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macdlsa

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Everything posted by macdlsa

  1. Yep, Tom : It's ALL from Google translate . I only did some "adjustments" from what I can understand about the Saxon and Latin languages...
  2. 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 !
  3. 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 !
  4. 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 !
  5. 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 ).
  6. 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...
  7. 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...).
  8. 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...
  9. 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.
  10. 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"
  11. 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
  12. 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.
  13. 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 !
  14. Hi people. [ premise: of course it's not the first mod I do... but haven't seen something like that before ] A friend sent me 3 PAL VCS/2600 (2 "Vader" and 1 "Jr., long r.") to check, fix and modify with CVBS video output. I'm on the Jr. console at the moment (the two Vaders seems to have some psu issues) and I noticed it's a "Rev.E" mainboard: Power switch seemed almost dead, so I changed it (easy fix...), re-soldered every power-section point, done some fine-tuning on the on-board (rusty !) trimmer and the 2600 turned alive with a nice RF picture ! Then, following what we use to call "the 3€uro-mod scheme" ( ), I was going on the safe side and waited to connect the audio to first watch how the CVBS output would be, but the new-modded Jr. showed me this : ... distorted view ("see thru baby blue..." ) and nothing else. I repeated the little circuitry on a small bare board and then, again, "in air", just to see if I was in mistake... but I wasn't. This mod was presented years ago on this german site: http://www.console-corner.de/videomod.html and me and many other "€uro-fellows" always followed it to modify all our PAL juniors (although our "typical" Rev.A &/or B, etc. have a little different circuitry disposal, like this one *already modded*: ), but nothing else... we just have to check where the resistors "involved" are and solder on them the mod-circuit (no cut and no original component removed from the original board ! ... it's a "reversible modding", so you can turn your console back in "RF mode" when you want !). I checked, re-checked and re-re-checked... soldered gnd in different position (of course avoiding a "ground-loop") and/or also de-connected it... NOTHING ! SAME DISTORTED PICS ! Well, maybe I'm missing out on a glass of water and the solution is in my own hand, but seems that I'm at a "critical point"... in the sense I don't know what to do . ... does someone have any suggestion or discovered where I could be wrong ? ( MANY thanks, anticipately )
  15. http://atariage.com/forums/topic/254699-in-the-lair-of-the-dragon/
  16. Playing Dragon's Lair listening the audio only (and watchin' the screen at the beginning of every scene to see which scene is and which side Dirk's sword is ***necessary for mirrored scenes***) ? Here I am [ clip ] ! We used to do this way since the '84, when the game had no more secrets for us [European Dragon's Lair, board Atari rev.D1] ... and we did the same also with Space Ace [Euro, board Atari &/or Sidam] , but NOT with the 1991 Elettronolo - Italy (not Leland - US) "Dragon's Lair II - Time Warp"... too much difficult to "catch" the correct move timings in certain levels, from the "Beethoven" scene to the "Mordroc's lair".
  17. Zylonbane : No, as I said before I HAVE an idea for the game, and it's since the 2006 (or even the 1984...) . Simply, there still isn't a person who could be actually both a huge fan of the game and good assembler programmer to realize it. jhd : Yep, I (better say "we", since Mr.Foster knows the question) considered the idea to "port it down" from the various Coleco/C=64 version... and also the others, allow me to say, INFAMOUS releases for NES, SNES and GameBoy... No, seriously... WHY we've to further outrage a game that deserves much more than this ? So, I think we have all the necessary "ingredient" for a good layout for the game... then, if it has to be a "deep hack of Pitfall 2" or a completely re-written game, well... the programmer could decide it. I repeat, I say Pitfall II because in the way it was conceived and planned by the great Mr.Crane it already responds almost fully perfect to the gameplay for a Dragon's Lair platformer, obviously with game situations and appropriately modified and adapted characteristics... Well, you can download those 5 png files down here and "confront" them... >The 1st image is the complete map of Pitfall II for the C=64 (VCS version only differs in graphics, the layout is the same). >The 2nd is a "mixed" map of C=64 Pitfall II and Pitfall II - ARCADE EDITION for the VCS (...). >The 3rd is the map of VCS' Pitfall II - ARCADE EDITION, a mockup I made years ago (took from the map of the original SEGA coin-operated game) to give someone an "input" for another possible game for the VCS which could probably be one of the greatest hits for our beloved console: SEGA's arcade game was never "fully" ported to any home system... even the ColecoVision &/or MSX versions are (VERY !) crappy and almost different from the coin-op ! >The 4th is the "mixed" map of Pitfall II - ARCADE and Dragon's Lair >The 5th is VCS' Dragon's Lair full map, without sprites (characters, weapons, enemies, holes, etc) and secondary walls... it's just to show you !
  18. Some sprites... Dirk, Daphne Goon, Snake
  19. ... something like that (not so slow... )
  20. Let's try again... Is there any daring programmer (Assembler) around here who could bring himself to face the challenge? As I said some time (years) ago, through the Daphne Team (in which I am inside since years...), I had a conversation with A.Foster, chief of LLC Partners (the holders of the Copyrights of the game) that gave me "carte blanche", recommending me in any case to send him any kind of "demo". I've already shown him some drawings, sprites, map and a gameplay hint, but he said to do not absolutely disclose nothing before I find someone who can realize the game! Yeah ... it's needless to say that the game in question is a "goose that lays golden eggs" and that any attempt to use the name and characters is under control anywhere on the net (they already "stopped" several rights violations... in one way or another they come to know almost everything...). And... nothing, I repeat the point: absolutely excluding an FMV, it remains that it would be a great platformer, very similar to Pitfall II, or at least it was my (our) basic idea since the beginning !
  21. Hi John ! As I did in Scramble, also in Ladybug I noticed it immediately after the counter-roll, but I only reached it with the "massive-using" of the easter-egg found by the 2-years-old Marco Miccoli's daughter ! (as reported in the LB thread). LABEL CONTEST !!!!!!!!!!!!!!!!!!!!!!!!!!! Yeah ! ... already did my box+cart artworks, ready to compete !
  22. macdlsa

    Drive!

    Awesome job ! A game of reflexes and concentration as I have not seen in a long time... and in only 4Kbytes !!! It reminds to me Asterix and Gremlins... if only in both could be implemented the use of the paddle instead of the CX-40... ) Bravo ! My 1st game (NTSC version) : My 2nd game (PAL version) : [ both done on Stella emulator, with mouse used as the paddle controller... still have to grab an Harmony (Encore) for my H,L & Jrs... ] I promise I'll try to do some artworks for an eventual (and likely !) label contest...
  23. Probably the Japanese version, quite similar to the "Sears Video Arcade II" but much less common [ pictures 2-3-4 taken from the Atari 2800 of a friend of mine (Marco Miccoli) ]
  24. I Forgot (reprise) : that picture was taken by pausing the game (using the "Color-B / W" switch) to approximately 999 thousand points... but then I didn't stopped to play, uh ?
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