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LS_Dracon

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Posts posted by LS_Dracon


  1. Neat concept! Would it be feasible to have the web stay put when you let go of the fire button? then have it disappear if you tap the button again? Also, it'd be neat if you could swing on a web so that momentum can get you over obstacles. This may affect the gameplay you had in mind but I thought I'd just throw it out there Looking forward to your progress!

    Tnx Emehr.

    I did some test creating one vetorial line, necessary for this effect, it's on hold.

    i like the idea...keep us updated on your progress

    Tnx Paulie, glad to see you liked Bee•Ball, or at least, the label :)

    ice concept. Looking forward to its progress...

    Tnx TrekMD.

     

    Edit : I have one question for veterans programmers:

    How safe is use 200 scanlines of picture, reguarding 262 lines of ntsc resolution?

    And shoud I reduce vertical blank or overscan lines?


  2. Here I am with my third project for the Atari2600.

    It's an original game, actually my first game concept (My previous project is an unfinished Pong clone and Bee•Ball, original concept created by one friend, not by me).

     

    Spider game (prototype name) is a platform game, you play as spider and must walk around and climb platforms to collect goodies, while dodge all cast of dangerous enemies such scoprions, bats and others.

     

    You can climb on upper platform, fix on it and walk in upside-down view, this is the novelty.

    Another good think, this game will have tons of different stages with different themes and each stage with own selection of enemies.

     

    At first, my idea was not another insect themed game (spider is an arachnid, thoug), but one game that have a option to play in inverse way, walking in upsidedown view.

    This make sence if the player is an insect. The original idea was playing with an ant, but ant doesn't jump so I figure one jumping spider. The interesting from spider is the hability to make web, so instead jump, do the web.

     

    Probably you think about vcs spiderman, there's nothing from spiderman in this game, exept the web, but unlike spiderman, the web is not the real gameplay, here its fast to do and you don't need a high precision. The web is a complement.

     

    To create a huge numbers of levels, this must to be an 8kb game. I gonna use the first 4kb bank for main code, and the extra 4kb for store level data.

    In theory my code need about 28 bytes per level, so in a 4kb I can store about 142 levels.

    Too much, my goal is around 60-70 levels, enought and no doubt I gonna find a good usage for the rest of the rom.

    This demo is 4kb and probably keep this until the final adjusts.

     

    My biggest task was create a flexible code enought, for easily build new stages and send new enemies information. I'm still working on it and soon as possible everyone here can create levels for this game. :)

     

    Don't worry about sprites, I'm patiently drawing them, the current sprites is a placeholder.

    I wont show the real sprites for keep them as surprise, I'm trying to do something new for the vcs.

     

    The game is almost done in my mind, now I have the hard job to convert idea into binary.

    Feedbacks are welcome, and let me know your first considerations :)

     

    How to play : move the spider to left or right, and hold fire button to make web.

    If web touches the upper platform, keep holding the button and push up to get up (or down, if needed)

    Touching any platform you fix and can walk on it. If you walk tru an hole, you will fall.

    Relase button to cancel web at anytime.

    The objective is collect the "fliyng dots" (not added yet) and avoid enemies (there's no collisions detection for now).

    Alot of things do not work for now or work with bugs, soon as possible I will fix them all.

    The real game history and objective I'll post soon.

     

    Edit : Every new version, I'll delete the previous one, the latest version is atached on my late posts.

    post-10940-1228394506_thumb.jpg


  3. I'm from Brazil.

     

    PAL-M Atari 2600 consoles are different than PAL consoles.

     

    First, PAL-M is NTSC Resolution (262 scanlines) running at NTSC speed (60 fps)

    The odd, televisions uses PAL colors.

     

    The PAL-M Atari 2600 send the correct value for television, that is, the colors information is send by hardware, not software.

    If you plug Air Raid, will looks exactly like the ntsc version. Blue sky, green aircaft etc...

     

    Unlike european PAL, PAL-M dysplay all 128 atari colors, using the same NTSC value for each color.

    This means brazilian carts always will work on NTSC televisions, but brazilian console/hardware ONLY works fine on PAL-M TV.

     

    So Air Raid isn't brasilian stuff, becouse I never see this game in cart, and never see one t-shape case here, and if this was programmed here, at least, the screen resolution must be 262 scanlines.

     

    This cart looks like Taiwanese stuff.


  4. Nope, Air Raid isn't brazilian.

    I never saw T case here, and never saw one Air Raid cart, T case or not. Probably it's taiwanese or from hong kong.

    In Brasil PAL-M TV had 262 scanlines (NTSC resolution).

    But in asia, I think they uses PAL.


  5. Update, now fixed the missiles bug, and with 2 scanlines I can use simetrical playfield 1.

     

    This code is for PF2, players and missiles.

     

    	ldx #8
    ldy #22
    lda PFA,y
    jmp Scanloop
    
    align 256
    
    Scanloop
    sta WSYNC
    sta PF2
    
    lda ColorP0,y
    sta COLUP0
    lda ColorP1,y
    sta COLUP1
    
    lda PlayerA,y
    sta GRP0
    lda PlayerB,y
    sta GRP1
    
    lda MissileA,y
    sta ENAM0
    
    sta $2D
    
    lda PFB,y
    sta PF2
    
    lda MissileB,y
    sta ENAM1
    
    dex
    bne FinishLoop
    
    ldx #8
    dey
    beq EndImage
    FinishLoop
    lda PFA,y
    jmp Scanloop
    EndImage

     

     

    Here's an image and the binary with PF1 data. The 3 last pixels of PF1 delay 1 line.

    post-10940-1224544569_thumb.png

    hiper.bin

    • Like 1

  6. Sorry I don't get the basic...

    Is this a vertical or horizontal space shooter?

    There are no much horizontal space shooter (homebrew), if you go for this side, I think coud be good.


  7. No, I miss this topic, thanks for info.

    Cave in had a great title screen, well drawed and good use of the colors.

    Now figure use "cave in" text (players) to enchance the character, drawing eyes, clothes details and others. Not necessary to do in cave in title screen, as the image is good like that.


  8. My idea is just to display an image, such title,logo or ending screen... I don't know one possible use in-game.

    It can't be moved in horizontal, unless if I use playfield scrolling, but this waste much cicles... The vertical movement is free.

    This image can be drawed at single scanline resolution, also.


  9. I have an idea, to use playfield for compose one elaborated sprite.

    The resolution is low, anyway I like the result.

    Set both players to match playfield pixels size, then use assimetrical mirowed playfield (PF2-PF2).

    Set the background as white, PF as black and put the sprite in the middle, you can draw black borders with playfield (16 pixels wide) and the colors come from sprite, 8 pixels wide, in this demo I use both missiles, give-me plus 2 pixels, so 16 pixels wide for black and 10 pixels wide for colors, 4 colors per line.

    I forgot to convert sprite to binnary in upsidedown view and I have problems to optimise the kernal, anyway with sprite data in upsidedown view, I have more free cicles to add Ball (plus 1 black pixel) or PF1 Data (not assimetrical).

    I think this coud be useful for title screen, or some cutscene.

     

    This is the image and binnary :

    post-10940-1224253615.gif

    hiper.bin


  10. Já dei as boas vindas no outro tópico, os brasileiros estão meio sumidos daqui, acho que sou o único que posta regularmente....

    Tem o Sr. Ferraz que posta no tópico de itens brasileiros, bem legal o trabalho que o Sr. Ferraz está fazendo.

    Essa comunidade é bem legal, as pessoas zelam pelo respeito mútuo, coisa rara em foruns por aí, nunca vi flame wars, ataque de noobs ou coisa do genero...


  11. I don't know of any documented way of reading from video memory, which means that video memory can't be used for storage. So the only RAM you have (unless there's extra RAM in the cartridge) are the 64 bytes that are internal to the CPU. Which is not very much.

     

    I read you can use video RAM for general pourpose, the VRAM is bigger than television screen, that is, you can use some bytes from most right and these bytes aren't displayed.

    Here you find information about channel F hardware :

    http://veswiki.com/

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