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Posts posted by LS_Dracon
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Hi, new demo!
It's an animation test demo, not really a gameplay, so the controllers are just functional, it's not my suggestion how it must plays.
Ok the keys if Prince is stopped :
hold forward = Run
Up = jump to climb
Down = crouch
back = turn (it's buggy because I'm not finish the left facing missile sprites, so the prince positions is reset to the left)
Hold button + Up = jump forward
Hold button + Down = step forward
Prince is running :
Release foward = stop to run
button = running jump
Again, it's an animation demo I did to test my sprites, most of the motion values will be changed to match the original game. The sprites as well is only 80% done.
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Welcome to the AtariAge Mr. Crane! I apreciate all of your works on the Atari 2600.
Greetings from Brazil!
Ivan.
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Hey people here's an online Vectrex emulator with StarCastle loaded as default game, so you can play it on vector form if you're not familiar.
http://www.twitchasylum.com/jsvecx/ (firefox, chrome or opera)
Just a brief update: We managed to increase the vertical screen size to at least 200 pixel vertically (probably more).
Cool!
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If you need help with another character just ask

If you wanna help out and 3d model another character, Take you pick! 500-ish triangles or less is ideal. I haven't even started on any myself.
Yes! Fire girl!
But I would like to change her design a bit, if you don't mind....
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Very cool. the stage also.

Still hard to me, I can't to beat any of the bosses.
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Hehe I wasn't complaining, sorry if sounds like that.

The sound fx are present on the last update.
Not all the sounds are equal because some limitations, rom, frequency etc... But I think they are ok.
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sound effects (especially compared to the current game: different or missing)I did all the sound fx and they are most close as possible with original. All the samplers are there, including new ones like the switch sound (pause).
The background siren for example updates the AUDFx on the fly, trying to simulate better than just one frame update. Here is the bullet shooting sound in .wav to compare, the first sound is the original and the second is the TIA incarnation :
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That's great! Thanks

If you can add more triangles on her ponytail would looks better, don't know how much polygons can you use in a character.
Her weakness must to be the ice, and the background something like jungle / jurassic park, you know, if it is not too hard to make.
If you need help with another character just ask

See ya.
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That's great.

I think blond hair, and the others colors such light blue and dark green for the clothes like the slashman.
My drawing was just a quick sketch, this why I not put colors on it. I can paint the drawing other day if you want.
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I've tested your game and think it's very good.
You have managed how to create your own 3d texturized models, very impressive

The models are well done and the animation is very good also.
I've encourage you to release your game in fisical form (CDs) perhaps here in AtariAge you can find somebody to help you.
The robo master list is close? Can I suggest you a character?
Slashman is my favorite robo master, how about SlashWoman? Check the design I did.
Good luck in your project.
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Use Fatitely. GG uses the same sprite information as Master System.
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A bit old news, the original Sim City code was released in 2008 under the GPL.
There is a SimCity clone named Micropolis, an improvment of the original source.
"SimCity" name still under Eletronic Art copyrights and can't to be used in projects with this source code.
Wondering to know if is possible to port this game to Atari 7800.
Here's the Micropolis page with more information about source and the game itself : http://code.google.com/p/micropolis/
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I did this hack that makes the player invencible and with unlimited fuel.
And discovered that you can destroy the houses, it give you 00 points, interesting.
Nothing happens if you miss the bridge, also.
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Congratulations André!
The label is really unique and it has so many elements of the game!Agreed!

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Hell, I'd put down some cash for a homebrew cart of Space Invaders for the RCA.Anyone know how these guys made their homebrew projects? What coding? What assembler?
You can use TASM. Also the Studio 2 uses same processor and similar hardware from many computers (Cosmac, Elf), these computers uses Chip-8 language wich is very easy and fun to code. There is a Space Invaders written in Chip-8 for "Elf computer" wich is very good actually.
Hey guess what? There are two "systems" that are worse than the RCA Studio II. The justice system and the government! haha
Haha and even slower!
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You could remove the WSYNC and gain enough cycles for sta HMP1.Tried but I need to make the loop with exactly 76 cicles or it mess with HMOVE.
Also there's the problem to set HMxx values 24 cicles before HMOVE, here'sthe scanline loop :
;------------------------------------------ Scanloop sta WSYNC sta HMOVE lda MarioPF2,x sta PF2 ;----- lda MarioPlayer1,x sta GRP0 lda MarioColor1,x sta COLUP0 lda MarioPlayer2,x sta GRP1 lda MarioColor2,x sta COLUP1 ldy #0 lda MarioPF3,X sta PF2 sty PF1 lda MovePlayer1,x sta HMP0 lda MovePlayer2,x ; sta HMP1 lda MarioPF1,x sta PF1 ;------ FinishLoop dex bne Scanloop
I'm not good with optimizations

The PF1 is load after PF3, to be displayed in next line, added 1 extra line in the graphic table to fix it.
I've included 2 variations on the Mario, the first is Hyper Sprite based with a height adjustment for the Playfield wide pixels and the second is closer to my concept of Playfield color fill and 4 pixel wide edging pixels and tile blocks.You can use only 1 color per line, combinations like skin-red and red-blue or blue-brown aren't possible. Only if you set both players at same place, like layers, reducing the color area to 8 pixels wide.

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Dude, here's all I did, in last 2 hours (yes, really).
It's terrible to keep everthing working, lot of problems, page crossing, timming etc...
I haven't find cicles enought to finish the right - down part (the pixels must to be pushed to the left).
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The flicker don't looks good in large images (playfield and 4x sized players) in a "not black" background, I already did tests, trust me.
Yes, I mean the hair black for the eyes be black too. Actually you can change the background color in that area to paint the eyes as black, but it's require a special timming wich is very difficult to do.
The problem you need to change the playfield pixels at exactly 48 cicles (half of the screen) you can't miss this time, another thing that makes it difficult.
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I think you can change the playfield color, as there aren't others playfield pixels after the eye. I'll try to convert this image for you.
BTW there are others ways to display a multi colored image, using Andrew Davie Chrono Color technique, wich flicker but looks good because the black background.
Teorically, with Melody Board both ROM and RAM is no more a problem, but it's not a goo way to start to code, I think learn to code for the 2600 with all limitations makes the wole thing fun.
Is possible to extract art from 2600, don't give up
I see your from Brazil, how is the weather down there?The spring is ending, the summer aproaches. Yep, Xmas in the hell hehehe. Actually I live in south of Brazil wich is cold, but no snow in dezember. You don't miss what you don't know

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Tnx.
Your mock-ups are possible, with few adjusts (mario skin color and the red (hat) color in the same scan line is not possible, also the eyes must be brown, it's a good idea to paint the hair as black).
Also using 1 scanline resolution require much rom. My example uses something like 128 bytes on each image, (8 scanline resolution) so you can store 9 images in 1 kb.
Atari 2600 hardware is really limited to the graphics, sadly.
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Darrel, please, record your speech and post on youtube

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Anyone thirsty for some PoP?
in Homebrew Discussion
Posted
Thanks. Some animations or even frames, if possible, will use their own color pallete to minimize this problem, don't worry I'm aware of that.