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Everything posted by LS_Dracon
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Thanks and don't give up. Atari 2600 is difficult to code but also is a simple hardware, wich is less difficult things to learn.
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Thanks Danke. The color changes improve the sprite looking. 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)
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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.
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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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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.
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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) Cool!
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Very good
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Looks fine in my tv, 29". Even shows the blank space below the score as seen on emulator screenshot.
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Bee•Ball is a little 4kb game, I think best of all times is too much... But thanks your kind words. I'm not a sound expert anyway I like to create sound effects, it's a good chalenge like everything related to the Atari 2600.
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I have a question, this optimizations will gain some rom bytes? For more frames in the cannon explosion animation or more time for the explosion sound.
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ROLL BOSS RUSH (PSX/PSOne/Playstaion -WIP-)
LS_Dracon replied to isufje's topic in Homebrew Discussion
FireWoman model is done, I'm wating isufje aproval. -
ROLL BOSS RUSH (PSX/PSOne/Playstaion -WIP-)
LS_Dracon replied to isufje's topic in Homebrew Discussion
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.... -
ROLL BOSS RUSH (PSX/PSOne/Playstaion -WIP-)
LS_Dracon replied to isufje's topic in Homebrew Discussion
Very cool. the stage also. Still hard to me, I can't to beat any of the bosses. -
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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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 : scastlebullet.wav
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How about a true vetorial game? You made a demo time ago that display vetorial lines at 60 hz using the arm chip to calculate. You have a b/w screen but with "unlimited" numbers of objects, also it's a recent technique that never has been done in a finished Atari 2600 game.
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ROLL BOSS RUSH (PSX/PSOne/Playstaion -WIP-)
LS_Dracon replied to isufje's topic in Homebrew Discussion
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. -
ROLL BOSS RUSH (PSX/PSOne/Playstaion -WIP-)
LS_Dracon replied to isufje's topic in Homebrew Discussion
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. -
ROLL BOSS RUSH (PSX/PSOne/Playstaion -WIP-)
LS_Dracon replied to isufje's topic in Homebrew Discussion
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. -
Use Fatitely. GG uses the same sprite information as Master System. http://www.zophar.net/utilities/graphutil/fatilety.html
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I like so much the vector-ish looking of the text PM sent
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I remember the "Zombie" I thought was Boulder Dash. And I figured by myself "Chunli" because I'm a big Street Fighter 2 aka "SF2" fan. Bruce still unknow to me....
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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/
