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Atari Projects Log Book

Entries in this blog

Wolfenstein Life Bar Improvements.

Alright, I made some changes to the life bar. I reduced the starting extra life amount from 4 to 3. I made the life bar a stunning blood red color all the time rather than matching the room wall color. I think it stands out nicely now. I also flipped the removal of life dots so that the left most dot disappears first rather than the right most as it was. I think left to right decay looks more natural than right to left. I also went back to separate ticks for the life level rather than

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Guest

Wolfenstein Animated - Release Candidate ROM

Hello,Please find attached the release candidate ROM for the updated Wolfenstein hack. It has been decided by the development team that this version will be called Wolfenstein - The Next Mission. There may still be some changes to the enemy graphics, but the final functionality is in place barring a terrible bug is found. Here is a list of the key changes from the original release:1. There are 4 level layouts that repeat twice to make 8 levels rather than 2 layouts repeated 4 times.2. I upd

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Wolfenstein Animated

Its been a long time since I posted anything. I am working on a new release of Wolfenstein with neotokeo2001 and Nukey Shay. Neo and Nukey came up with the clever idea to double the 4K ROM and animate the game sprites. I am working on updating the level maps, fixing a couple bugs from the original, and adding a couple new features as space and free time permit. The new release will be offered through the AA store so hopefully the shipping problems of the past will remain in the past. I am

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Wolfenstein - No more teleporting.

Time for an update. This next change is only partially completed. I have never liked the Venture gamplay model for player damage. When the player is hit, their position resets to the start of of the level. So I am taking it out. In Wolfenstein, when you get hit you will take a point of damage and stay right where you are. I do not have the code working in the big mazes with the patrolling guards so avoid them in this version. In the rooms though you will see the difference. When an

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Thoughts on "Doom"

I played Doom for the first time this weekend. I know, I know, where the hel have I been. I have played many FPS games, but I was so busy at college when Doom came out I missed it. I rememeber people mentioning it and talking about how awesome it was, but I never played it.   I must say now that I have played it, I am very impressed. The game plays very well. Control is smooth and responsive. The level designs are exquisite considering the limitations of the game engine. Unlike a mo

Robert M

Robert M

Project Plan through July 2005.

VCS Lander Project Plan:PlannedDate:  Milestone:======== ====================6/19/05  - Blank stable kernel file create that displays a test     pattern made of PF graphics.6/22/05  - Draw a blocky moonscape with PF graphics.6/26/05  - Draw the small ship.   Have it accelerate due to gravity.     pressing left or right acelerates in the corresponding     direction.  Pressing the fire button activates the     main thrust. 6/30/05  - If the ship hits the moonscape, then blow it up and     reset

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Guest

Project Log Overview

Hello,I have decided to start a blog to record and report the progress I am making on the many Atari related projects I have going on at any time. If you are interested by any of my planned projects please feel free to add comments or suggestions for what you think would make them even better. I have just finished moving my whole family and all my houshold goods from IL to NY to begin a new job. As I get settled in I plan to have much more time to commit to these projects than I have in t

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Project Kickoff and requirements

Okay, so I have less than a month to complete an entry for the 2006 minigame contest in the 1K category. They sure set that deadline early this year. Oh well, If I miss it, then I guess I'll just have to enter it next year. My game idea is a sword fighting themed game with a top down interface. The player myst kill all enemy warriors in the current room and then proceed to the next. There are 8 rooms with progressively harder enemies to defeat. The backstory is the player was betrayed an

Robert M

Robert M

Progress report - Aiming for realism

Okay, another long delay between entries. I probably won't have a 1K version ready for the mini-game compo this year. I am not getting the free time I hoped to work on this project, but it will be done some day. I have done some research and found information about the lunar excursion modules used in the Apollo program to actually land on the moon. I have the size of the lander so I am setting my pixel sizes to make the sprite an accurate scale model. I also have the fuel capacity of the

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Playing with terrain ideas.

Hello,As a precursor to developing the movement routines of the player, I decided my time would be better spent creating a more conprehensive game board that presents a number of ideas and special situations that I want the code to handle. From that I brainstormed combinations of the PF tiles that I can use to make different terrain for the player to stand on or in. The result is the picture and the attached binary.I have a stairway in the upper left. When you walk off a landing, if there i

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Planning ship positioning, velocity and accel.

Hello,Sorry for the long delay. I have included in this entry my thoughts on simulating the position, velocity and acceleration of the lander in the game. Comments, thoughts, corrections are always welcome. ; Ship position, velocity and acceleration implementation.; =========================================================;; The ship position shall be stored internally in 4 bytes per axis.  Below is; a diagram of the 4 byte value and below that is a description of each section.; ; %NNNNNN

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Little Man Project Kickoff

Okay, I guess I'm not going to have the free time I thought when I started this blog, but what can I do. Things will get done when they do. I have also decide to take a break from the Lander project and begin working on the Little Man project. Hey, its a hobby right? So I need to focus on what is grabbing my attention at the time. Little Man is a single screen platform game. It is going to look and play very similar to Jumpman. The player must collect X number of bars of gold to complete e

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Little Man Progress

Finally an update. It may not seem like much has changed since the last update but a BIG hurdle has finally been crossed. I completed the code that can read the game board tiles under the player sprite or any other game object for that matter. Now I am ready to begin programming the movement/control of the player sprite. Another change is the drones blink. Plus, I found a bug in the drone code which I fixed. The trick of the new code is to retrieve the game board tiles so that the tiles ma

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Little Man Progress

Okay, I have gone ahead and sculpted a simple set of platforms by hand. Ultimately I need to make myself a level editor tool to generate all the data for the level graphics. I also toned down the brightness of the PF colors so the player sprite isn't so washed out particulary on top of the blue ladders. I have attached a screenshot, the current code, and the bin all gzipped (Can be opened with Winzip).I did some tricks in the kernel to get it to work. The key thing is that I used what I cal

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I'm losing my job.

We had a visit from corporate central. They have decided to shut down the group I am with. They are calling it site consolidation since we are a remote engineering group, but I doubt anyone at the office has any desire to move to the HQ in Ohio. I know I don't because I just moved cross state last June, and that was hard enough on my family. I am really not worried about finding new work (yet). There is a lot of high tech stuff around here. I am going to be surprised if I like my new wor

Robert M

Robert M

Hunter Drones v1.0

Alright, I have a primitive implementation of the hunter drones for the game. Please see the attached binary. I need to modify the system so that they don't keep firing back and forth on the same line. Also I am wondering if they should be bigger.Cheers!

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Game Review - Picross for Nintendo DS

Picross is a fun set of logic puzzles in the same genre as Sodoku. Each puzzle consists of a grid of blank squares and a set of numbers for each row and column in the grid. The numbers indicate the sets of squares that must be filled in that row or column to solve the puzzle. For example, if the numbers are {1 2 3} then a single square must be filled, followed by 2 squares then 3 squares. At least one square must remain unfilled between the filled squares. The number of unfilled squares be

Robert M

Robert M

Bigger Drones

All righty then. Thanks all for the feedback on the drones. I have attached a version with the drone size increased to 2x2 versus the original 1x1. I also improved their behavior so that they do not keep firing back and forth. Let me know what you think. I have also attached the source code for the drones and the main program with the binary. The drones are implemented as state machines. They are in a Hunting state going along the edge. They enter the Fire state when lined up with the

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bBasic - Playing with sprite animation.

Goals: -> Explore sprite animation in bBasic using the Multisprite kernel. -> Prototyping of a possible game idea using pure bBasic.   Design: -> Start from the multisprite test program. -> Render the Playfield as a cavern. PF0 is set always on to form left and right walls. -> Put player 0 on the bottom of the cavern as a warrior. -> Left and right joystick motions move the player sprite. -> four frames of running animation are used plus a single standing still fr

Robert M

Robert M

bBasic - PF Height Animation

Goals: -> Try to create an animation of pf graphics using the pfheight kernel option. -> Gain more experience with bBasic syntax -> Still no user interation.   Design: -> Base on the HelloWorld program. -> Turn on the pfheights kernel option. -> Create an on...goto statement that maps to a 16 frame circular animation that bounces and stretches "HelloWorld". -> the code for each frame will set the pfheights.   Implementation: PFanimation.txt PFanimation.txt.bin

Robert M

Robert M

bBasic - Multisprite flicker algorithm testing.

Goals: -> Get practice using the multisprite kernel -> Observe the flicker management algorithm for virtual sprites in action.   Design: -> Implement the playfield as a dark grey checkerboard to facilitate line counting -> Use numbers for the sprite graphics to identify them on screen. -> Arrange the sprites in a tight line so side by side veritcal differences are easier to measure. -> Joy 0 moves the sprites. Up and down move virtual sprites 1 through 5 at different v

Robert M

Robert M

bBasic - Killing Cats Everywhere.

I admit it. I am curious about bBasic. I have been avoiding it because there is a sort of community feel about it that it should be left to the beginners and experienced programmers should stick to assembly code. I am at a point of severe frustration at this point , however, and bBasic may provide a solution. I have a stack of half finished projects. Most of them are working kernels with some design work on the side completed. I get the kernel working and then I lose interest as I get b

Robert M

Robert M

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