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skywaffle

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  1. When I first began working on Dragon Quest, I originally had the character movement and text speed faster, as well as omitting some of the excessive menus, but as I got further along with development, I decided I liked the idea of replicating what we would have had back in the day. In some ways the flaws have their own charm. If you want quality of life, you can easily play one of the mobile ports of Dragon Quest. When I think of older consoles and computers, having the clunkier gameplay just feels appropriate. Not to mention having to draw out maps on graph paper, or writing down clues for old RPGs as opposed to the hand holding of newer titles.
  2. All character stat values for each level are predetermined, and contained in a table. However, based on the character's name, two of the four stats (Strength, Agility, HP, and MP) are reduced. The "Excellent move! It is dodging!" is a flaw in the original NES game as well; the critical hit is determined before checking monster evasion.
  3. I didn't even realize that those were PPC; I only noticed the PPC requirement on Jzintv. I'm always looking for something (potentially productive) to do with my Amiga 3000.
  4. Well, I mean one for a 68k CPU. That's just a bit too high end for me.
  5. Wow! I definitely want to try this. If only IntyColor supported IFF files. It'd make for some pretty easy development (Outside of not having an Amiga compatible Intellivision emulator)
  6. For quick testing, I always use JZINTV. I don't believe there is a more accurate Intellivision emulator around.
  7. Oh, I didn't think about trying to map out ECS. If this project manages to get far enough, I am fairly certain I'll need the available address ranges that ECS uses anyways for ROM space.
  8. Hmm, I had played it on my LTO without any issues, however, I was just using a BIN/CFG. I attached these if you want to try that instead. contra.bin contra.cfg
  9. Thanks! I don't know if this would be developed into a full port, or maybe an original run and gun game. Regardless, it's always fun trying to imagine what some nostalgic games could have looked like demade on the Intellivision.
  10. Happy New Year everyone, During the last week I was goofing around in IntyBasic and developed this. It's a rough work in progress demo of a Contra clone. There are bugs, slow down, and only one stage, but thought it had some potential. Enjoy! Matthew CONTRA.rom
  11. Thank you! I wanted it to feel as close as possible to the original game. Playtesting has required playing both versions side by side, just to verify that all formulas feel accurate, and one version doesn't come off easier or more difficult than the other. I've been really excited about seeing a full JRPG on the Intellivision. I originally wanted to do a port of Final Fantasy, but felt that Dragon Warrior would be much easier to accomplish. It still been a challenge to make everything work though, and only in the last month has it begun to feel like a game.
  12. Yeah, this doesn't currently utilize JLP for flash save support, so a password is used to continue. The original Japanese version also used a password, although this one is longer due to having fewer characters for storing data.
  13. All the days and evenings I've spent on it, I feel the same way. LOL
  14. Hello, I had not really considered releasing a demo, but if people are interested I suppose I could do something. I am still hoping to get this finished, but progress has been slow this year.
  15. I update the variables for any sprite positions and then redraw all sprites at that point. Is the jitter occurring each frame, or only on the frame the backtab is shifted?
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