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eru

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  1. Not sure how much I can say at this moment, as some things are not finalized, but just wanted to confirm what you saw is true. We're in touch with the authors of the compilation, and we hope Yoomp! lands in the final version. I don't know if any other homebrew games will be included.
  2. I'm not against the idea, but let me ask everyone involved. Thanks for everyone's interest, it means a lot!
  3. Unfortunately, at this time we don't have plans to release more Yoomp! boxes. I wish I had better news, alas, some of the team moved on and we just have no capacity to work on that.
  4. ... and I also added some basic documentation for Lua scripting here: https://github.com/MarcinZukowski/atari800/blob/better-yoomp/data/ext/README.md#lua-scripting I think I'll pause for now, and see if there's any interest in pushing this further from others... Any ideas are welcome
  5. If anyone is interested, I added a signficantly richer Lua support. Now extensions 4 out of 6 games I previously played with have been fully ported to Lua: Yoomp!, Zybex, Alternate Reality and Behind Jaggi Lines. River Raid and Mercenary are still in C, as they are the longest and hardest. But what's out there can probably already do quite a bit. Example for Yoomp! here: https://github.com/MarcinZukowski/atari800/blob/better-yoomp/data/ext/yoomp/init.lua
  6. I'm working on this in spare moments. For now, I added a bit more Lua support, so far I managed to port the Behind Jaggi Lines extension 100% to Lua. If someone's interested, it's here: https://github.com/MarcinZukowski/atari800/blob/better-yoomp/data/ext/bjl/init.lua Work in progress, as they say...
  7. That's exactly a part of the idea. It's possible to partially change the visuals (see Yoomp! in the video) or even completely (see River Raid). Same for sounds. The problem is, one usually needs to do quite some reverse engineering. Except for Yoomp! (where I, obviously, had sources), all these games took some time. Just accelerating things is relatively easy, as it's easy to find where the time is going, see the note about it. But actually e.g. extracting where do elements go on the screen, is not easy, and for River Raid it took me a few good hours, and it's definitely not complete (e.g. tank missiles or helicopters shooting I still didn't do). But it can be done. MULE is a great idea, and probably wouldn't be terribly hard to do. Maybe when I find some time... But first, I think the best investment would be to make the extensions easily scriptable. Probably I'll stick to Lua for now (even though I hate the language), but eventually I see JavaScript a possibly better option. Lua embedding is already partially done.
  8. From my side, the intention was never do port this to anything physical, it was just playing. But I bet some things that one could do on the emulator could _also_ be done with e.g. VBXE or some accelerator...
  9. Playing a bit more. This is fun
  10. Someone suggested also changing sounds - here's a little example with some random sounds replacing the "fire" sound in RiverRaid:
  11. Just wanted to share some fun I had with the atari800 emulator in the last few weeks. The idea is that we have per-game programmatic extensions in the emulator, that can e.g. make the games faster or look differently. But there's no limit, we could e.g. easily add additional levels to games, change logic, etc. You can see the results in this video (in Polish, but with English subtitles). More info in my repo on github, also all the code is there. I will try to polish it a bit and consider merging into the official atari800 repository. Curious what folks think... P.S. Cross-linking the polish AtariArea discussion
  12. Yoomp! only uses TRIG0, but also uses SKSTAT ($d20f) for SHIFT detection. Since the game starts immediately, it would suggest either of these pressed. Or START press is detected, but I doubt CONSOL ($d01f) is influenced on XEGS. No idea.
  13. Wow, I admittedly did not believe NRV can pull it off. But, it's great to admit I was wrong. Congratulations! Now, I have a dilemma what to do with that one thing...
  14. Well... you definitely know how to build attention Still waiting, I'm very curious.
  15. NRV: I'm following this thread, and I think you are spending too much time here on things that are effectively details. I would strongly encourage you to invest your time into further development of the prototype, and only once you see if/how the entire engine fits together, start polishing things. Good luck!
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