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Everything posted by LS_Dracon
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Nice sprites dude. You should start to code something.
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The graphics are amazing
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So the speech will happens during gameplay, it's interesting. I thought only happens after leaving the room, like Berzerk VE. Too bad AUDV0 uses the right nybble, otherwise the ball could be enabled using the left nybble. Good luck with your kernel
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I'm not understand DCP+ yet... But where you load Y and X for ENAMx and PF left screen data? Are you using the 4 unused PF0 pixels? Edit : And what is the AUDV0 usage in kernal?
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It's a great news! One of the best Atari 2600 project I ever saw!
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In my country, there's an artist that makes this type of works, his name is Farnese de Andrade, actually is one of the artists I like most, his works is the creepiest things I ever saw. Here's a link for some pictures : http://fddreis.wordpress.com/2009/07/22/farnese-de-andrade/
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Yes, the diver from Sea Quest is made with ball object.
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Funeral for a friend
LS_Dracon commented on Nathan Strum's blog entry in (Insert stupid Blog name here)
Probably all your Atari need is a new capacitor. It's like a blue pill bring life again to old and dead things heheh -
Works perfect here
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É possível alterar a cor do sprite, vi em algum jogo, mas deve ser difícil. A questão do floating sprite é que se trata de um sprite que se move, não fica fixo no mesmo lugar. Acho melhor neste mockup deixar o background limpo, e fazer um plano de fundo para odyssey3 (videopac 7400) apesar de não ser muito útil, pois é um vg bem raro. Talvez com muita habilidade eu possa usar 1 sprite pra cada abelha, e recortar a cabeça do homenzinho do bios para fazer o abdomem, então com os 2 sprites extras livres, 1 fica como bola e o outro, double sized para a rede, aí eu re-usaria para fazer a rede maior. A asa e os olhos seriam opcionais que podem ser descartados se ficar muito difícil de organizar tudo. Eu já escrevi algumas linhas de código para o O2, achei divertido mas é muito difícil pra mim migrar do 6502 (processador do atari) para o 8048, eles usam uma lógica muito diferente. Tenho muitos trabalhos parados no Atari e queria terminá-los primeiro. Também tem o fato que não possuo um Odyssey então quem sabe um dia ao adquirir um eu penso em programá-lo. Mas valeu, é legal saber que tem um brasileiro programando para o odyssey também. Quando tiver novidades me avise! E pode deixar que se precisar de ajuda no 8048 já sei quem procurar. Digo o mesmo caso voce queira programar no 6502. Abraço.
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Nice screens you have in your site, those are mockups only or have you something running on O2? I use dark green because the light green makes difficult to see the yellow sprites. I read there is possible to choose dark or light colors, is that for grid only? I have lot of questions, perhaps you can light my ideas a bit : Can I change the background colors and grid colors using the video line interrupt? Can I change the grid height also? For change the players colors by line, it must to be fixed in the screen or can I change in a floating sprite? What exactly happens in the screen after overlap bios characters? Can I move horizontally the grid position, in order to make the vertical line exactly in the middle of the screen? The first kb of cart rom is ignored by the odyssey2? And finally, seeing your collection, are you brazilian? Cause I am.
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Here is Bee-Ball mockup for the Odyssey^2. No, I'll not code it. Don't know if this screen is doable, is possible to change the graphics "on the fly" using line interrupts but don't know how flexible it is. Odyssey2 support 4 single colored sprites limited by 8x8 pixels each, I'm overlaping 2 for each bee. The raquets are made by bios character, as well the ball and the bee's eye and wing. (I can use up to 12 bios characters at same line). The net is not possible by this way, I have vertical lines but not in middle of the screen, perhaps I can to draw it using others bios character the problem are these characters can't to overlap others characters. If ball collide on the net I will have problems (screen glitches I think). Probably is required a good software collision code to prevent this. Bee judge and the leaves (double sized) at top are using the 4 sprites in proper place on the screen. The background color is the darkest green I have, It's doesn't contrast much with the sprites, another problem. The graphics can be improved, just need to know more about this machine. I think Odyssey 2 could be a better machine with a full bitmap background like Fairchild Channel F. The Bios characters will be useles as I could draw them directly in the video memory. Other problem is the bios character uses the first KB of the rom, but the bios stay on the console, so the cart itself have only 3 kb of data, why not to keep the first kb to the bios but in the cartridge, at least I could personalise the fonts or use the extra characters to draw my own sprites. Much of these design mistakes was solved in odyssey^3 but that was late.
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Very clear
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Only now I read carefully the post, sorry. Good luck with the kernel, do the game mechanics to work is the most fun part to code, at least for me!
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I notice the distorsion too... It happens because the difference between last volume and the gap. Maybe setting the gap wit some volume on it, never gets 0 (mute)... BTW try others voices such vitoria and bruce like you did with Alex4000_robot_7_8, I think it's almost there Edit : Alex2000 uses 7575 bytes and Alex4000_robot_7_8, 6980 bytes... Can you add these 595 saved bytes (or even more compared with others) to make the voice sounds slower? Perhaps the problems is the speech velocity.
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Yes, 25% of space saved then... I think Alex robotic 4000 is very close. Another option is instead gaps, play again the last piece of sound but in lower volume, to create an echo. Perhaps sounds better.
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Alex 4000 is very clear! Better than Victoria. Zarvox still most cool but still not clear even in 3000 sadly You know robot voice are created setting blank pieces between the wave, perhaps you can create a code to set "blank pieces" in a wave, optimizing the amount of data required for the voice, but this will sound like original berzerk voice.
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Sometimes on 2600, a "bad looking" game is more complex than a good looking one. Berzerk is an exemple. 2 scanlines resolution, few colors but lots of players on a screen. It's not a simple game to code.
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The roms are crashing after the speech, only alex 2000 runs ok. But it didn't improve much Can you make more tests with Zarvox? Edit : If possble, make them a bit louder.
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Tested all the others voices. Victoria sounds better to me, the unique voice I understand "chicken fight like a robot" and it's a female voice, more creative for the atari 2600. Bruce sounds ok, but only on "Intruder Alert". Zarvox is a good voice for the game, but it's not cleat the speech. I'll test the newer files soon as possible
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Summer Full o' Superheroes pt. 3 - Thor
LS_Dracon commented on Nathan Strum's blog entry in (Insert stupid Blog name here)
If you want more info about Thor from comics, there is a animation movie released for DVD only, Thor vs Hulk, I liked this animation. Well, 7/10 too -
Trollface
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I like those sprites
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Liked the animated most. Flicker usually remind hardware weakness.
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Game Title & SpiceWare Logo in place
LS_Dracon commented on SpiceWare's blog entry in SpiceWare's Blog
Wow that's a nice MM's tournament in France, with a shield for the winner Yeah the empty space in PAL Tvs. I've noticed that in Bee-Ball but unfortunately I haven't bytes enough to centerize the screen. About the Logo, that's a nice trick. For the walls, how about interlaced, one line display one pf color and even line another color? Then you can draw 2 colors of PF flicker free, you know.
