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Everything posted by macdlsa
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The Ultimate Intellivision Flashback
macdlsa replied to Byte Knight's topic in Intellivision / Aquarius
Tips are correct, Mike For a better "arcade feeling" you have to set blanks this way: -blank_searches -blank_skips -min_seek_delay 750 -seek_frames_per_ms 20 (where "delay=750" is something like the average searching time of a Pioneer LD-V1000, the NTSC laserdisc player which was (is ) inside most of "your" US cabinets) ________________________________________ The version you played back in the middle of '83 is probably this : [clip, taken from the net, in which you can see an early version of the cabinet: different marquee, different scoreboard, plexy angle, control panel...........] But 2.1 version actually ISN'T this early version, because it was created by two friends of mine at the D-L-P community in 2005. It's based on a romset specifically created to enhance the gameplay of Cinematronics' 1983 arcade version. Logical reconstruction to game organization and presentation has been implemented, and the result is what is believed to be the first and only Dragon's Lair game program that plays the game the way it was intended to be played while it was being designed/animated. And the same year they create another set which was specifically programmed to also play the "extra footage" recorded onto the "Dragon's Lair Limited Edition Laserdisc", pressed in 2002 (200 numbered copies). These extra scenes come from a VHS (!!!) recorded from the entire footage of the very first revision of the arcade laserdisc, which was printed in something like 5 copies (as Rick Dyer said years ago in a "special" interview... ) . Unfortunately we're (almost ?) sure those discs are all lost because in almost 30 years of "DEEP searching" we still haven't found one, just as we haven't found any prototype revision boardsets ! ________________________________________ [clip of me playin' on my cabinet the "Prototype DL" version which included extra footage, extra ways, different paths and different moves ] -
Heh, as I said I'm not a programmer, but I understand the point of doubling the cartridge memory to switch the whole new routines on the added ROM... Then, 32K... with the new Melody boards (and so the DPC+ support) shouldn't be a problem to put it on a real cartridge...
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Thanks, CDS ! Movements are exacly the same as VCS' original game, except for the "Indiana Jones cart sequence": Harry has to travel placed inside some mine carts which movements are left, right and also diagonal. For this last, I thought about Harry's movement routine when he jumps diagonally from a platform into the void. And, also grabbing the ropes in the first section has to be added... may it be necessary a "deep hack" ?
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I work with an OLD (!!!) Ulead Photo Express which I use since I had Win98 . So, no PhotoSchlop for me... maybe it has the "fit" option, but Ulead does not , then I have to do it manually (it's not a great fadigue ! Otherwise I'd get immediately pissed off ) Multilingual is only for an European box... just want to "maintain" the same Atari format !
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I already wrote in the "Atari 2600 Homebrew" FB group... and I also write it here, right now. It's almost 30 years I hope that someone will come out with the idea of making a 2600 porting of the arcade coin-op version of "Pitfall II - The Lost Caverns" (Sega, 1985). Since I cannot hack a game nor programming one from scratch, I made (but it's since 10 years...) some mockups of the game, a full-map, closely related to Crane's original, artworks (one of them it's the boxart), and many, many other things... I already played on the SG-1000/ColecoVision version (emulated): it is a good attempt to re-create the arcade game but... HEH !!! ... I really can't play on it because it has almost no elements of the gameplay of the Sega coin-operated game ! Believe me, since I think I know almost every aspect, even the "hidden" ones, of this game ! And it's since the 1985, when I used to play it in a local arcade, in which I owned the top-score (my best is around 2 million points... not so far from the World Record, and, of course, I got several 1.9 million point games recorded, and officially confirmed, with WolfMame). [CLIP = best score on Retrogaming History Arcade Competition 2013. Not my best but enough... ] And here it is the "Underground map" of the arcade game. I made it by editing and putting together hundreds of Mame screenshots... [PIC] Just to show you how "big" is the arcade game... Now, the full-map development of Crane's Pitfall II is 29 horizontal levels/platforms x 8 "columns" , for a total of 232 "locations". The arcade game's "lost caverns" underground section develops for 28 platforms x 8 "columns", and it also has a first section which is 2 levels x 32 screens, but apart from this last the two games' developments are pretty "near" ! Then, if someone would want to "hack" the original Pitfall II he can surely maintain the development of the game area ! He should give up only one of the levels of the ''underground section"(I have already made a" full map "and, knowing the game, I realized what platform can easily removed) and as many as 24 horizontal screens of the "first section", but it is a sacrifice that I believe can be done ! [ PIC(left) = original map of Pitfall II for the C=64. It differs from the VCS' version only for graphic details... ALL the rest is the same ! ] [ PIC(right) = VCS' "Pitfall II - Arcade" mockup map, taken from the original map and filled/completed with almost all the elements of the arcade version ] ... what do you think'bout it ?
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I haven't read the entire thread... just want to tell the Action Max is already emulated with Daphne/Singe. The original plan was to emulate not only laserdiscgames but almost all the FMV-based games... There are: "38 Ambush Alley" [clip], "Blue Thunder", "Hydrosub 2021", "Pops Ghostly" and "Sonic Fury". [ "WAS" means that nobody in the Daphne Team wants to emulate anything, at now... ]
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Extra spaces are many: all of them serves to fill the text and somewhat align it to L/R "square" borders. But, yes, this one is more noticeable than the others and that's because because it's near the comma... I'll sure fix it, maybe when all the other languages are translated correctly...
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Typically, Deutsch takes one more line than the others... I've noticed it in most of my PAL Silver boxes. Then, it tooks me just a few more minutes to "fix" the sizes of the "squares" in which text has to be wrote.
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Thanks, Thomas ! ... I'm writing it right now on the backside box artwork
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Mah ? ... probably it doesn't matter, but maybe "Sie" gives more "80's-feeling" ?
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... it's all taken from Vectrex's text...
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Yep, Tom : It's ALL from Google translate . I only did some "adjustments" from what I can understand about the Saxon and Latin languages...
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Hi again, people Listen....... could you do me a great favor ? ... I am doing a kind of artwork for a personal box in european version, but since I know well the Italian language (I think ... ), less for the English and very, very little Spanish, German and French, I have translated the original introduction of the game via google translate ... If there is around here any spanish, german and french ('course ) ... could you, in your spare time, translate properly this "intro" ? Yhank you so much, anticipately !
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I was (and still am... so and so) pretty good at Scramble in the arcades, but not as good at all playin' Super Cobra. After all, I bought Parker's Super Cobra for the VCS ("sight unseen" and without reading a magazine review, before... !!!) back in the day for the reason it was the only Scramble-like game on my beloved console... and I played it really a lot ! BUT (there's always a "but"...) I remember what I said the very first time I see it : "HEY ! ... what the h**k is this thing ??!! It seems they have used the same system of VCS' Defender : front missile and this time also bombs disappear if you repeatedly press the fire button !!! SHAME ! I can't do any "strifing", one of the most important characteristic of the arcade game !!!" Well, after all it was said about John's outstanding Scramble homebrew porting, I have to say (but I think I already did it... maybe in one of my first post here in this thread) that since the very first time I played it I found the "strifing feature" again, as I used to do in the Arcade... and in my opinion it is one of the most important "added values" of this game, apart graphics and technical merits ! Arcade feeling is "critical" when talking'bout portings... Pole Position has it, Moon Patrol has it... Jungle Hunt, Asteroids, Ms.pac-Man, Vanguard, TRACK & FIELD (!!!!!!!!!!!!!!!!!!!!)... and also Frogger have it ! ... Parker's Super Cobra does NOT have it ! And now, Scramble OWNS it !
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So we arrived at the end of waiting... And the expectations are very well rewarded: Scramble2600 is an A-W-E-S-O-M-E game, everywhere everyone watch it ! Graphics, playability, handling of the spaceship, difficulty balance and, of course "arcade feeling"... all is really extraordinary ! Thanks, John (and Nathan) ! You just did one of the most excellent VCS' game EVER ! And I'm proud to had been useful, in some way . I bet it will be a best-seller on the Store !
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Yep, I found the same "delay" with default keys, but I usually use an external USB joypad to move Indy, so I set Altirra in this way: Input >>> Port1=Gamepad->Joystick(Port1) -:- Port2=ArrowKeys->Joystick(Port2) [with this last setting you use arrow Left/Right and CTRL or SPACE to release the item... no "lag" , except of the "original delay" of the VCS controls, which is still known on this game] For the "parachute issue", you were probably in a wrong place, maybe even for few pixels... Indy has to be just under the White Sheik, aligned with him (look at the video of my game where I placed indy to catch the parachute ).
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Well, I find "handy" having both Ankh and Hourglass with me because (as seen in the clip of my game) first I have to use the hook to go to the lower mesa and so enter in the map room; then, if I have the hourglass when I go out of the map room I have immediately available another hook which allow me to go to the right mesa, without forcing me to go back to the treasure room again...
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Sorry... I missed some things that you said in the "Scoring Chart"... > Heh, never thought of that "hold-down-firebutton-to-set-the-ark-in-the-same-mesa" trick... > The "hourglass" isn't unuseful, at all ! Just like the Ankh, it "carries" the same hook which could be used to travel through the mesa ! Some more care is needed, though : when you are in the "Mesa Field" do NOT scroll the selection dot on it if you don't need the hook, because as soon as you move the dot under it, the hook appears IMMEDIATELY, while with the Ankh is necessary to press the fire button. Also, the hourglass does not "teleport" Indy directly on the "Saucer Mesa" from anywhere in the game... it simply "release" the hook on the same mesa Indy is at that moment. Well, in the clip above you can see my full-playthrough with highest score and both the easter eggs shown. I played on Altirra rev2.81 and, yes, there's no more glitch in the entrance room . You mean enter in the "Temple Entrance" with the Amulet of Ra ? Yep, it may be the only "secret" I've never discovered since a few years ago... I used to blew the wall with the granade (exactly, as the manual says...), too, so I obtained a maximum of 19.5 (or 19.75... ?!) steps. Oh, the Spider Room's upper wall, yes... I never entered it anymore since it is almost unuseful for acquiring more points... Extra lives scoring : interesting ! Heh... as I said in my prev. message, the understanding of the score attribution could be subjective, before your scoring chart, depending on "where" one could assume the single step is on the screen (see the "GREEN" and "BLUE" steps...), while the correct way to identificate a "step" is watching every 3pixels/lines "black hole" (purple in my prev. post picture) in the center of each section of the ladder...).
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I already know all of the various hints (but that one, never used, though, of the secret exit in the guardian room) but the scoring chart is awesome ! Is it a thing that could be "seen" only with exploring the code or you (or someone else ?) wrote it by playing and try and re-try almost every possible situation ? (I bet the first ) So, before that chart, the understanding of the score attribution could also be subjective... [pic] [ correct attribution is purple... ( ? )] I'll try the latest Altirra soon and record a full-game to show you and so "deduce" if is the "top-score" or I could do better...
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Right, Sorry... I forgot to mention I use Altirra 2.30... [pic] I got your latest 2.81 right now, but I'm goin' to work... I think I could try it in the evening (maybe it will solve controls delay, too...). And, I was wrong saying the top score is 21 steps... in fact I would say it is 20.5 steps and I've never been able to do better.
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Hi there. I'm not used to 8-bits Atari computers since I'm "only" a fan of the VCS... Filippo "Philsan" told me there's that porting, and... oh, well, RotlA is one of my favs since the 1983, so... heh, I've just tried it !!! I played it on Altirra emulator and I could say the game is pretty much the same as the one already seen on the VCS ! .. with ALL its original gameplay (although the controls respond a little bit "laggy", but I think it's due to the emulation...) and, yep, also the two Easter-eggs ! !!! Really a nice job !!! I post here some videoclips, directly recorded from the emulator window (and, let me say it, it's a feature which would and should be implemented in every emulator... ) to show you some "highlights" of a "full-game" with the 2 easter-eggs shown and the top-score of 20.5 "steps" ! > Clip 1 only shows a little "glitch" (if we could call it "glitch") in the timepiece... that "line" you can see on the right/up side of the entrance > Clip 2 shows the 1st easter-egg, the "Yar" > Clip 3 shows the Map room and the Ark position in this game > Clip 4 shows the discovery of the Ark, the second easter egg (HowardScottWarshaw initials + "2" as it's his second game) and the Top-Score of 21 "steps"
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I understand that you do not like grays borders . To me they're fine 'cos I like SIlver Label templates which Atari gave us for many years... it's just a "back to the Past but with new wonderful stuff inside" ! Oh, nooooooope, why should have I posted it back ? I only sent a "sketch" to John when we PM'ed during my "beta-testing" and just after this post: http://atariage.com/forums/topic/245610-scramble-2600/page-9?do=findComment&comment=3529216 Yes, but don't get angry, Nathan... I think that ALL "Arcade-Series" VCS games should have their original arcade artworks, that's all. Oh, it seems I made a nice "three-in-a-row" today, that's fine
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ARGH ! ... this time I really prefer mine ! I thought it had to be held a contest for that... so I made this layout, since the 1st or the 2nd day I tried the game.
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"Regular" mod, strange beaviour (PAL Jr., board rev.E)
macdlsa replied to macdlsa's topic in Atari 2600
I posted the same thing on the AtariAge FB group and I received a response and help in less than an hour......... Social Network Power ? Ok, case solved, thanks to Sijmen Schouten !
