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Kiwi's Blog

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Atari Flashback

I recently had a chance to try out the Atari Flashback console. I was curious since my girlfriend brought it for her father and she mention there are Atari 2600 and Atari 7800 games on it. We didn't know what the games were and we decided to hook it up and see. The first thing that I did with this console that I plug in the atari2600 controller. When I press the button, the screen flashes. I was like, god dammit I have to use this sad excuse of a controller that is very very small. Luckily

Kiwi

Kiwi

Donkey Kong Land Zero for the Colecovision Mockup

Few days ago, I daydreamed of seeing the original Donkey Kong graphic remade for the Colecovision. I wanted to mimic the 3D style of the Gameboy version of Donkey Kong Land. I couldn't resist using dither, so my pixel art rubbed off to add to the current style. Today, I didn't feel like programming and I was mentally and physical tired from work this morning, hurray for manual labor.   So whenever I see something I want to see on the Colecovision really bad, I fire up ICVGM and draw the mo

Kiwi

Kiwi

Game Gear 2 repair plans.

I know this is Atariage, and this post isn't about Atari. Also, I'm at a mushy state of mind writing this.   Now, my original Game Gear cannot be fixed by me. I attempted to fix it. It still doesn't stay on. Now the attempted fix eliminated the possible solutions that could fix it. However, the problem is something else. Even with the capacitors aren't connecting properly, it should go on.   The start of the problem.   My girlfriend warned that the Sonic 2 Game Gear game was bad.

Kiwi

Kiwi

Computer Space Final

Here's a screenshot of the final version:   I spent the day redoing the score board. They only have glitched number in Computer Space player 1 mode, double digit in 2 player and Deluxe mode. Not very easy since I only had like 100-300 bytes left to reprogram it. I found few duplicated codes that I turned them to function to get some memory back. Now I have 20 bytes left. I couldn't work in Atari logo into this game due to that. I'm going to hand in the final version tonight and then wo

Kiwi

Kiwi

Rock Cutter

When I first program this game, I wanted to make a platformer. I did make a gameboy mockup for Pixelation challenge thread long long time ago. Then went on to make a Mock-up of Rock Cutter, if it was made for NES. I made this in Flash 5. I didn't really know how to program back then. The Gameboy and NES mock-up was created in middle of 2002. I thought of trying to make this game for the Colecovision. Platformer is one of my favorite game genre. So I started on it last year in

Kiwi

Kiwi

Terminator Salvation

Terminator 2 is my personal best movie of all time. I watched this movie multiple of times, and it never seems to get old. The Original terminator had a human vs the machine, while T2 had an obsolete machine against a superior machine. T3 had the same obsolete machine against the overpowered machine. Terminator Salvation ditch that cat and mouse game, instead it's human race vs machine. Now Terminator and Terminator 2 are awesome and they were made by James Cameron. The other 2 lack someth

Kiwi

Kiwi

Now just under 30,000 bytes...

I spent my afternoon making the ending animation. I remembered the animated gif I made a long time ago and I decided that'll make a good ending. I drew the background with the help of tile studio and ICVGM, my favorite tool. Then made the sprites in CV SPRITE 2 software. I'm glad I learned how to use Hexeditor to get the uncompressed ppspr data I need to convert to pletter. Typically I dump the VRAM to get the raw data. Pletter compressor is very good at rle compression and does dictionary

Kiwi

Kiwi

24x24 single tile scroll

This is my attempt to do smooth scrolling for the Colecovision. I want to recreate Adventure of a Witch for the Colecovision. It's smooth but not perfect. It get a bit glitchy as the tree descend on the last third of the screen. Every 8 frames, put_frame update the new tree's position. Seems to run at 60 fps, but I slowed it down to capture this gif with the Gifcam. I still have Megaman 2 explosion in this. Even that made it hitched a little. If I update put_frame() every frame, then it'll

Kiwi

Kiwi

SCUMM for Colecovision Work in Progress 2

I've been working on this project this evening. You can select a verb either by the Colecovision's Keypad or selecting it from the boxes below. There are 4 objects in this room that can be use by verbs displayed above. I didn't put my all on the graphics since I am just building the engine.   All I need is your character being able to walk around in this scene. Then I'll have to figure out how the inventory system going to work via coding.   The text disappear on it own after a few seco

Kiwi

Kiwi

SIERRA GUI 1

I've been playing Leisure Suit Larry:Reloaded and couldn't resist transferring the GUI to the Colecovision. It's rare to see branching conversation, only when speaking to girls. Don't really need pull, push, open, close, pickup. It been combined into one icon the grab command. There's 6 different verbs that needs text. The picture icon fits on the text portion of the tileset.   The first 0-127 tiles are going to be use through out the game while 128-255 are swapable. I forgot to add the

Kiwi

Kiwi

RockCutter is now set at 128KB Megacart

I started another project after I failed to convert Rockcutter a Megacart format. I soon figured out that if --codeseg bank1 is in that command line, then it would compile the code and const segment in 1 bank. SDCC -? help got me a list of switches to tell me what each switch does. So I found --codeseg and tried it out. Sure enough it compiled both const and code in 1 bank. I used cvmkcart.exe to put the segment together and sure enough it works(once I figured out which bank is the right o

Kiwi

Kiwi

Petit Computer Gameplay video of Adventure of a Witch: The Flightful Night

Petit computer is a programming interpreter for the DSiWARE. The resources they give you a massive. You're working with 1 meg of memory for your program, lots of VRAM for graphics and the system clocked at 66Mhz for your game.   Ok, I got the brief introduction out of the way and I should show you the videos of a game I made last October I been mentioning on my blog.   Attract mode: Short play:   Longer play:   This is my very first action game I made. Also, my first game

Kiwi

Kiwi

Almost Done with this Whole Project

Pong nearly done. It has 4 different games. I had to cut the original Wall Ball and I didn't think it would stand on it own when the Super Wallball is much better. I rather allocate more memory making Super Wallball fun and addictive.   The original Arcade mode is like the arcade cabinet. There is a switch in the arcade that enable the game to be played to either 11 or 15. So the game ending default at 11, so pressing 9 on the keypad will set it to 15 points game. You can change the color

Kiwi

Kiwi

Music Driver

I had an idea come to me at work when I'm by myself, peace and quiet while I place cookies on a cardboard trays. Why don't I abuse the play_sound function some more. Each sound data can be the single instrument and tone. Maybe put about 10-20 instrumental tone in different pitches on the sound list. Play_sound function can retrieve the sound number from a table, and it'll play that sound. When the next note come it'll stop the sound in progress and play that tone since it uses the same SOUN

Kiwi

Kiwi

Colecovision's sprites theories.

I've wondered if the Colecovision could display 64 on screen at once if it wasn't for the read register being 5 bits. I ran into a small glitch in a game that the sprite held the old sprite data which was the title screen. I modified my original SweepSprites() routine to take the first number and the last sprite number to change that sprite into invisible and move them to y=207. So SweepSprites(0,31) will clear 0,31, which is the title screen sprites. While in the game, I fired a projectile an

Kiwi

Kiwi

Donkey Kong 3 WIP 3

I completed the platform collusion. It was very simple and there's 3 different floors and value get updated to StanleyY's position as the floor number increase and decrease. He falls off the platform naturally and consistent. He jumps naturally on the top floor. I limited the x position so Stanley won't wrap around the screen. I successfully locked the up and down button during the jumping process.   Border flashing is my debug. It's one of the quickest way for me if the lesser and gre

Kiwi

Kiwi

Procedural Graphics in Computer Space

I'm writing some procedural backdrop currently in Computer Space. I'm 1000 KB away from 30 KB with opt--code--size selected. The first procedural backdrop are stars in the background is plotted 24 times randomly. I rather do that and try to copy the original game point by point. I don't like to waste bytes, but rather be conservative with space. The backdrop is about 4 lines of code.   for (i=0;i<24;i++){x = rnd_byte(0,31);y = rnd_byte(0,23);put_char(x,y,0x09);} Anyway, right now, t

Kiwi

Kiwi

Throwing Cutter blades at the enemies. Ouch!

I added cutter beam attack. The mock-up of him tossing the cutter blade, so it had to happen in this game. You have to collect the cutter power up to use them. I added a counter that shows up when you have some. I didn't think it would be possible, but I realized that I had 12 sprites available and not 6. I was thinking 4 boss sprites took 4 sprite slot, but that not how it works. The enemy takes up 12 sprites, the boss when he appears takes 4. It could take more, but this isn't a mega ca

Kiwi

Kiwi

Gain space in Computer Space

http://atariage.com/forums/topic/185982-monster-bash-arcade-conversion/   This thread talks about pletter compression. So I decided today to try to get the pletter compression working. I wasn't feeling well today, so I'm the type of person who don't give up until the last bit of energy/strength. So I poked at it until I figured out how to use it.   I was thinking how am I going to get the sprite data. I was thinking of C code of data. I opened meka with Computer Space since I have dump t

Kiwi

Kiwi

24 Hour Pure Game Making

I wanted to do something to make something for Sweetest day. I just had an idea on Thursday night and I wanted to see if I can actually produce a game under strict time limit. I produce the game almost none stop Friday. I used routine from my DK3, mainly the create puff, which have a slot system. I used that for the arrows and the enemies. I programmed it to fire 4 arrows at a time.   There's 2 types of arrow. One is the short arrow, low damage but high refire time. The other is the lon

Kiwi

Kiwi

Donkey Kong 3 WIP 1

I am working on a lot of stuff at the same time because I am crazy and want to do many many things. Donkey Kong 3 is one of many games that's lucky enough to be worked on for the Colecovision tonight. I was dreading to add 2nd player collusion in secret game 1. Even though I was tired, I just went ahead and work on this game tonight. Also listening to Brawl in the Family podcast help me keep me focus on this project tonight instead of listening to Third Rate Gamer on repeat.   This threa

Kiwi

Kiwi

My games been announced on Collector Vision forums.

Don't play cookie clicker, or you will become addictive.   So yea, I been working on both of them. I tackled Pong first and quickly got that set up. This blog on Atari-age answered a lot of questions I had for this game, http://atariage.com/forums/blog/52-danboris-tech-blog/ . It a lot complicated as it look and I was going for arcade version of Pong instead of a home version. The home version isn't yet made on the cartridge... The technology in this machine doesn't have CPU, so I have to

Kiwi

Kiwi

I got a 3DS

I got it on April first and posted, "Man, it took Nintendo 25 years to launch a handheld system with the color Teal. It's about TIME!!! God!!! Too bad I can't buy one right now!!! FML!" on Facebook. So, if anyone read that and knows it an April fool's joke, then I have it. Isn't April Fool's day, opposite day?   The day before I brought this thing, I decided to look it up on the internet and read about it. I really love the Virtual Boy and it doesn't work now. I was really curious about

Kiwi

Kiwi

Rock Cutter Blog

I managed to optimize the game enough to have over 700 bytes left before hitting 32,768 bytes. I ditched the font and use the Coleco's BIOS font, 300 byte saving. There's little text in it anyway. My next project I'm going to attempt to bankswitch. I'm going to break up my source files into pieces. And find bfg.passion tutorial and try again with SDCC. I think I can't use CCI3 for this but to compile the sources, but use another program to link all of the data together in to one Megacart RO

Kiwi

Kiwi

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