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Everything posted by LS_Dracon
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Star Castle Arcade - Beta Release
LS_Dracon replied to Thomas Jentzsch's topic in Homebrew Discussion
My lcd tv also is really bad for flicker. This why I keep an old CRT just for classic gaming The brighter shoots is possible BTW, hang on -
Star Castle Arcade - Beta Release
LS_Dracon replied to Thomas Jentzsch's topic in Homebrew Discussion
Not your fault, I don't like flicker too. Sadly there's no rom for bigger fonts. What type of TV/monitor are you using? Flicker is more soft in CRT. -
Edit : PAL & NTSC rom files was updated with minor bug fixes, download in first page.
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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.
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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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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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It's a good idea, following Supercat tip to split kernel into zones, I can free up some bytes and duplicate sprite resolution. 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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Thanks! Really sad what happens with the Atari brand until today. 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! 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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PS1 games: how to make one?
LS_Dracon commented on atari2600land's blog entry in atari2600land's Blog
Good site for psx homebrew stuff, thanks for the link. -
PS1 games: how to make one?
LS_Dracon commented on atari2600land's blog entry in atari2600land's Blog
The official psx dev kit was leaked to the web years ago, but I don't remember were, the kit name is PsyQ. This thread talk about the kit, but the links are dead on first page, try the last page. You need to know C programming. -
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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Besides, we haven't added a ColecoVision yet
LS_Dracon commented on Nathan Strum's blog entry in (Insert stupid Blog name here)
Nice. Microsoft forgets before software profits there are customers. -
In 2011 I've post about 2 fan games that I was looking at : Sonic 2 HD and Card Saga Wars See the entry here Time to update the status of them and talk about another 2 games, coincidently another sonic and fight game. Sonic 2 HD was over. The group involved with this project release a working demo last year but soon after they quit to work on it. Doesn't clear why, it seems they fight each other about silly things. Ego, probably. Card saga wars is not dead but they didn't update the project since 2011, not surprised, it is a very ambitious project and the quality of the characters sprites and animations are awesome. Too much effort for a free fan game. At least there are a couple of fighters already running. Well now I'm looking at another sonic project : Sonic AXSX (stands for Another Sonic Xtreme) This is a recreation of the Sonic Xtreme, an unreleased sonic game for sega saturn planned for 1996. If you're not familiar, there are videos of demo version in youtube. The story of this game is long, check wikipedia to know more. Chris Senn, the original programmer, leaked some informations as well bitmaps (sprites and textures) about the project years ago, and someone took these source to recreate the game using Unreal Engine. The game has an unique perspective, using fish eye lens to make it looks spherical. I don't know who is working on this recreation, I assume it's the owner of the youtube channel I fond the video. BTW it's a very talentous programmer, the game looks and feels exactly like the saturn prototype. Check it out : http://www.youtube.com/watch?v=qU-k90htzqk Second game I want to talk about is Mortal Kombat HD. Just like the sonic 2 hd, they are recreating the original mortal kombat in high definition, all the caracters are made using CG, a very well done job must I say. Since all the animations are remade, they're using more frames, giving a more fluid animation than the original. The stages and musics also are being remade. Check this video about the 2 only characters already done, scorpion and sub zero : http://www.youtube.com/watch?v=hx292crZnsI I read in comments that all the stages and musics are done. The music are remixed by this guy, if you're a mk fan like me, you will know how good these remix are : http://www.youtube.com/watch?v=59U6Jgpd_3U Check the channel of these guys to know more about making of and others stuffs. And before I forget, how about Star Fox for sega genesis? Someone got the 3d models from snes game and put into a stock sega genesis. The game runs slow, 9-12 fps (original star fox ran at ~15 fps) It's more a proof of concept than a homebrew. Too slow to be playable, but still a impressive effort, I mean, it's not even using a SFX chip to do the calculations, just the genesis native processor : http://www.youtube.com/watch?v=UuYFmIEtLLk Sadly I don't know the forum / place where all these games are in discussion.
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Recreated Megaman 2 explosion on the Colecovision
LS_Dracon commented on Kiwi's blog entry in Kiwi's Blog
Very cool! -
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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Insomnia ensues III! Coding Atari 2600 games 'till dawn!
LS_Dracon commented on Gemintronic's blog entry in Game Maker to Game Dev
I miss the time I had insomnia, that was great for coding stuff. Now I have bad sleeps, awake tired and nothing coded yesterday. -
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. girders_no_flicker.bin
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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. girders.bin
