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LS_Dracon

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Everything posted by LS_Dracon

  1. LS_Dracon

    Game Gear Sprites

    I don't put the title as Sonic 3 Game Gear to not let people think I'm working on it. Just found these old sprites on my computer, years ago I was thinking about how good Sonic 3 could be in Game Gear / Master System. I wish I could code this game, but man, too difficult to do it alone. Sonic 3 is my favorite sonic game so far, everything is perfect, the artwork, music, level design. Too bad it's an "unfinished game", as you need to plug into S&K to have the real deal. The first sprite at top-left is the original sonic for GG. The others 2 are my version with sonic 3 looking. The original S3 sprite from genesis is at top right. All the others are done by myself, trying to match the quality from the original source.
  2. I've released Death Race homebrew this year and have plans to release another homebrew next year.
  3. Hey AtariBoy, good to see you around! Nice illustrations! I like the 30's cartoon style most.
  4. No need to sorry, took me awhile to understand VDEL too. Actually it's one of most difficult things to understand about vcs hardware, together with RESxx (objects repositioning).
  5. Just a suggestion. If your kernel is flexible about player height (Mario) You can add this effect (I don't know how to call it) The fist image is the color trick, second and last is the effect.
  6. http://battleofthebits.org/ You will even find music for Fairchild Channel F.
  7. Harmony cart 2 for 7800 will comes with a powerful 32bit arm processor.
  8. When I understand the (Snes) StarFox was not using scaled mode7 graphics.
  9. Yep. The Texas Instruments sound chip also, at least in the model 1 and 2. I'm wondering if there's a game/tech demo using all 6 yamaha sound channels plus 3 TI sound channels for a more complex sega genesis music...
  10. My game got a nice video review : http://youtu.be/mY4DbR1AvDE Thank you very much. The art used for the package comes from original arcade artwork (marquee and kick plate) I've edited the images to fit better the odyssey 2 style. The manual text was adapted from original arcade manual I found, and thanks to Tim Duarte for short it and makes less "technical". So yes, everything was make with lot of respect to the original source. And don't worry you spelled my name correctly Also the game got a review in the current issue of RetroGame magazine : http://www.retrogamer.net/ (with Sega Saturn cover) I'm going to buy the digital copy, it seems a really well made magazine for reto game stuff. I want to say thanks to everyone who spread the word in many sites about this game during development, it's something never happens in my previous games. I really appreciate. I not did this game because the controversial history behind it, it's because the game fits perfectly the Odyssey 2 hardware (4 sprites on screen and so on) and is a really fun game to play. Trivia : This game uses only 32 bytes of internal RAM, because I found frustrating to use the extra 128 bytes of external RAM.
  11. Sad. I was thinking the huge difference to speak with someone, know what's his intention, to kick the door and throw a C&D letter and walk away. From what I read, their excuse was this guy would be a potential competitor. Really? And the worse, as far I know, WB holds IP of all Atari games released after 83, because they bought Midway in 2009.
  12. Mortal Kombat HD Remix was a fan game project I was following since 3 or 4 years ago. I'm big fan of classic fighting games, the original MK was one of my favorites, so it was going to be special. The project goal was recreate the original MK game in high resolution using 3D graphics modeled after the original, respecting the animation, lighting and so on. Taking advantage of CG, the artist was making more animation frames and so on. This is the link for the youtube channel if you want to know more about the project : Gabriel Melendez The music was being remixed by another artist, here's the link of his channel : MrJustingSlaughter The music also, was better than MK 9 remixes, IMHO. I was dreaming about possibility to WB hire these guys and make this project official, but for my surprise they did the exact opposite! Just discovered Warner Bros, who owns the rights of MK, drop a C&D letter, and force him to stop to make this awesome project. What a douche move from WB. Seriously, from what I read, the game was meant to be released as free. There's a big difference between a fan game to a pirate game. And things get worse in a project is like this one, a free game, made with labor of love by talented people. I don't understand why big companies insist to constrain the creativity of people who grew playing their games. How could this project damage MK brand? From what I read on youtube comments, Gabriel is fine with it and will move on, creating an original fighting game. Sadly, Warner Bros deserve to be in the black list of companies who don't respect tolerate fan game projects. I'm going to finish this text to not say anything rude, to not say worse.
  13. Not Aways. I didn't put CLD on Bee-Ball and sometimes it do not initialize well. I thought was a cart connection problem at first, removing the cart, plug again and turning on it works. But it is the missing CLD, perhaps just turning power switch off-on gonna work. Still a rare event, would say 1 out of 50. Naturally I'm aways clearing D flag now. That was a beginner mistake. The Stella should keep random cld at start.
  14. Never heard about conductive epoxy, but I'm going to buy the conductive ink, to fix a flex circuit. From what I read, the best ones are silver based. That's why they're a bit expensive. The graphite based are cheap but you know, it's a semi conductor.
  15. Don't know if it's right place to ask, but any chance to add support for genesis 3 button controller auto detection? And what happened with that idea for load and display text file on screen? That will be very useful for homebrew w.i.p. manuals.
  16. Atari marketing genius back in the day had politics to not use black background if the game was not a space shooter. This why they forced Mr. Frye to use a color background in his PacMan version. Bad decision when you're using flicker. He (probably) use blue as background because is predominant color in the game screen. Yellow is the most contrast color against blue, so he painted the maze as that. And Frye 8k version was good as Ms. PacMan from what I read in interviews, but then Atari wanted to sell a 4kb cart to cut production costs.
  17. There was a small bug on PAL version, please download DRace_RC04_PAL again. The blue car collision was stopping red car and the round time was too long. Thanks to Marc who tested on PAL machine. Odyssey 2 / Videopac followers are few, but very supportive!
  18. Another update, check the first post. I bought an Odyssey 2 weeks ago and am testing the game on real hardware by myself. I've post a picture of the game running on my tv, as you can see, the crosses flicker is almost no perceptible.
  19. Very cool. I like the sound fx you're making for your games, keep up the good work!
  20. Very cool indeed! I like the venetian blind option most.
  21. Assuming LXA is stable as LAX and removing dex from the loop and setting stack as $FF, this should works? We could test LXA in real hardware. I'm searching about it and people who said it's not stable, misunderstand referring as LAX. lxa #0 dex txs loop pha tsx bne loop EDIT : Definitely unstable, and it's not "lax #imm", it's AND A with X and load on X. Since X not starts as 0, A as well, it's not useful.
  22. That's the need of dex, to stack (txs) enter in loop as $FF. But then, the code get's bigger again. We're so close...
  23. LAX not works with imm (at least in DASM) So LXA is working fine on emulator. BTW I'm testing and having problems in these codes, it's not working. TSX must be set before PHA, but doesn't make sense to me... cld lxa #0 txs loop tsx pha bne loop
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