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LS_Dracon

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Posts posted by LS_Dracon


  1. Pode crer, o Opcode tmbm é, mas acho que ele mora nos EUA.

    Eu programo por hobby tmbm, não sou programador profissional. Aqui no Brasil é raro alguém programar o 6502 pq este processador não foi difundido, ao contrário do Z80, que é o processador do coleco, também era o processador do MSX então vc tá ligado que tem uma grande comunidade brasileira de MSX.

    O Z80 também é o processador do master system, um dia pretendo aprender este processador também, mas tem muito chão pela frente ainda no atari 2600, eu tenho tipo uns 10 projetos de jogos, não sei se vou fazer nem a metade hehe. É mto foda programar o atari 2600, chega a ser frustante, pq vc tem uma idéia, e aos poucos vai diminuindo por conta da limitação do sistema. Aí no final fica só o esboço do seu projeto.


  2. Olá, o tópico "oficial" era este : http://www.atariage.com/forums/topic/47541-tem-atarianos-do-brasil-aqui/

    Mas já faz tanto tempo que ninguém posta que se perdeu no fórum.

     

    Eu sou de Curitiba e vc?

    Começei a programar o atari em 2006 e em 2007 fiz meu primeiro jogo, o Bee-Ball que está sendo vendido na loja da AtariAge.

     

    Agora estou aos poucos fazendo os gráficos do Prince of Persia pra atari 2600, são centenas de sprites, o objetivo é fazer um port perfeito em termos de animação.

    Começei em 2009 e já tenho cerca de 90% dos sprites prontos. O programadoir do jogo será o Chris Walton (que recentemente lançou o Juno First e Chetiry).

    Até poderia programar, mas ele manda bem melhor que eu.

     

    Eu não conheço outro brasileiro programando para o 2600, tem o Tokumaru que estava planejando o sonic, mas ele é programador de NES (muito bom por sinal) que usa praticamente o mesmo processador do 2600, o MOS 6502.

     

    Eu sou ignorante deste, Lid ... é oficial do Português, língua predominante ou do Brasil? Espero que você encontre pessoas em casa um pouco mais aqui.

     

    Googla traduzir é impressionante!

     

    Yes, portuguese is the unique official language in Brazil.


  3. Very nice! It's a bit too optimistic for my kernel, though. The best I could probably do would be:

     

    post-27536-0-00196900-1358806771_thumb.pngpost-27536-0-14485000-1358806785_thumb.png

     

    That came out better than I thought. I might try it at some point to see how it looks. But it's very inconsistent with the style of the other levels. Compared to the other levels, for me it feels sort of like going from the Centipede title screen to the game screen :)

     

    Looks good enough!

    Perhaps make all levels with single colored girders. You always loose things when design a game for atari 2600. The sprites, new levels, title and intermission screens will worth the remake. :)


  4. Sloped girders is a much needed as it is part of the game design. :)

    I agree that looks worse because the single color, anyway it's only on first screen, you can use multi colored girders on others stages. I don't recomend to flicker the PF, I tryed and looks realy bad.

    For better looking, the horizontal girders on first screen need to be single colored too.

     

    It's my suggestion, if you don't mind :

     

    post-10940-0-37673500-1358603114_thumb.gif

    • Like 5

  5. Based on youtube video I think the game can be done on 2600.

    You can even recycle some code (assuming you code the game in assembly).

    The difficult is draw the screen. I recomend you make the dungeons entire by playfield pixels, similar you see on homebrew Squeleton +, leaving missiles to make doors. Althoug you can draw doors with sprites in a place that doesn't shows enemies/objects.

    Also you can't display the text in side of dungeon graphics because you need these sprites to display the graphics of dungeon (not to mention time to update the data).

    I think you need to reduce the status information on screen, leaving a button function to display not so relevant status values.

    Show to us some mockup of the screen with 2600 style :)

    Good luck with your project.


  6. Thnx.

     

    It's good to see talentous people working on new DK for 2600. I made this demo just to explore the Atari 2600 hardware while I was learning about it, never was my intention to release the game.

     

    I think I'm improving a little bit over the years, both, Atari 2600 programming and my english.
    :)

     

    Joe Musashi project is really interesting and I hope to se a finished product.

  7. This is impressive Mr. Musashi! Please finish this game!

     

    I'll post a mockup of others stages that I didn't finish for the demo, perhaps it can be used as inspiration, I don't really think on 2600 limitations to make them, that's why the laddes are white :

     

    (The first screen need an inclinated girders, the elevator screen is too much optimistic for 2600 hardware, the pie factory and blue-ish screen is very doable IMO).

    post-10940-0-88132800-1355833151_thumb.gif

    • Like 1

  8. Very cool Ivan Machado !

     

    Thanks. I said I'll try something different, I mean a clean drawing ressamble 70's or 80's comic books, nothing so realistic as I did on Lead contest.

    Probably I'll update my entry before the end of the contest.

     

    Edit : A good magician doesn't reveal his secrets but since I'm not magician and this is not my secret, here's the turorial for how to make a starfield in photoshop with good looking :

     

    http://www.photoshop...-star-field/630

     

    I'm not really used this, because it will looks too good for a comic feel, but I want to share as it's great.


  9. Tnx for the update, the sound is working flawless here.

    Too bad I don't understand much about sound, because I would love to help you to make the TIA sound emulation 100% perfect.

     

    Recently find, the TIA coleco guide shows the sound waveforms, but probably you have a better document about it.


  10. Hi,

     

    recently I started composing original Atari 800XL music. I would like to do more, but I would love if it could be used for something real. Is there any team needing 8bit music and SFX design? If yes, I'd love helping out. My references: http://soundcloud.co...dy-atari-800xl/

     

    Cheers,

    Adam

     

    I like your musics, I was listening them, D&B WIP is one of my favorites, because it's remember me Bossa Nova wich I like so much.

    Sure the homebrew programmers will love to add your songs on their games, the problem is atari homebrew games doesn't sell much, 100 or so copies, so it's not possible to pay for good musics usually. All we can do is give you the credit for the song and of course, a copy of the game.

     

    Good to know Theloon will use your song in a game.

     

    I recomend you to give a look on Paul Slocum 2600 sequencer kit, for creating tunes to Atari 2600 (most of homebrews here are for the 2600). It's not easy to code BTW.

    http://www.qotile.net/sequencer.html

    I can say most, if not all good musics created for Atari 2600 find a good homebrew game.


  11. The bomberman can be made using the Boulder Dash kernel, is possible to use 3 colors for the PF grafics, you can make the bricks and explosion with PF only, leaving the players to be players.

    Actually BD uses blocks/tiles with 4 PF pixels wide, bomberman needs only 2 PF pixels wide for the tiles, witch give you 32 blocks in a row not using PF0 or 36 using PF0.

    PF0 is often not used because it waste precious time for such small contribution, it's only 4 pixels wide.

     

    So i guess there isn't a need for another sokoban then?

    Mine isn't finished (you can't win a level at this moment) and doesn't include all of the levels.

    If you like to make a sokoban, I would say go for it. By the way, boxyboy for the turbografx inspired me, it's a great port. I spend a holiday playing boxyboy and dreamed about boxes :)

    But I think the game is under-appreciated.

     

    I hope you make more levels for this game because it's really fun to play, it's on my Harmony for long time. :)

     

    EDIT : Here is my mockup made in two minutes. It's uses only 2 colors on PF pixels witch is enough for 2 types of blocks and explosion.

     

    post-10940-0-66029800-1347317512_thumb.gif


  12. Good question. :)

     

    AFAIK, C64 version was not sold, you can download and play on a emulator (witch I need to try out, looks a great port) or load on a disk to play on real hardware. A fan game just as it. Usually softwares are "soft" about fan game related things (drawings, fan arts, cosplays etc...).

     

    The 2600 will be sold in a cart, with manual and I hope, a box too. A fan game too, but with money things changes.

     

    Prince of Persia still one of greatest video game franchise from a big software (Ubisoft). Certanly we don't wanna problems with them.

     

    With Jordan Mechner authorization, will be like Halo. If I understand, Ed Fries have an authorization from Microsoft to make the game, nothing really technical, just an "ok". They know his game will not damage the Halo franshise because he was know by them and so on. Even if Jordan Mechner don't owns PoP rights anymore, Ubisoft will not be such disrespectful, I think. We will sell 150 or 200 carts with luck, like any other 2600 homebrew. We know we're not here for money, most of the price of the cart is to cover the costs of production but will Ubisoft understand it?

     

    And for etics, as a foreiger don't want to people think I don't care about copyrights from others countries, even if it's an international law.

     

    And finally will be really sad not be able to call this amazing project as "Prince of Persia". :)


  13. Thanks guys.

     

    That worked! It looks fantastic. The feel is spot-on also. I love the shadow. Excellent work! :thumbsup:

    I have the same problem last year, try to configure your firewall, setting this forum address as safe (you know the ROM files you're downloading are not a virus). BTW Stella loads .zip file, there's no need to uncompressed to test on emu.

     

    Note : This last demo also is a bit faster, runs at 5 fps, the original PoP runs at 12 fps, once the sprites are smaller, it requires to run faster. I think the speed of animations is something around 5 or 6 fps, this must to be fixed in gameplay testing (you know, good timming to jump etc...)


  14. Tnx all.

     

    Am I the only one that can't download the binary? I've tried it in Safari and Chrome. Safari stalls at 6.9KB and Chrome can't even seem to start the download. Weird. :? The posted screen shots look great, though!

     

    Perhaps because it's a .bin file. I'll post the zip, let me know if it works. This latest version includes some new sprites (crouching) and an incomplete (w.i.p.) drink animation, hold button + forward.

     

    Another thing, on Stella emulator, you can press Alt+Z to disable the player character, then you can see only the missiles pixels that I spoke so many times about.

    PrinceAnimation.zip

    • Like 2

  15. That's excellent!

    Thanks :)

     

    This one looks much better than the last one. :thumbsup:

    Danke. :)

    The color changes improve the sprite looking. :thumbsup:

     

    I was testing the difference between the original and the 2600 version, comparing the prince height, the perfect scale down is 80%.

     

    The playfield must to be 2 pixels (4 scanlines) smaller on each floor. Here is an image for comparisson, 1 = Original pc version, 2 = Scaled down 80%, 3 = Atari 2600 version (fixed)

     

    post-10940-0-52546900-1343946543_thumb.gif

    • Like 1

  16. New demo, left facing enabled (finally!).

    I was thinking the best way to handle such massive number of sprites, my suggestion is place all sprites into own ROM banks and store them on RAM. It's what I'm doing here, the second bank contain all the sprite and missile data, go there, pick the sprite I want, store on RAM and return to the main bank that holds the game logic / screen draw. It requires more RAM also.

    It's my first bankswitch program (F8) I think it's working fine. The controller layout is the same as previous demo :

    Forward : Run
    Backward : Turn (when running, too)
    Up : Jump to climb
    Down : Crouch

    Button + up : Jump forward
    Button + down : Step forward
    Button + running : Running jump

    If the player stuck looping an animation or other bug appears, press reset.

    The color pallete now are independent for each animation frame. I can find better combinations just don't want to work more on it right now.

    post-10940-0-98610700-1343857906_thumb.jpg

    • Like 7

  17. Thanks Djmips. I really need the Jordan Mechner authorization to keep working on it. Tried to contact him several times through his site but never got a reply. Probably there is someone to reading his website emails and not reply this type of question.

    Anyway I don't want to bother him, so me and Chris are waiting a better demo, perhaps a working first stage with these animations I did, to have a better product to show. We're giving a time to the time, Boulder Dash is out, an officially licenced, it is possible to happens with PoP also.

    Anyway next time if you had a chance, talk to him about this project ;)

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