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Blog Comments posted by LS_Dracon
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Looks good

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Very cool, MGD is one of the best homebrews for the Atari 2600.
I like the chalk art you did.
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So the excuse was Nintendo inspiration was not Odyssey Video Hockey, instead, Tennis for two. "Since it's not emit video signals, it's not a video game. We're copying nothing."
Naturally they lost.
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Wondering to know if Atari sent a C&D against Nintendo when they release an unlicensed home pong in late 70's.
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It's that all bad? LoL
I have a personal statement : "What really matter is the idea. The idea development get better with experience and time."
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My condolences Darrell.
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My plan was made both games as 2kb then I could release in a 4kb cart (Atari 2600 rom limit)
But Computer Space is very low priority on my to-do list.
It's a fun game, really.
I will post a gif or video of Computer Space and Pong on the forums.
Great!
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Cool.
Recently I finished a pong clone for Atari 2600.
For the ball angles, my code is something like: (Ball Y pos) - (Player Y pos)
If Ball is on the player range, the result (0 up to 15, player height) is divided by 2 (byte shift) because 15 is too much, resulting 7 positions plus 0 (no vertical move). Then I use the result to index a table.
The table in this case is like -7,-6,-5,...0,1,2,...7. Positive to go down, negative to go up. So I can easily pick the vertical value for the ball. Note if ball hit the center of the player, the vertical value is 0, this why 0 is on center of the table.
I had plans to make computer space too. Is there a screenshot of your game?
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1977... Wasn't the year nintendo released their first console? One unauthorized home pong clone?
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Thanks.
The light gray (white) in background is needed to use on skull, I can set black pixels to hide the white around the object but I'll lost the outline information I like to keep in my sprites.
The sprite you like is the original, others 2 are modifications to fit the technique limitations (16 pixels wide for black pixels, 2 colors limit for each line + background white ).
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This is probably the forum to haunt for tools and advice:
Good site for psx homebrew stuff, thanks for the link.
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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.
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Nice.
Microsoft forgets before software profits there are customers.
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Very cool!
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I miss the time I had insomnia, that was great for coding stuff. Now I have bad sleeps, awake tired and nothing coded yesterday.
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Yes, the siren is all up to Thomas. My contribution now is new sounds such explosions and other little sound fx I'm working.
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Rotating mines looks great!
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Oh nevermind about the middle ring... + means done
(I can't to edit the post anymore)BTW if you reduce the cannon hit tolerance, I think it will help to keep using big ship.
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To keep using the big ship, collisions are made by software right? Is it possible to reduce the ship "hit area"? Then the cannon/mines need to hit the center of the ship in order to destroy it. Like ghosts in pac-man arcade, doesn't kill you just touching a single pixel.
Edit:
+ regenerate if middle ring is empty (test arcade).
Nope, desn't regenerate destoying all the middle ring sections.
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I'd like to add a vote for adding "hit sparks" when shooting the rings. I think it would probably be worth the flicker, since it would only need to be maybe 2 frames long. It's very, very short in the arcade game. I'll work up a sprite for it, and hopefully it can be included as a test.
I think a not animated spark played by 3 frames, I mean, due flicker, frame 1 = spark, 2 = ship, 3 = spark, 4 = ship and 5 = spark.
I'd like to revise the player's ship exploding. I've never been completely happy with it. That said - Thomas, can I make that explosion taller? I'd like more room for the debris to trail off (similar to Space Rocks).
How about setting p0 as double wide (can be made outside of kernel) and using missiles and balls for debris? The kernel support up to 6 dots, just setting the mines as single pixel wide going down the player explosion and make the player shoot 3 missiles to up.
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I preffer the old one.
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Like I said via PM it's perfect to me.
I think you can delete the file starcastfx.bin because it's useless now.

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I found a blind spot, when you start a game, don't move the ship, just rotate 3 times to right and fire, the enemy cannon will never hit you.
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I don't think we shoud discard an idea without testing it first.

I tested your siren and sounds better than my aproach.
How many updates per frame are you using to produce that sound?

Playable
in SpiceWare's Blog
A blog by SpiceWare
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Is there a reason to not use that explosion Expire 8 did?