how the myth has grow tending to describe the 'game' as vector graphics while the (mock-up) title screen (the image originally published in coinop.org's polybius entry back an 1996) are raster-like type. I also referenced in the blog what fonts were used to do that title screen, ripped from other games
  11. many thanks to both. excellent, I get to work after some value adjustment as you said. I attach files, still need to be polished, there is still very 'rush code'. also playfield scroll on/off can be controlled by switches now. Thanks again! beaminvader_151119_1615.bas.bin beaminvader_151119_1615.bas
  12. Hi everyone. I'm starting to learn the basics with Batari Basic. I used collision detection betweeen player shots and playfield, but I don't know how to implement this case: - Turn off part of the playfield when a player shot was impacted. Looking at commands, there is pfhline, so I think pfhline xpos ypos flip could work. But while value ranges are 0-31 for xpos and 0-11 for ypos, I can't determine it refering player shot position (with has a range up to about 136 for x-basis in my sample). So, is there a way to flip off part of playfield depending of player shot position? I attach the .bas file, sorry for very dirty code (copy-pastes from here and there, wasting space with too many variables, using for-next for timing etc etc, I'm still experimenting). My objetive later will be make my own sample (with cleaner code) with the basic elements only (that's playfield, player and missiles, without clone sprites etc). Regards! beamduel_151118_1555.bas
  13. Yes sorry I wanted to mean "no static screen" regards!
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