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Everything posted by EmOneGarand
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sorry if I'm not quite getting this hah hah.. but you mention that the registers are in octals, thats a step up from hex right? So I have 3 aliens I want to designate, the table says that reg0 -reg31 are general purpose so are these what I have at my disposal for everything else? the problem I have is how do I designate the x & y position values to a register for each alien (like how you guys assigned a bunch of them for the ghosts) Not quite sure how it works.. particularly how Octal 43 = Reg35
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Try this then: .moveShipLeft: lisl 3 li 5; load A with 5 (minimum x-coordinate) xs S; exclusive or with scratchpad -> returns zero if equal bz .moveShipEnd ds S br .moveShipEnd .moveShipRight: lisl 3; sets ISAR to the x-coordinate register li 50; load Ackumulator register with decimal 50 (I'm just guessing the right boundry) xs S; exclusive or with register that is adressed by ISAR - which is the x-coordinate register ; if they are the same, result will be zero and the zero flag is set bz .moveShipEnd; if they were equal (result zero, skip increasing the x-coordinate) ; and jump past that to the end of the .moveShip-code lr A, S; load A with contents of register adressed by ISAR (now set to the x-coordinare register) inc ; add 1 to A (A=A+1) lr S, A; store the increased x-coordinate back into the x-coordinate register br .moveShipEnd ; jump to end of the .moveShip-code - which is not needed, since we're already at the end ; the branch-jump will be exactly 0 ; You can remove that line if you don't want to keep it for "symmetry-reasons" .moveShipEnd: I hope this is clearer, should work fine but you probably need to increse the right boundry to something more than 50. Good luck! Solved the problem nicely thanks
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Poll for Frog Feast on Jaguar Cartridge
EmOneGarand replied to Chaos89-dot-com's topic in Atari Jaguar
I want just one cart -
Speaking of Lynxes popping up in modern places.. that one PSA for kids going out and exercising the fat kid being lazy was playing a Lynx wish i could remember the exact PSA.. they use GameGears also probly so they don't have to pay royalties
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What sucks most about it is this is genuinely the FIRST Atari find I've had down here. I've seen Atari stuff before mind you...een today someone had a stack of 2600 games. Pac-Man, Starmaster, Combat, Stampede, ET, Missile Command to name a few. Asking price? $10.00 EACH! When I saw the Lynx my heart skipped a beat. Ah well...I'm definetly going back next week!!! $10 for ET I had a guy basically beg me to buy the 2 copies he had by saying he'd throw them in for an extra buck when I bought 2 coleco carts for 4 total
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Hmm.. the left boundry code worked, I tried the same with the right though I thought an inc would be used but it just makes the game lock up and try to boot the built in program.. hmm..
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I just hope you don't sell it to a hoarder... I'd hate to see this one end up as somebodies trophy piece and those that actually wanna play never get to.
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In Pac-Man we delete and redraw the sprite every update (and also the monsters). As the position is stored in two registers (or copied into before being drawn) you can read those registers and compare the value to what the values are at your extreme values. If they're too much or too litte you change the register to the closest extreme value before redrawing again. Like this: Read controller Delete object at current position Change coordinate registers x, y (or however you set position) according to hand controller movement Compare new values to extreme points Change values if outside allowed values Draw object at new or unchanged position If you store the old position in other registers and delete object just before you redraw it at the new position you'll get less flicker. Let's say you have coordinates x: [0,50] and y: [0,50], after a controller movement the x register is 51, you compare it to 50 and result is greater (or compare to 51 and get equal) -> change value back to 50 and the object will stay at that position. Collisions can be done the same way, compare x and y coordinates, if the coordinates are the same (or within a certain range) there's a collision. I don't know any other way to do it. You could compare one coordinate first, if it isn't close, skip checking the other one. When the object goes outside the screen it affects (one or both) the "palette setting columns" in the screen memory which apparently gets set to Black/white at that bar/bars. If you'd like some more detailed help, let me know, I can assist you better if you share your code. e5frog Is there a complete build of Pacman? I'd like to see how you guys coded the logic for the ghosts in particular, I've got an enemy sprite defined just don't know how to call it within the game loop Also heres my source so far (theres a bit of code commented out, havn't gotten those to work with the code yet) mattscfgame.zip
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Hoverstrike had an interesting Co-op mode, one would control the craft while the other controlled the turret.
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Fixed it, now onto figuring out controls and adding enemy sprites... wish there were more resources. Hi there! I'm the co-author of Pac-Man on Channel F, I can probably help you... It would be nice to try out your program. Any screenshots? Isn't the WIKI up again, I got an email from Blackbird a few weeks ago saying he was ready for another go at the game. Let me know. e5frog Theres not much to it other then the border and the sidebar, can't quite get the sprite to only move when it's reading the controller state and the collision isn't working, likes to go off the screen creating a black bar. mycfgame.bmp
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Is that just a placeholder image for the box? Well for one thing your gonna wanna nix the Atari and the Fuji, thats generally a no-no for homebrew games, since Infogrames may not like it and because of the deal with hasbro when they released the system to the public.
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the LCD may be burned out.. if the sound were the issues I could tell you exactly how to fix it but the LCD is another story. Actually now that I think about it, somebody else on this forum mentioned that the ribbon connector contacts sometimes oxidize with handhelds, so maybe try cleaning the connection (ever so carefully, those ribbon connections for game screens are very fragile.)
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the LCD may be burned out.. if the sound were the issues I could tell you exactly how to fix it but the LCD is another story.
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You have been deprived as a gamer then. I could never make heads or tails of that game :/ so I've never played it much cause I'd get killed by that damn spinning blade all the time.
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Sega Genesis Woes.
EmOneGarand replied to NintendoDieScreaming's topic in Classic Console Discussion
If it's a Genesis 2, wiggle the power connector (only slightly..) they almost all have shorts in their power connectors and will turn off if even slightly nudged, it's tempramental may not turn on if it's slightly off center so try that. As for any other model, I dunno what to say without alittle more information. -
I can't stress how much you have to get Return Fire lol.. it's a blast and the classical music goes hilariously well with the action.
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It's got choppy scaling and missing frames, but if you don't have a NeoGeo (or GameFly since they just added the first SS) the 3DO version would be the better port
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You can even post up a Wanted Add, its great! Nobody ever answered by Breakout 2000 want ad.. nobody wants to gives theres up
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Nevermind, the AV mod fixed my graphical problems though I'm getting quite a bit of bleed and interference with the picture, I think all my grounds were secured...
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I want to request a Dreamcast Subforum.
EmOneGarand replied to doctorclu's topic in Classic Console Discussion
Why not do what JSII does? Make subforums by Game company (IE, Sega, Nintendo, SNK, ect..), then group all the obscure ones in an Others subforum? -
New not-so-classic Classic Game Tees at Wal-Mart
EmOneGarand replied to AtariMan1976's topic in Classic Console Discussion
They never had my size, only a dozen XXXXL shirts.. they might as well have made mumu's of those designs. Who doesn't carry larges anymore? Hot Topic thats who. -
http://en.wikipedia.org/wiki/Laseractive There were two PAC units, one for the Genesis/Sega CD and one for the PC Engine/CD games. The Genesis one was more popular. http://www.computercloset.org/PioneerLaseractive.htm http://www.laserdiscarchive.co.uk/laserdis...er_cld-a100.htm Well according to the wiki, PC-Engine component is really sought after. I thought the things were damn expensive back when they were still sold.. I can only imagine what they go for on Ebay x.X I think sticking with a console is better choice then the Laser Active, it's all module based meaning you'd have to search out the base then each module you want.
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The outer plastic casing of the Super Nintendo x.X it turns a nasty yellow (all except for that rectangle of plastic below the cartridge slot that stays as grey as ever)
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Very True. IMHO, I think it's a travesty to take apart a working consoles (especially if it's old and out of production) unless your adding extra functionality.
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is this the same kind of DRAM used in the colecovision? http://www.mikesarcade.com/cgi-bin/store.pl?sku=RAM4116
