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Everything posted by LS_Dracon
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Cosplay (costume play) if you don't know, are people wearing and playing like their favorite video game/cartoon/anime characters. Some are very well done, such sexy girls playing as Chun-li. Other are hilarious poorly made. Here are some of them : Smurfs Toilet Spiderman Sonic the hedgehog Kitana from mortal kombat 2 XD Adventure's dragon Silver surfer (the best!) And to finish, sailor moon.
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Tnx Chris. Yes, I have an old Stella emulator, well, not more It's the bug of "24 cicles after HMOVE". Good to know Stella is emulating it, I always forget about it Fixed
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Ouch... Times flies! My last demo is almost 1 year ago! I have good news. ALL the enemy sprites is done, Guardian, Exqueleton and Jaffar. I did The prince fight sprites too. I need to convert them to the binary, just finished now the prince sprites. You will notice some cosmetics changes (more colors such shadows and blond hair). This demo display the attack animation, didn't like it at all, it's a brute sprite, I'll work again on it. They looks different on "real hardware" and I need to care about it. The conversion to binary is very boring because the missile information, I need to write by hand line by line, each byte uses left nibble to the pixel shift and right nibble to enable and changes missile size. Each missile table uses 18 (prince) and 26 (enemy) bytes, and must to be coded in upside-down view, 2 times (one for each player facing). There are hundreds of missile table to be writen. Obviously this project worth all of it. svprince.bin
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I did one conceptual screen for your game. The playfeld is the black box in the left. The player 0 is the main character (not displayed here) Player 1 is the platforms. In order to change the color in black area I use one color trick, I think it's looks cool. The missile and ball are not used. You can use the space between platforms to draw other player 1 (items). The ball can be used for obstacles, sharing the playfield color, the ball will be black. I can use other trick to change the ball color (using playfield "score" type). I think this game can be fun, you should learn about 2600 programming. Give a try. fotd.bin
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Check out the homebrew Man Goes Down. I think it's similar to yours but MGD is vertical scrolling. I think MGD is a good source for you understand what is possible to do in Atari 2600 hardware. In current screen you can't display the logo and score at same scanline, it's all I notice. Remember the limit of 48 pixels per scanline. Well you can display a combination of 24 - space - 24 pixels in the same scanline. This case you must fit the logo in the first 24 pixels wide and the score uses the others 24 pixels.
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Here's a more feasible title screen. Atari 2600 can display one block of image maximun of 48 pixels wide, "1 color" per line. This 48 bit image uses two sprites duplicated 3 times each, because this, you can't display other sprite or even playfield image due lack of free time to calculate it. The 48 bit sprite are used for logo and for the character (wich can be done with 32,24,16 bit wide). Good luck with your project.
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Sonic the hedgehog & Knuckles the echidna - Real life like
LS_Dracon posted a blog entry in Draconland
Had been long time I had this idea but today I take some time to draw it. Sonic I think it's a Long-eared Hedgehog (Hemiechinus auritus). Knuckles is not an hedgehog, it is an echidna, an australian marsupial that lay egg. -
Hi Tokumaru. Nice sprites you did. Check out this project, may hep you with the concept of player based backgrounds. http://www.atariage.com/forums/topic/148898-mega-italian-twins-2600-wip/
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Me too! It's a bit disapointing when the game run ok in the emulator but in real hardware display this graphic error. Nothing that cannot be avoided, anyway. Stella is my favorite 2600 emulator for long time.
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I think it pushes the sprite to 8 pixels left on the original position, the HMXX values still working, left or right. The sprite and the background color actually. This why the black line is removed. (The black line is a background color bug). Also there is a hardware bug, if you hit HMOVE less than 24 machine cycles after setting HMxx value, the result will be incorrect. Good luck with your project.
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It will be usefull for me, thanks. I have a incomplete scanline counter to test the television resolution, perhaps can be usefull for other programmer too. Incomplete because it miss the scanline counter. You can push up or down, to increase or decrease 1 scanline by time. Start at 262 scanlines of resolution, my tv hang up to 285 sanlines before lost the sync. Well, here is screentest.bin
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Yes the fast part. I like so much psycho, the best band from my city was Os Catalepticos (they quit in 2007) they made tours around europe, I thik they played in Germany too. From europe a good psycho band is Cenobites (from Netherland) they played here years ago.
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Yes I am. My city (Curitiba) have a good underground music scene. Psychobilly, in Brazil, you only will find here
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I like The Damned too. Didn't know the others 2, good bands Toy Dols will play in my city this month, another band that I like, can't to loose this show
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Intellivision homebrew - Mystery Castle
LS_Dracon replied to GroovyBee's topic in Intellivision Programming
Looks promissing Yeah, for me color limit is worse than sprite limit. -
Hi GroovyBee What programming language are you using to code for Intellivision? Assembly? Good luck with your project It's happens with me too
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Today I did a sprite moving. I think I'll explode by happiness.... Nope. Here's the code, for sake the curiosity ; ---- Sprite movement --- OPTION BINARY ALIGN OFF ;Registers I'm using ; V0 Temp ; V1 player X ; V2 player Y ; keys: ; #2 = up ; #4 = left ; #5 = space ; #6 = right ; #8 = down ; #A = Ctrl ; #B = shift ; #C = Z ; #F = Space ;----------------------------- Gamestart cls ;CleanScreen ld v1,32 ;Load X to initial position 32 on the screen (half of the 64) ld v2,16 ;Load Y to position 16 (half of the 32 Y resolution) ;----------------------------- GameLoop ld v0,#2 ;Load Up to V0 register skp v0 ;Check if pressed (v0 != 0) jp CheckDown ;No, jump to "CheckDown" add v2,#FF ;Yes, add -1 to Y (V2) (#FF = -1) CheckDown ld v0,#8 ;Load Down skp v0 ;Pressed? jp CheckRight ;No, jump add v2,1 ;yes, +1 to Y CheckRight ld v0,#6 skp v0 jp CheckLeft add v1,1 CheckLeft ld v0,#4 skp v0 jp Reset add v1,#FF Reset ld v0,#C skp v0 jp DrawingCode jp Gamestart ;----------------------------- DrawingCode cls ;Clear Screen ld I,Sprite0 ;Point I (indexer) to Sprite0 Table drw v1,v2,9 ;Draw Sprite0 using v1 and v2 as X and Y. 9 is the height of the sprite table ;TimeDelay ld v0,1 ;Load 5 to v0 ld dt,v0 ;Set V0 as timmer (DT) WaitDelay ld v0,dt ;Decrement V0 using DT se v0,0 ;If 0, go to jp GameLoop jp WaitDelay ;If Non-zero, repeat jp Gameloop ;End of the code. Jump to GameLoop and repeat process. ;------------------------------ Sprite0 ;Sprite Data DB $...11... DB $..1111.. DB $...11... DB $.111111. DB $1..11..1 DB $1..11..1 DB $..1..1.. DB $..1..1.. DB $.11..11. There are 16 registers, V0 to V9 and VA to VF. They are general pourpose less VF wich is set when colision happens, also VF hang the carry.Chip8 support subroutine by 16 levels. There is one indexer named I.Skp is a short branch, skip 2 bytes (next instruction) if Vx is non-zero.Well, see ya.
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In my last entry I've posted one mockup, Pac-Man for RCA studio II. At first a bizarre idea, today I did progress. I've start to study about Chip-8 programming, and did progress! In less than an hour I've written an hello word code. Chip-8 is a language that come from Cosmac VIP computer released by RCA in 1977. It's basically a RCA studio II computer. There are many emulator for chip-8, even for gamming platforms such gameboy and vectrex. Today there is super and mega chip-8 variations with more resolution and in color. The video display 64x32 monocrome pixels of resolution and single sound channel. I find quite easy and fun to code, at least in the first hour. Don't know why I'm codding for it. Mainly because I have tons of projects to finish. I think because the challenge. My next step is a playable pong. Edit : Added the image of the moving sprite.
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huahauhauPeople, just found it, THERE IS PAC MAN for studio 2!!!!Well, not really for studio 2 but for chip-8.Chip-8 is a virtual system that simulate COSMAC VIP computer, almost the same Studio II hardware.Anyway is possible to convert this pacman to Studio II, since uses the same limitation.
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Two years after, I have a new pixel ar... I mean, digital mosaic to show. It's the Boss from first R-Type game, in 3/4 perspective. I don't know the name of this beast. Enjoy
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Mad Magazine - Video Games in Real Life
LS_Dracon replied to Devin's topic in Gaming Publications and Websites
Walk - Don't Walk mockup. For some reason, I think would be cool if this game uses ancient 2600 grahic style -
Mad Magazine - Video Games in Real Life
LS_Dracon replied to Devin's topic in Gaming Publications and Websites
Walk - Don't walk, I think can be a button smash game, if you press the button, the old man step foward, if you stop to press the button, he stops and return to the other side, slowly. So you need to decide if worth keep going to foward or auto-return when the car aproaches. Madness XD -
Good to know you're working in a new project.
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Hehehe I think Capcom must to kill everyone who made movies based in they games. La doche vita... Sweet life?
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Back in the day they paint using airbrush, pastel or other techniques, besides Imagic labels, I think computers was not used until the final result. I love the silver labels, tried to mimic this label for Bee-Ball but this game wasn't made by Atari, not make sense. The original artwork looks better to me. For comparission, here's the test in silver labels I did in 2007.
