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Posts posted by satyrsfaction
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On 1/5/2021 at 7:37 AM, Philsan said:Very nice games I just discovered.
Text Adventure II doesn't work on my PAL console, it hangs on titlescreen.
Text Adventure works (obviously colors are not OK being a NTSC game).
Hi...you're supposed to hit reset to start. If that doesn't work, I'm not sure why. Has anyone else had this problem?
also, check out my other games: Local Hero, Pantheon and Hero's Journey, all of which I've posted on this forum.
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On 1/5/2021 at 10:25 AM, Philsan said:Very nice! Could you please prepare a PAL version?
You only have to translate color values.
sure---I'll look into it when I get a chance. Glad you like it.
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Thank you everyone.
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33 minutes ago, Random Terrain said:It seems to be working here, but it was compiled a long time ago:
https://www.randomterrain.com/atari-2600-memories-batari-basic-commands.html#ex_dpc_13_objects
Try compiling it and see if you can change the size of the missiles by selecting them, holding down the fire button, then moving the joystick left or right.
Well, I got it to work by moving the statement to inside the main loop...I don't know what that made a difference.
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10 minutes ago, Random Terrain said:It seems to be working here, but it was compiled a long time ago:
https://www.randomterrain.com/atari-2600-memories-batari-basic-commands.html#ex_dpc_13_objects
Try compiling it and see if you can change the size of the missiles by selecting them, holding down the fire button, then moving the joystick left or right.
yes, that program works fine, though it's a bit confusing to look at for me. Is there something else I need to set for this to work? I mean, if you were writing a game that did nothing but set the missile0 width to 8, what would it look like?
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41 minutes ago, CapitanClassic said:Do you only have one copy, or multiple copies of P0?
just one copy...I just want missile0 to be 8 x 8 pixels
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OK, I'm trying to make missile 0 eight pixels wide in DPC+. I use NUSIZ0 = $30, but it doesn't do anything. The missile is still 1 pixel wide. what am I missing?
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29 minutes ago, KevinMos3 said:I tried to play this today and my flatscreen TV doesn't seem to like it, even with a RetroTink 2 Pro. Does it have any scanline issues or anything?
This isn't the only game I seem to be having a problem with though. I also couldn't play Tower of Rubble. This is the first time I've noticed since I haven't been playing on a real Atari in a while (I usually play on either the Flashback 9 or Retron 77).
I don't have my real Atari in working order yet to test it. It had scanline issues, not sure if they're under control -- hopefully they are. it works fine on my Retron and on Stella, for me at least.
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5 minutes ago, TrekMD said:Looks cool. I downloaded the binary but I can't seem to be able to play it using Stella 6.2. I get the title screen and I can reset to the first screen but I can't move Pan anywhere.
you move the flashing dot on the lower map to one of the red locations, then the action moves to the top of the screen where you move pan around.
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22 minutes ago, alex_79 said:If you're in the US, you screw the adapter to the antenna F-connector on the back of your TV, then plug the rca cable coming from the Atari console on the adapter.
If you're in Europe, that adapter is useless as
1- TVs use a different connector for antenna (Belling-Lee connector)
2- The RF cable of PAL Atari already has the right connector and just plugs directly in PAL TVs. No adapter required.
I don't understand. I must have the wrong thing, because what you're saying won't work. can you give me a link to what I'm supposed to have?
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Here's a game I've been working on a while, I had a lot of line count and other issues, so I'd like to hear some feedback! Thanks!
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1 minute ago, Video said:That is a plug so you don't need a switchbox, which causes static, or at least can.
On ghosting, I think it's a limitation of hardware or something. I've noticed it on many games (and even other systems bitd) most notable, I'd say blue bleeds a lot, think the ice crystal guys on Mario bros, who have a dark border down one side, and blue eyes, despite being monochromatic light blue sprites.
The effect never really bothered me, but it may be different from system to system, cart to cart, and crt to crt. If it was consistent, I'd think some games would have been programmed to make use of this, er, "feature" to give more colors, or a 3d effect to games.
I have pretty severe ghosting -- but I still don't understand where you plug it in.
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OK, this may be a stupid question, but I got the F to Phono adapter.....what do you do with it? it doesn't seem to plug in anywhere.
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I've been working on a new game, and am looking for some feedback....Enjoy.
I wanted to make a real RPG for the Atari -- my inspiration was games like Wizardry and Bard's Tale which I played on the Apple II back in the 80s. Of course, I had to simplify. Since there's no way to save your progress (unless you're using Stella), It needed to be playable in one sitting. Instead of rolling up full characters, I have you just pick three classes of character with their own special skills. I felt it was important to preserve the concept of gaining levels and buying better and better equipment. I also felt that characters' deaths should be permanent -- at least until you save up enough to have them resurrected. If the whole party dies, you're out of luck, though. This is an important aspect of these types of RPGs, I think. If you can just restore the game, it loses something. Also, you start out pretty weak. There will be a lot of going into the dungeon , killing a few monsters, and going back to town to rest and buy better equipment. Don’t go too far in until you get more powerful.
The best combination to start with is knight, rogue, and wizard.
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I finished this game a while ago, but was having screen roll issues. Since I don't have a real Atari, would anyone care to test it? Thanks!!
This time, the evil Gorgon and her sister stole the eternal flame from the temple, plunging the world into darkness. Theres a key that opens doors, the harp which puts monsters to sleep and also attracts other items, the shield which protects you from attacks and since it's reflective, kills the gorgon instantly and protects you from her stone-gaze. There are three companions: the hero, who makes you better at fighting, the seer who identifies everything around and also gives you a flash of the whole room you are in when you press the button while touching a wall, and the thief who allows you to shoot, and lets you get by any traps you might encounter. There is a dot next to your character, which is used for fighting the monsters, just touch them with it. it won't function if you are holding anything but the shield. Hope you enjoy!!
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On 10/3/2008 at 1:50 AM, Nukey Shay said:bB makes this easy, since you can have it draw a screen whenever you want (automatically wasting any unused cycles). Other than that, a program could check whether a framecounter is odd or even to decide between 2 different time-consuming chores...or contain some kind of abort routine to abandon a task that is taking too long (optimally storing this result so that the program "knows" to deal with it on the next frame with a higher level of priority).
The game Adventure, for example, uses 3 frames to accomplish all of it's tasks. On the first frame, the console switches are checked (and dealt with, if applicable), any game sounds needed are played, the location of the chalise is checked (to see if a game had been won), the joystick is read, 8-direction player movement is applied, any carried object is updated, and the print queue is dealt with. On the second frame, objects are allowed to be picked up or dropped, vertical-only player motion is applied, the invisible surround object (if applicable) is matched to the player, the bat is dealt with, and so are castle gates. On the third frame, the dragons and objects attracted to the magnet are dealt with, and horizontal-only player motion is applied. Then it loops back for the next 3 frames, and so on.
so, am I understanding this correctly? the way to spread your code over two or more frames in Batari Basic is simply to use an extra drawscreen?
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OK, I think this is the final update. Everything seems to be working and I've eliminated every bug I could find. Enjoy!!!
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On 4/24/2020 at 8:25 PM, TwentySixHundred said:Yeah exactly the same just change out joy0fire for joy0right or whatever direction you want. Basically all it does is flips a bit depending on what state that input is in (0 or 1). The if statements just skip the input codeblock until its in an off state again
ok, what am I doing wrong....its still not working.
select4if !joy0right then _Bit1_joy0right_Restrainer{1} = 0 : goto __Skip_Fire1if _Bit1_joy0right_Restrainer{1} then goto __Skip_Fire1_Bit1_joy0right_Restrainer{1} = 1 : t = t + 1 : gosub _sound2 bank6 : if t > 30 then t = 1__Skip_Fire1if !joy0left then _Bit1_joy0left_Restrainer{1} = 0 : goto __Skip_Fire2if _Bit1_joy0left_Restrainer{1} then goto __Skip_Fire2_Bit1_joy0left_Restrainer{1} = 1 : t = t - 1 : gosub _sound2 bank6 : if t > 200 then t = 30__Skip_Fire2if joy0fire && t > 0 then gosub _sound2 bank6 : goto donegoto costume bank5costume_donegoto select4done -
I'm thinking about changing "clone" entirely. It's too problematic. Maybe instead make it an attack that you can control -- like while you press the button you can move the clone around and it attacks whoever it touches, like a guided missile. If i do that I'll get rid of "drain" as an attack. Then I was thinking instead of "clone" in the Misc. category, come up with some other power -- maybe "shift" where you can change your form of attack or defense during the game. What do you guys think? I've also made a few little changes and bug fixes here and there. For example, when you rescue the person in distress you get healed a little. It's too hard if you can't heal and don't have the heal power. Plus, it gives you a reason to want to rescue the person if you're not feeling heroic.
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1 minute ago, fluxit said:I chose "strong," "armor," "heal." It seemed as though the bottom bad guy could only be hit by stomping on his head.
Is that supposed to be the case?
Haha. That is true. Well, I could fix that if you think it's a problem.
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54 minutes ago, KevinMos3 said:I really like what you've got going here. I love how you can choose from different color pallets (costumes) so it can be a super hero game someone always wanted, but never got. Batman for atari... an alternate Superman... ever wanted Aquaman?, well you've got him... Flash Gordon, Wonder Woman, the long lost Incredible Hulk game. So many options. Just awesome.
Anyway, only 2 things come to mind right now to change. One is the attack sound. The "chirp" doesn't really sound like an attack. I wonder also, do the playfield and background colors ever change? You said clues lead to stronger enemies. Maybe another option could be to either let the player choose from a couple of environment color options, (say, if we would prefer gray buildings and gray streets, or browns, etc.). That could give another level of tayloring the game to whatever superhero we want to imagine playing as. Aqua colors would be great to imagine playing underwater with Aquaman. Maybe brown and green for dirt and trees as an option. Maybe dark gray and some other color of gray or dark blue for Gotham, etc. Just brainstorming here.
Thanks!! I like the idea of customizing the background colors. I never would have thought of that, but it could add a whole different atmosphere. As for the sound, I'll work on that. I'm still learning sound. haha.
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34 minutes ago, chewy said:i cataloged it as homebrews --> RPGs
although is there gonna be a lot of shootin-- i do have a homebrews --> Shooters ---> Room shooters folder.......
I'd call it closer to an rpg, I guess.
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Local Hero II
in batari Basic
Posted · Edited by satyrsfaction
This should be the final update...Thanks!!
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Hey, everyone! I just finished this game, though some bugs came up on Zero Page Homebrew when they played it. It should be ok now, but let me know if you encounter any bugs. Thanks! And, here's the instructions...
Local Hero II is a superhero RPG for Atari 2600. The goal is to build up your character, and finally defeat the big boss villain. In order to do this, you will need to attain level 10 in both your superhero and secret identity personas. Defeating criminals, finding clues, and raiding criminal hideouts will earn you experience as a superhero, whereas attending the university, showing up for your job, socializing with people, and shopping at the store will earn you experience as your secret identity.
Creating Your Character:
on the title screen, his reset. you will then be prompted to select your secret identity body type — masculine or feminine. move the joystick to the right to change options, then hit the button to select. You will then select your hero costume in the same way. Once this is done, you may select two super powers for your character. when you have finished, you will be brought to the city street view. More about that later.
The Powers:
There are 15 powers to choose from. Some are attack oriented, some defensive. Some function constantly, others need to be activated and last just a short time. Powers that need to be activated include PHASE, CLOAK, CLONE, and MORPH on the combat screen, and FLIGHT and MORPH on the street view. All activated powers are activated at once, so certain power combinations won’t work well together, or simply be redundant. For example, there is no advantage to using CLOAK and PHASE at the same time. All powers only function while in your superhero identity.
BLAST: Used on the combat screen, when at long range, to make a ranged attack. This is done by pressing the joystick button. Blast could represent any of a multitude of projectile attacks used by various superheroes — flame blasts, lasers, firearms, lightning bolts, etc.
STRONG: The hero has super strength, or some other means of enhancing his hand-to-hand combat ability, such as weaponry, martial arts, etc. This power increases the amount of damage done to opponents when using a close range attack.
FLIGHT: The hero can fly through the air. This power is used on the street view only, and is activated by pressing the button and moving the joystick up. It is deactivated by pressing the button and moving the joystick down. While flying, the character can move over buildings, and the passage of time is slowed to represent faster movement, however criminals and clues on the ground can not be spotted from the air.
SENSE: The hero has enhanced senses of some kind, such as X-ray vision, super hearing, telepathy, or high tech sensing equipment, allowing him to detect things an ordinary person cannot. On the street view, nearby clues and criminals will be indicated by flashing dots on the map.
PHASE: The hero can become insubstantial, like a ghost, allowing him to move through solid objects. On the street view, the hero can move through buildings. On the combat screen, the power is activated by pressing the button and up on the joystick. Once activated, enemy attacks will pass right through you. It is deactivated after a brief time, or when you make an attack.
CLOAK: The character has the ability to obscure his location temporarily, either by becoming invisible, dropping smoke bombs, creating blinding flashes, or shrinking. This is activated in the same way as the CLOAK power. While activated, the enemies will cease firing their weapons.
SPEED: The hero can move at super speed or has enhanced agility and acrobatic skill. On the street view, time passes slower to represent faster movement. On the combat screen, the hero moves faster, and also has a chance to dodge attacks that would otherwise have hit him.
SNARE: This is an attack power, used much like the BLAST power, except when the opponent is hit, he will stop moving and attacking for a short time, allowing the hero to make close range attacks without worrying about being hit. Snare hits all opponents at once. This power could represent webs, paralysis, tangling vines, force bubbles, etc.
JINX: The hero has the ability to cause bad luck to his opponents, and works automatically in combat. The opponents will randomly either trip, and stop moving and attacking for a brief period, or their weapons will backfire, causing them injury.
CLONE: The hero can create duplicates of himself, and is activated by pressing the button while moving the joystick up. though the duplicates will last only a brief period, while they are there, they attack at the same time as the original hero. Only the original hero (the one on the left) can be hit and injured by attacks.
ARMOR: The hero wears an armored suit, a force field, or is naturally resistant to injury. This decreases the amount of damage dealt when the hero is hit by enemy attacks.
REWIND: On the street view, the hero can move back in time, setting the clock back a few hours, giving him more time to fight crime or deal with his secret identity’s life. This is activated by pressing the select switch.
BLOCK: The hero can block enemy attacks using some sort of shield. when the hero presses the button to attack, either at close or long range, a line will appear under him, which will stop enemy bullets. Holding the button will keep the shield raised, though the hero cannot move while doing this.
MORPH: The hero has the ability to change his shape, taking on the form of various animals. On the street view, he may become a bird and fly over buildings. This is done in the same way as the FLIGHT power, though it will not slow down time. In combat, the hero may briefly become a gorilla, which increases his close-range damage and makes him more resistant to injury. This is activated by pressing the button and up on the joystick.
HEAL: The hero has the ability to heal from injury more quickly.
Statistics:
in both the street and inside views, you will have a statistic readout at the bottom left of the screen. You may scroll through the various stats by pressing the button and moving the joystick to the right. The stats are hearts for health, AM or PM with a number representing the time of day, SI for secret identity level, SH for superhero level, and magnifying glass for number of clues found. If your hearts reach zero, you are on the brink of unconsciousness, and can take only a few more hits. your hearts will eventually heal up, but sleeping will heal up your hearts to full (see below). The time of day tells you when you must be at certain locations in order to fulfill your secret identity’s obligations. at 6 am you must go to class at the university, and at 2 pm, you must go to your job. Missing work will cause you to lose SI experience. Staying awake for too many hours in a row will cause your hearts to sink to zero.
The Street View:
When the game starts, you’re in the street view. at the top, you see a 3-D representation of the city street. At the bottom, you see a map of the city. a green dot shows where you are on the map. Flashing dots may also appear to represent places you need to go such as the university, your job, criminal hideouts, and with the SENSE power, criminals and clues. To move around, push the joystick up to go forward, and left or right to turn. Some of the buildings have doors. You must be facing the door in order to see it. Each door has a symbol on it such as an H for home, U for university, J for job, S for store, and ? for criminal hideout. If you move into a door, you will enter the building, and be taken to the inside view or, if it’s a hideout, to the combat screen. there are also phone booths in which you can change into and out of your costume. To do this, press the button and move the joystick down. You may also hail a cab and be taken home immediately by pressing reset. your main goal in the street view is to track down clues and criminals. If you find either, press the button to pick it up or begin a battle. If you begin a battle with a criminal, you will be taken to the combat screen. Picking up clues adds to your total number of clues. when you get 10, a new hideout will be revealed on the map. once you clear out the hideout, your clues go back to zero, and you begin again.
The Inside View
When in the inside view you may perform various actions by holding down the button and pressing up on the joystick to scroll through your options. Different areas offer different options. The options are mask to change back and forth between your secret identity and superhero personas, Z to sleep (which will heal you fully, but takes 7 hours, shirt to change your secret identity’s outfit if you have purchased any at the store, smiley face to socialize with nearby people, check mark to check in at school or your job at the appropriate time of day, $ to purchase new outfits from the store to customize your secret identity’s appearance and earn some SI experience, and TV to watch television, which passes two hours and heals you slightly. Walking through the door at the top of the screen will take you back to the street view.
The Combat Screen:
When you initiate a battle with a street criminal or enter a hideout, you will enter the combat screen. Your hearts will be displayed to the left, but you cannot scroll through your other stats. At the bottom of the screen will be from one to 3 criminals in which to defeat. you may use your various powers to attack or defend yourself, or, if at close range, you can punch them. If you defeat all the criminals, you will return to the street view. If you are defeated, you will hear a buzzing sound, and you will return to the street view. Losing battles causes your SH experience to go down, potentially making your SH level decrease. There are several types of criminals to face. As you gain SH levels, new types of enemies will appear. if you enter a hideout with a level 10 in both SI and SH, you will face the final super-villain boss.
local_hero_II.bas.bin