AFTER ALL MY WHINING earlier, it ended up not being too difficult after all:
-six digit scoring
-single, six-digit high score
-high score is saved to AVox EEPROM at a different location than the regular Go Fish! high scores
-added (previously PAL-only) fish color changes: fish are darker at bottom and lighter at the top. Thomas' suggestion; this helps the fish be more visible - he suggested it too late for the NTSC version
Next up, my flier for an Arkanoid port to the 2600.Let's see...July 18 2005 looks like the latest source I have.Here's the latest, buggy, binary: It also has a thread in the homebrew forum.Here's a screenshot:Judging from the date on the latest source I have, I last worked on it January 21st of this year.Here's a screenshot:Status of this project:Preliminary, working kernel written, with 15x16 brick playfield, two larger balls, two (flickering) enemies, and a paddle-controlled, u
HERE'S what I've been working on, slowly, over the last few weeks. Well, besides the tile demos I've posted in the homebrew forum, which are mostly just a sideline - for now, anyway.
Both are very rough and likely will roll on a real TV.
THE C64 VS A8 thread got me thinking...
It would have been really nice if ANTIC could have read color data line-by-line as well as graphics data. Even just for the PMs would have been very neat.
Of course, that would use a ton of RAM and probably have made the ANTIC chip more expensive, but...it would have been really cool!
As it is, too many A8 games resort to stacking PMs to get multicolored sprites which makes them look like glorified 2600 games.
MORE DEBRIEFING of Reindeer Rescue. It was such a whirlwind putting this together over the last month that I feel a bit wrung out right now. I'm hoping to write some of the development stuff down here to try to remember and try to collect my thoughts.
So anyway. Here's a description of the kernel and how it works.
First, a picture:
The kernel has four main parts. The top part is the horizon, where the sky, the sun, the snowman, the snowmobile, and the hills are drawn. The sky is
JUST A QUICK post about my tentative programming plans for the year. Partly to document, partly just to get this down somewhere while I'm thinking about it, partly to motivate myself.
1. Write something for the SC contest. I was ambivalent about this when I first heard about it, but I'm starting to get a little more enthused. I just need to come up with an idea...
2. Write standard (i.e., cartridge) game for 2600. There are 3 ideas I'm kicking around for this right no
OK, NOT THAT DIFFERENT. But I did free up seven bytes of RAM, which is pretty huge. I finally wrapped my mind around supercat's fractional-position replacement - it was a little tricky because, unlike his example (16 speeds between 0 and 2 lines per frame) I wanted 64 speeds between 1/2 and 2 lines per frame (LPF). I ended up going with 64 speeds between 1/2 and 2 1/2 LPF, using a counter which goes from 0 to 32 and a 128-byte table (i.e., thirty-two 32-bit entries). I realized about halfway
THINGS ARE MOVING ALONG, though my self-imposed deadlines are looming and looking more and more unrealistic the closer they get!
Unsurprisingly. I'll keep plugging away, though, and we'll see what happens.
-Scrolling now works, though the kernel isn't completely tightened up yet.
-Randomly generating girders, monster colors and positions.
-Player movement constrained. Now pressing up scrolls the screen, down does nothing.
BASED ON SOME COMMENTS I have received, especially in response to Reindeer Rescue, I thought I'd attach some of the stuff I use to help with 2600 tunes.
First off, gotta give big props to my brother. He created these worksheets and has helped with almost all of the 2600 music I've done. Except for Reindeer Rescue, curiously.
Tommy made this worksheet for me; based on P Slocum's music guide and E Stolberg's music chart. I find this much easier to use, plus it really shows what you ha
SO I THINK I've finally found my project: A port of Elevator Repairman.
I loved that game 20 years ago and I decided that I wanted to write a version for the 2600. My goal is to write a rock-solid 4K version of this and have it done by the end of the year. We'll see if that happens...
I also think a stripped down version is a good candidate for a 1K game; my plan is to work on that after the 4K version is done.
Here's what I've got so far:
Nothing too spec
SO, FOR LACK of anything better to work on, I decided to see if I could actually get a kernel working for a VCS Metroid.
The answer is yes.
Right now it supports a partially asymmetric, striped playfield (PF1 & PF2), one non-flickered sprite, up to five (limited by RAM) intelliflickered sprites, M0 and M1.
I'm kind of amazed that I got it working, actually. Some of the missile writes come at non-optimal times (around repositioning scanlines) but not too bad.
YOU GOTTA MOVE ON at some point; this is the final recap. And not much of a recap, truthfully, but maybe the one with the most content. Anyhoo, here's the source and the ROMs. Enjoy!ReindeerRescueSourceAndRoms.zip
I'VE BEEN PLAYING with 2600 music lately - I wrote a new music driver, which I'm pretty happy with (maybe more on that later); I've been trying to write something cool with it.Here's an unfinished 2nd effort; the imaginatively titled: Song B
It just loops through the final 8 measures forever, about a minute in. Thoughts?
AND, OF COURSE, it was my own buggy code all along. :roll:I have to run pretty quick, so I'll fill in the details later, but basically I committed the classic boneheaded ASM mistake: I forgot a '#' in front of a constant:
Can't believe it.
Well, mystery solved anyway.Will post fixed binary and source later.
EDIT: Fixed source and binary attached. RR20060301.zip
And a big thanks to Eckhard to sending me
AFTER MANUEL'S AWARD-WINNING performance in 2005, I thought I'd get off to a quick start in 2006:
Mercy Elizabeth Montgomery
January 11, 2006;)
Ain't she purty?
EDIT: Oh, and: I won't be working quite as fast as I might like on various extra-curricular activities for the next few weeks. But, David, I do hope to get the Copland done ASAP. I'm on the job!
NES VERSUS 5200, how does the hardware compare? This question is interesting to me, so I did some research this morning, refreshing my memory and digging a little deeper. I was going to post this in the (latest) thread on the subject in the 5200 forum but it had degenerated into name-calling
So, anyway, here's what I've got. Please let me know about any inaccuracies or errors!
I'm going to use the term "5200" to stand in for the the 5200 as well as the 400/800 line of computers, so I
FINALLY got my post-Christmas order from AA. Thanks, Al!
Atari Arcade Classics (for my PC)
I was hoping to receive BLiP Football; I wasn't sure whether or not Al was going to comp me a free one. But David, you definitely promised me one (waaaaaaaay back when) so cough it up!
Anyway, had a little fun playing those, though not a lot of time. Manuel, what's the status on the Helium Heroes patches? Have they all been claimed? D
INCH BY INCH - I'm getting there! I've been crazy busy the last three weeks trying to, essentially, remodel my bathroom. But I did block out some time this past weekend to work on the Four-Play tune and, though computer issues almost thwarted me - well, that and a little thing called Super Street Fighter II - I did manage to write the rest of the tune.
Now I just need to code it, write the drums, and polish it to a shine.
First, here's what my labor over the weekend produced:
Another Montgomery makes a safe landing.
James William Montgomery, September 15 2009
For those keeping score at home, that makes five in total:
Danny (with new brother):
Mercy (with new brother):
A FEW WEEKS AGO I finally got off my rear and worked up a rough draft of some music I promised I'd write. I got the go-ahead for the concept and I thought I'd post it here - I don't think anyone has ever blogged or posted (in the forum) the development of music for the 2600, and I thought it'd be fun.
Here's the rough draft: tune20060624.bin
The concept I had was something "plinky," with two different voices: one high, one low.
The drums are almost pure filler, and will probably be
IN VARIOUS threads folks have written that such and such system has a poor library of games and it got me a bit curious.
So, using various sources (most AtariAge and Digital Press) I tried to compile a count of games for each system.
Here it is (US releases only).
First, most to least (I last updated the current consoles a week ago)
SO AFTER A LONGISH hiatus from 2600 coding I've begun to dive back in. This coincides with finishing the first new (to me) Zelda game I've played in about 4 years. Complete coincidence.
So, a few days ago I got some of the rust off by writing a buzzer program. I'll probably get back to that and add some sounds a tweak up the controls a little for Murph74, but last night I returned to Go Fish!
And boy has it been a while.
I spent about two hours last night trying to, essentially
I ACTUALLY FINISHED THE first round of categorization a week or so ago but, well, I was kinda distracted by other things. :ponder:So here is an overview:Categorized 458 2600 games:341 Action games (74%)21 Adventure games (5%)13 Driving/Racing games (3%)9 Educational games (2%)1 RPG (0%)15 Simulation games (3%)35 Sports games (8%)3 Strategy games (1%)18 Tablegame games (4%)2 ?? games (0%)The ?? games are Basic Programming and Minesweeper. Actually, I'm assuming Minesweeper is a clone of the PC g
THANKS TO TOMMY I was at the Sounders FC vs. Real Salt Lake MLS match last Saturday. It was a sellout! Something like 30K people at Qwest field, I was kinda surprised. Very loud crowd, a lot of fun. Though the stupid horns were beyond annoying...
Sounders won 2-0; the 2nd goal was just pretty.
Here are the highlights (1st goal at 0:55, nice save by Sounders keeper Kasey Keller at 1:55, 2nd goal at 3:00):
A lot of fun. See, we 'mericans aren't completely hopeless...