So all this working on games involving cranberries made me think of the one I started on the Odyssey 2. The reason I quit working on it is because it wasn't very exciting. But I had an idea for it: Make a track that has randomly generated obstacles. So I worked. All night I worked. I figured out how to make it so that I can have tracks of different lengths without extra code. I was having trouble using the joystick to select a track number. So I decided to move that to the keyboard. I spent a fe
The ELF computer, which first made its appearance in August 1976 in the Popular Electronics magazine, was a very basic experimenter's board based on the RCA CDP1802 CPU, a rather obscure processor primarily used in embedded systems by the likes of the DOD and NASA. It's main advantage was its simplicity of interfacing and ease of programming. Needless to say that the ELF developed a large following as many hobbyists built their own boards from scratch using the published details in the magazine,
Alright! I've finished parts one through three. I am worded out and just want to go to sleep.
The epilogue, which is basically just me having fun, will be an absolute cakewalk.
I've updated the website so all three parts, bar the epilogue are posted.
If you wanna read them them just follow the links.
I'm so tired...
So I finally got the score working in the cranberry game. I also got it to display playfields and sprites simultaneously. The sprites can move and interact with the playfields not just on the tree screen, but every screen I wish to display playfields on. All the extra code that is needed is the playfield data and when to draw it. There's a timer that adds two at a time and while the result looks rather blocky like a bB game, it is an assembly game.
The bottom of the screen was making
So my Cranberry game decided to make the score all crappy looking. I tried EVERYTHING. I tried sleep statements everywhere, I tried lowering them and upping them. I tried adding garbage code to make the game bigger in lots of places, but nothing works. It still does the same thing. Why does this always happen to me? I work on something all proud and then bam. Some stupid thing happens and screws everything up. I might as well just stop coding altogether if the stupid computer doesn't want to pla
Alright so it's a Tournament 2000 by Unisonic, on its own that's not very interesting but stay with me here.
The box is unlike any other I've seen, it's most certainly not a standard Unisonic box.
The thing is completely unbranded and it looks like the thing was printed with ink rollers.
The console itself is the only thing that says Unisonic on it and the serial number is pretty high so maybe it was a budget thing to cut costs?
Frankly its weird and cool and I'm happy to ha
I was working on my cranberry game last night. I couldn't shut my mind off and just go to sleep. I have trouble with that. I want to be awake doing stuff, not laying there trying to go to sleep. I put in a new screen:
In this one, Craig needs to go through without touching the electric walls. If he does, he'll lose health, so it's best not to. But upon testing, I found that the scanline jumps to 263 when the screen changes to screen #2, so I tried Andrew Davies's vector code. It works
After a long night of coding, I only got about 10 hours of sleep last night.
I was trying to free up some more room in the cranberry game. I noticed that I was using the same code over and over again. But deleting that extra code meant changing the way "craig" looked on the title screen. It now looks like this:
All other efforts done this morning yielded stuff that looked like crap with blank lines in between the red. So I'm going with this. I tried to sleep at about 11 p.
That is the number of bytes I have left for a 2k game. So if I want a huge epic adventure for the Atari 2600 (don't we all?), the time will come (and soon!) to need to learn how to make 4k games. Then 8k games. Perhaps if I get the hang of it I can make this a 64k game. I guess the sky is the limit, although I do want this to be able to be played in one sitting. So now I made a new title screen.
This was a nightmare. I needed a whole bunch of seemingly useless code repeated over and o
I have 2 screens in, a title screen, and now I only have 800 bytes left of a 2k game. For the scope of what I want to do, I think I'll need at least 16k of space. I was looking at the Lord of the Rings prototype and it was only 8k. Adventure is 4k. How did they pull that off?
So anyway, I made this title screen.
Press fire and Craig will show up. Move to the right and I added in two trees. This was especially hard since I wanted to keep Craig in so he could interact with t
Or should I say...
This is Craig the Cranberry:
I'm starting a new project which will (hopefully) be an exercise in learning 4k Atari 2600 program making. But if I fail (I have a knack for it), I'll just make it 2k. I could keep going with the Channel F version, but then I thought the only person who can make Channel F games right now is e5frog, and he's already busy with my Trimerous project. So it's best not interrupt him with this. Besides, Craig won't be finished
"I loved this fact and thought I would reprint it here. - Doctor Clu "
By Emma Reynolds
Today is a very special occasion -- the date is a palindrome, meaning it is the same when read forwards and backwards.
It is February 2, 2020, or 02/02/2020, in both the MM/DD/YYYY format and the DD/MM/YYYY format. At just after 2 a.m., it was 02:02:20 on 02/02/2020.
This is the only time such a date will occur this century.
I was having a really hard time in Video Game Sage forums posting a YouTube clip of my game in action. Let's try it here:
How odd. I had to make the link be not a link with Notepad and then copy and paste the Notepad text into here. Just like in that other forum. Well, anyway, this is level 1 of my new game. I like how it's going so far, but it still needs something so it's not so repetitive. If you'd like to play it, you can download it since I attached it. If you play it,
Links at the bottom:
Alright so the second draft is going very well, I've completed the rewrites of parts one and two and am currently starting part three. I’m using the first draft as a basic template from which to work off of and am simply working my way through it adding, removing, and elaborating. I haven’t really touched the dialogue as I’m pretty happy with it. Right now I think it would be fair to call the second draft ‘the extended edition’ because I’m adding over 1000 words
Who knew it was going to be so hard? I composed a .psg file like I always do for Game Gear games. This time I made a song for the boss part of the game. So I went to put it in the game's code and I kept getting bizarre times when the music just would not play. Then it played but stopped when you died. The odd thing about this problem was that the sound effects played normally the whole time (channel 2). It was just channels 0 and 1 that weren't working correctly. I have no idea how I fixed it, b
There were several issues left unresolved while programing the MIDI IN interface for the ATARI8 joystick ports. The first was to revert back to using the Cassette Motor Control pin on the SIO port for data flow control. This was accomplished with the AU2PORTA shield design.
The second consideration was the startup default joystick pin status. The joystick pins are set to high on startup and then grounded to zero by the joystick switches. There is some reverse logic
After a month or so of waiting, the enhancement kit (consisting of four replacement roms and a 65C02 CPU) for my Apple IIe arrived. I decided to save a bit over ordering from Reactive Micro by buying it from a seller on Ebay, which was a mistake. It certainly appears to be vintage (which I honestly don't care about) but it took a month to arrive and was packed in such a way that the pins on half the ROMs were badly crushed. I'm shocked I was able to bend them all back into place without snapping
little while back I decided I wanted to do a little bit of Assembler on my Atari 800xl. Well, I went on eBay and found the E/A carts were rare as Hen's teeth and when they were on sale the wanted a fortune for them. That's when I remembered that I had saw a version of the E/A on disk, somewhere, once upon a time, long ago... you get the idea. So I posted on Atariage/Atari 8bit and asked if anyone remembered such. I got a response and then a discussion and then finally a disk that works. There su