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Everything posted by LS_Dracon
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Session 12: Initialisation
LS_Dracon replied to Andrew Davie's topic in 2600 Programming For Newbies
Neat! Saves 2 cycles in the loop! -
Session 12: Initialisation
LS_Dracon replied to Andrew Davie's topic in 2600 Programming For Newbies
Yep. It's safe in Atari 2600 I assume, as many homebrews uses this opcode. Actually this and DCP. Thanks but it's just your code with lax -
Session 12: Initialisation
LS_Dracon replied to Andrew Davie's topic in 2600 Programming For Newbies
Hmm.... This gonna works? lax #$00 dex txs Loop tsx pha bne Loop EDIT : or lax #$00 Clear dex txs pha bne Clear -
Homebrew Games like this just piss me off
LS_Dracon replied to PDog's topic in Classic Console Discussion
Done! -
Double post....
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What I did recently was divide by 15 like this : lda RotationVar ;(0-255) and #$F0 lsr lsr lsr lsr tay ;Y = 0-15 So doesn't matter what value are in rotationvar, it's always be 0 to 15 (16 directions) Naturally, inc rotationvar if you press left, or dec rotationvar if you press right. Sorry I don't know how to translate this for BatariBasic.
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Chester is another Brazilian who made an Atari 2600 game : http://atariage.com/forums/topic/223570-2048-2600/
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Yes, cool avatar! I have plans to create a title screen for my version too. I liked the vertical screen wrap in your game, that was a good idea. Ok. EDIT : ROM UPDATED (08/06/2014) - DOWLOAD ON FIRST POST
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Thanks! He's fan of this game? Or was he working in a similar project? Wow, neat! I'm envy the vetorial rotation you're using for the car. That was a pain fit 16 directions in a 8x8 pixel square. Btw only 7 crosses per screen? I know, more vector lines means more flicker, but how about make the crosses with 2 lines only (or 4), and double the number of crosses on screen? Also, my tip (if you want one) is download the game CarPolo for mame, it have the original car sprites and even the gremlin appear as an easter egg, serving a new ball, if you want to know how the original sprites looks like.
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This is the game I was working, my first Odyssey 2 homebrew (pictures : Left = emulator, Right = running on tv): Death Race is an Exidy arcade game released in 1977. The objective is drive you car and kill most people gremlins as you can in 99 seconds. This game works fine on O2Emu emulator as well on real hardware. Controls : Player 1 is the blue car and player 2 is the red car. Press left to rotate the car counter-clock wise or right to rotate clock wise Press action (fire) button to move the car (gas pedal) Hold down to reverse gear. Press up to start a new round or restart after time over Every time you collide with a gremlin, a new crosses will appear. Dodge the crosses and playfield boundaries to avoid an hit pause. You can push back (reverse) to disable the hit pause and quick return. Basically I tried to port the game most perfect as possible, I hope you enjoy. My high score so far : 41 kills. EDIT : ROM UPDATED - 08/26/2014 - Gremlins walks more randomly - Bug fixes - Volume equalized for real hardware (some sound fx was too low) - Others small stuffs I don't remember right now. DRace_RC04_NTSC.rom DRace_RC04_PAL.rom
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It's not about the graphics or system capabilities, it's about make a game for a system you like. Otherwise, everyone would make homebrews only for PS4 or Xbox One.
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Since Star Castle Arcade development I was not able to talk with Chris so I have no news about this project. I'm finishing a new game right now and have plans to code something for PoP later, perhaps a new (more complete) animation demo.
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Finally, a video. Slashfang is really badass! The game was dumped years ago but still not emulated by MAME.
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Bad Apple: Full Motion Video on the 2600
LS_Dracon replied to fb39ca4's topic in Atari 2600 Programming
No, Stella change sound as will just like graphics. You can see some techniques in games like Stella's Stoking menu, where one sound channel register is changed every scanline, to create, by software, multi channel music (with quality) like in pitfall 2 (this last uses a special chip for this). Naturally, this takes a lot of processor time. Give a search here and you will find many information about it. -
Bad Apple: Full Motion Video on the 2600
LS_Dracon replied to fb39ca4's topic in Atari 2600 Programming
12 Actually, movie half frame rate (24 fps). But 15 fps works too. I think the opposite, image would look better with more resolution than framerate, you have more detail and time to look at. Good demo BTW. -
Bad Apple: Full Motion Video on the 2600
LS_Dracon replied to fb39ca4's topic in Atari 2600 Programming
How about a 12 fps version with twice vertical resolution? -
You mean "Team Savage".
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The beam in Chopper Command is made using playfield scrolling. That was a neat idea but hard to implement. Defender uses the same player graphics for the beam, this is why it flicker.
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The most annoying enemies in classic games
LS_Dracon replied to mbd30's topic in Classic Console Discussion
Yes but the sun returns short after IIRC. Was playing Megaman 4, there's a flying ladybug really annoying! -
NEW NES Homebrew: Mayan's Revenge WIP
LS_Dracon replied to retroillucid's topic in Classic Console Discussion
Looks really good. -
Yep, happened with me also. I don't want to bring back an old blog just because I fixed a typo.
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Smooth scrolling playfield - I think I've done it :)
LS_Dracon replied to eshu's topic in Atari 2600 Programming
Have you tried to set HMOVE bars to hide the color line at most left? Wondering to know if it affect HMOVE bars too... -
As terrible as it may sound, perhaps Albert can inform his city and somebody could search an obituary...
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Me too. This is a great homebrew and Alex is one of the best homebrew programmer. He know how to code, draw graphics and compose musics. Perhaps somebody from UK can find information about him?
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That demo is the reason I'm here It kind of blew my mind about Atari 2600 programming.
