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Everything posted by LS_Dracon
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Here's my test in a PAL-M tv 29". First, PAL-M runs at 60 frames in NTSC resolution, so it's NTSC compatible, besides the name. And Atari 2600 show all 128 colors in NTSC order. Pressing up looks really bad, loosing correct color information, sometimes flickering in B/W the whole screen, not only part of it. Pressing right and left are stable, with stable colors. Just the artifact at the top in all kernels. If you can move the "left" kernel only 2 pixels (color clocks), you can finally make possible smooth horizontal scrolling, alternating between left kernel (2 color clocks) and PF scroll (4 color clocks). EDIT : My Atari 2600 uses TIA revision 5 I think, not run fine games like Kool aid man. Pictures in this order : Joystick neutral - Up - Right - Left
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Slow but going. BTW let me refresh the topic with the project tech demos (nothing new, just for newcomers know what we're talking). Here's the level demo, programmed by Chris Walton (old engine, supercharger) : popspikes.bin Here's the latest prince animation demo (small changes, I don't remember), by me : princeanim.bin Chris is working on a new "game engine", updated for Harmony Cart. I'm still working on sprites, fixing some frames, making them more accurate. Sorry to not have better news.
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Very cool! Thanks for sharing.
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Fun game! I think the numbers can be 3 or 4 scanlines taller, they're too small and there's plenty of screen space for drawing them.
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Very cool!
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See Page 10 Alex explains his health problems.
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Brazilian mail employers was in strike action until weeks ago, working intentionally slow (30%). This made the packages to be delayed.
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Medieval Madness? The best pinball ever!
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Another neat project to follow
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Congratulations. Good to see a NES homebrew in this forum.
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I think a single scanline resolution for missiles never worked well for me, see Atlantis. How about 2 scanline resolution for them? And 1 color clock wide, a square, like in Combat... Would be easier to destroy enemies projectiles.
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Don't know if it's a bug, but I can't to destroy enemies projectiles, shooting in diagonal. That is, diagonal shoots aren't reading collision against others projectiles.
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Time travelers!
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Thanks for explanation. 2 sprites for explosions are too much indeed.
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Is there a reason to not use that explosion Expire 8 did?
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Homebrew Art, part 4 - Man Goes Down
LS_Dracon commented on Nathan Strum's blog entry in (Insert stupid Blog name here)
Very cool, MGD is one of the best homebrews for the Atari 2600. I like the chalk art you did. -
Be banned without a reason is a serious thing, you should contact one of the moderators and explain the situation. If it's a forum bug, this is something that must to be fixed. Post your problem here : http://atariage.com/forums/forum/10-web-site-comments/
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So the excuse was Nintendo inspiration was not Odyssey Video Hockey, instead, Tennis for two. "Since it's not emit video signals, it's not a video game. We're copying nothing." Naturally they lost.
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Wondering to know if Atari sent a C&D against Nintendo when they release an unlicensed home pong in late 70's.
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WM's Magical Game Factory: ProjectY for Mega Drive/Genesis
LS_Dracon replied to 108 Stars's topic in Sega Genesis
Very cool! Now figure Yuzo Koshiro making soundtrack! Just a dream... -
It's that all bad? LoL I have a personal statement : "What really matter is the idea. The idea development get better with experience and time."
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Today I have a good idea for a space shooter game. I'll not work on it, lot of others priority projects on to do list, so it's just an idea I'm throwing. The game place in a solar system invaded by aliens. This means stages alternating between planets and space. The aliens are displayed in rows just like Demon Attack, but each alien have unique behaviors. Some of them just stay shooting while others fall down to the player ship. After some alien waves, you fight against a mother ship, and can move for the next stage. The objective is clear the solar system, then jump to another and goes on. Let's talk about technical stuffs. Keeping only GRP1 for the aliens I can draw explosions with GRP0. The star field in space levels are made by BL, while in the planet another kernel draw the environment using PF1, much like in Space Chase. I have options to change the player size and numbers, to make lot of unique alien ships. Naturally each alien ship will have own color and look. Follow the mock up, sorry for the low quality, this is a quick drawing. The space level shows all the possible objects on screen and the planet stage shows the kernel options for each row. Only in the bottom row the aliens shoots or fall against you.
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Tried to edit Atari 2600 article in my language, wasting 3 hours of my life, explaining details of the hardware from a programmer perspective, then somebody deleted everything late that day and wrote : "C'mon guys, let's translate the english article". I will never waste my time again editing wikipedia.
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Atari 2600 -> Master System -> Snes -> Game Gear -> N64 -> Playstation -> PS2 -> Wii -> Xbox 360
