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Posts posted by LS_Dracon
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You're welcome. You can still post feedbacks, I still able to fix bugs or change Ai level.

BTW Blind pong with hard Ai level is insane!
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The game was finished!
The horizontal speed changes every 5 hits, and the maximum speed now limits to 5x.
New AI level, now you can change the difficult using Player 2 difficult switch (A = hard, B = Normal)
Once you set hard, the Game Type / Score background changes to red.
I never won the hard level yet but it's not impossible as I can score some points. So it's really challenging.
Fixed blind mode fx to match ball speed.
Enable / disable AI with Select Switch. (type A2 and B2 are vs human player).
Still have some ideas for this game but I really need to close this project and move on.
I've updated the first post with the latest file update and the "game manual".
I'll not sold the game on Cart because I think will not worth and because "PONG" word in your game = problems, BUT most probably, as this is a 2kb game, will "hide" it in future games as easter egg. (I'll tell when).
I want to say thanks to everyone who are playing. The game is free for download, still if you want to contribute with something, there are several ways:
1 - Make a donation to Stella Emulator, my game was possible thanks to this emulator.
2 - Buy a Harmony Cart to play this game on real hardware.
3 - Buy any AtariAge homebrew to support this community.
See ya.
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Hi people.
As promised, here is the AI code.
This new code is better than what I did before, the player moves and feels like controlled by human.
It's very hard, so I need feedbacks to know if this AI level is ok or I need to make it a bit easier.
The logic of the code is on the image below, if the ball is on red area, the player will not move, if ball goes to cyan area, player move to up and if ball goes to yellow area, player moves down.
Also the speed of player changes according ball distance, if ball is far, player moves slower, just like how I play the game. Also there's no need to move the player if the ball is going to another direction, it's not makes sense and don't feel like a human playing.
There's a bug when the player goes too much to down and then appear at top, I'll fix it.
Besides that, I have no extra rom for interlacing screen, sorry. I need the last bytes to code game mode select for Player vs Player or Player vs Cpu.
Edit : As you can see in the score, the CPU beat me by 1 point

Enjoy.
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I'm now playing Prince Of Persia on the gameboy. I'm surprised how this game still holds up after so many years. The controls are very good, I like the fact that the player is more or less positioned on a grid. After running/walking the player is always positioned between two tiles.
Yes, master system version doesn't care about this and the game is almost unplayable.
Btw any news about BallBlazer? And that Sokoban game?

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Thanks!
New version with partial AI code, I need get rid of player 2 shaking and others errors and make the opponent smarter.
It's coming easily than I thought. Still with vertical rolling ball glitch, ignore this for now.

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Any chance you'll take this to the next level and go interlaced?
It's a good idea, following Supercat tip to split kernel into zones, I can free up some bytes and duplicate sprite resolution.
Doesn't interlacing drop the frame rate to 30Hz, instead of the 60Hz?
You need at least 2 frames (30Hz) to show all details of the image. You can't see all sprite details when it's moving anyway so I can keep the motion at 60Hz.
I'm going to make some tests and see if it worth.
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New version, what's new:
-Color cycling on the score once the game ends (game over)
-Ball's horizontal speed increase every 7 hits, there's no limit of how fast it can be, I'll leave it for fun purpose, next demo I'll fix a speed limit. After 44 hits the game crashes, who can do it?
Invincible cpu AI just to test the new horizontal speed changes.
Next version I'll try to implement AI (finally) and fix bugs. Actually I'm already working on AI but was disabled for now. I'm aware of the bug where ball get crazy sometimes (rolling vertically), I need to figure why it's happens, very difficult to track.
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We're waiting a better demo to show, perhaps a working stage 1 or something like that.
This project is really time consuming and is taking ages, but it's not like project CiE or Knight Rider, I'll supply sprite demos once I have something cool to show, and you already have the stage demo working too.
Me and Chris are busy working on others projects and for us, we never quit anything related to 2600 programming. Chris is working on Star Castle together with Thomas Jentzsch and I'm working on Super Pong among others stuffs.
Patience my friends.

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Wow, glad you decided to come back to this! Looks nice!Thanks!
No, Midway only had the rights to the post crash "Atari Games" arcade games (there was a legal battle over this and Midway lost the rights to the older Atari games). All of the arcade games before then went to infogrames (which is now called Atari). However, "infoatari" has had finacial issues as of late, though they were the current owers of pong if they aren't anymore. Pong definitely didn't go to Warner Bros since Midway didn't own the rights to it when they shut down.
Edit: Looks like the current "Atari" still owns the rights to Pong since they are still selling the iOS Greatest Hits app and have a new game called Pong World.
Really sad what happens with the Atari brand until today.
What? No votes for "Super Bong"?Hehe, let me wait for the C&D letter from Infogames first.
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Wow the last update was in 2008. What a shame!
How about "Super Pawng"?I'll keep with Super Pong, This is a non-profit project an I hope "Atari" understand it.
BTW who is the Pong owner? I mean, the Atari arcade games was owned by Midway, they went bankrupt in 2009 or so...
(searching) It seems Midway and his intellectual property (such Pong) now belongs to Warner Bros.
Well here's a new version, I was testing new codes and decided to update this little project:
1 - New score engine, based on Combat code, you need 21 points to win.
2 - New title logo and game mode fonts
3 - Some code optimizations.
The dumb AI is just a placeholder, I still need to code a good AI for this game.
Press select switch to select games modes, Type A = normal game, Type B = blind mode and paddle button to start.
On emulators, you must set "Paddle" as controllers.
Edit : Forget to say, the sprite animation was removed but I have plans to add it again.
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No, sorry.
I'm working on personal projects (2 Atari 2600 games).
About POP, there's not much for me to do, just finish the skeleton and Jaffar fight animation (all sprites are done and needs small fixes).
Oh, I've developed a compress method that reduce by 2/3 the use of ROM for missiles tables, that was the big ROM eater, but I don't know if this code can be used in a game, because it's coded for Atari processor and the game is going to be a DPC+ game (uses an ARM processor). BTW 32kb is enough at any way.
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Seja bem vindo.
Já que seu atari está com o video zuado, eu recomendo voce fazer um AV mod nele, infelizmente não tenho o link aqui, mas dá uma procurada que voce vai achar na net alguns tutoriais.
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I am still trying to contact AtariAge's maintainer just to get Javatari added to the list of Atari 2600 emulators. I did it many times, but never got I single reply.
I really feel just ignored sometimes... but maybe its the language barrier.
Albert is a nice guy, he aways busy making homebrew carts and keeping the site / store. It's not your fault, the AtariAge database also needs to be updated (See here) just too much things to do.
I used to play with Zsnes until Stella was vastly improved and become my favorite emulator, manly because the debug (I'm a 2600 programmers and it really helps). Keep working on your emulator.
Greetings from Curitiba.
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BTW: Is there some audio when the timer is running out (e.g. like the last 10 seconds in Boulder Dash)?I think no, just the timer number colors change to red IIRC.
Well, never say never when you're code to Atari 2600.
I keep on mind two things : It will looks good? Or it will be practical in game?
Here's the multicolored sloped non-flicker girders. Despite some pixels errors (not much perceptible on TV) it looks good.
But not practical in game as there's no time to update players graphics.
Don't want to spam Joe's thread, just want to share my tests to, perhaps, can be useful in some way.
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I was testing sloped girders changing the color on the fly. It's possible only on half of the screen, There is no time to change assimetrical playfield plus bg color change on the fly (mirrored PF require changes for PF2 exactly at @48). Also no time for players and others stuff, sadly. I'll post here anyway, just for curiosity.
The PF are masking BG colors changes, don't know why I did this way, it's same effect for change PF colors. I still have some ideas but very much will not work.
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Hi,
Found this recently, is a tool to rotate/scale sprites with better results, may be helpful for you:
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For all who cares, final melody:
This is a good one for a bonus screen.

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Pacman for the Studio 2 is now downloadable from http://www.robsons.org.uk/pacman.zip
Tested on EMMA02 but not MESS (don't have the right BIOS ROM images I think). Looking at the MESS source it should work

This is a 1.5k Cartridge
Very good! I knew this could be done!
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Kaboom is ready to go - okay it's a beta probably, but it is complete and works. I have tested it on my own S2 development emulator and Emma02 and it works fine. Not tried MESS.
Temporary storage, no proper hosting

http://www.robsons.org.uk/kaboom.zip
Source, Bin and ST2 format files included.
This is great! And thanks for posting the source too.
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Could CHIP-8 work on the Studio II in the form of a "Supercharger" cartridge? The idea being, the CHIP-8 language and sufficient extra memory are stuffed into a cartridge that had audio in/out jacks (like the Astrocade's Bally BASIC cartridge) or SD capabilities (probably a better idea, ha), to allow CHIP-8 games and programs to be loaded/saved with the Studio II? It would essentially turn the Studio II into a COSMAC computer (between the S2's two keypads, perhaps they could be combined to map the COSMAC's full hex keyboard?)
That's an entirely separate idea from the Studio II multicart, of course (unless someone were able to create a CHIP-8 interpreter for Studio II to put on a multicart?), but it could open up some possibilities for previously inaccessible games (CHIP 8 and homebrew development, since by providing the programming language and a means of storage/retrieval, it would be like its own open development system.
Nope, the memory addresses are incompatible, but a Chip-8 game using 256 bytes of RAM or less, can be ported for S2.
Talking about new games for S2, I think Tetris is a good candidate. I can't promise to code it, but who knows...
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It is. I've coded some lines in Chip-8. The language works for same processor and video chip used in Studio 2. The problem Chip-8 games uses 512 bytes to 1kb of RAM, while S2 is only 256 bytes of RAM, for the game logic (another 256 bytes for the screen) IIRC.
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That's an interesting point. Should the game go on forever, or should it end at some point, maybe when reaching level 10? I could make a special Game Over screen with Kong upside down.
Was joking about this video, but for a most perfect port, kill screen is a good idea.
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Good work as aways Musashi!
Probably soon we'll have a potential Donkey Kong kill screen if anyone wanna watch!
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I'm currently doing some experiments with the 25 m background. I'll see how that turns out. For now let's just say, slopes are not out of the question
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And we always have possibility to change BG color on the fly. Works for Ballblazer, will work for DK.


SuperPong 2600
in Homebrew Discussion
Posted · Edited by LS_Dracon
Yes, I talking about Video Olimpics AI, the player moves up and down without reason.
BTW I've fixed some values and now the player 2 is not so static. I don't have plans to code a better AI, at least for now.
The file was updated, also the ball is paused some seconds once the game over.
Download on the first page.