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LS_Dracon

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Everything posted by LS_Dracon

  1. Hehe tnx. But I learn assembly just for code to the 2600. I can't code for others machines. Most of programmers here already learned 6502 assembly for the 80's computers or job with programming for modern machines. I'm still learning and hope one day think mysef as genuine programmer
  2. Hehe no problem, I mean original because is not a port from existent game. Impossible to not be influencied by others games. I'll look for information about Spider: The Video Game. But my game will not be called spider game, it's a proto name, I need find one name. Accept suggestions
  3. Because the graphics too. I'm curious about what is possible to draw using 2600 hardware. Then my firsts binaries was graphics demos. I get funny coding for the TIA and start to code my own games. But I don't think myself as programmer, I have no tallent in assembly. I'm triyng to code for not be another guy in "programmer idea peddlers" thread.
  4. Reading the topic about possible atari jaguar mascot, I have one idea and drawed my own mascot. Edit : Changed the previous character to be a lynx mascott and added the new Jaguar. Jaguar and his little brother, the Lynx
  5. Thanks Michael, for your explanation. I'm using the standard picture size, reducing some lines from kernal. But is good to know more about it. Do you know something about screen standard used by Activision in their games? Vblank (?), picture (192) and overscan (?). I don't know if is my Atari2600, but Activision games works with perfect screen... Some others games, the screen get a little distortion, nothing annoiyng, but probalby is problem on synchronisation...
  6. Tnx Impaler. Here is a example of how the levels can be. There's nothing new, just changed the codes to display one level. ... I'll be out by one or two weeks, in january probably I'm return to the works
  7. I'm big fan of Æon Flux also Dali began the works of this movie in 1946, less than 10 years after Dysney Snow White... If I'm not wrong. Ok they use computer to finish it, anyway there is a huge talent on this short movie. At least they have an 2d project, it's good to know
  8. Tnx. My next target is a working gameplay, with a definitive code for the spider. This version show full using of the kernal, in early levels I don't need to set all 10 enemies, walls or platforms.
  9. It's nice to know I'm not unique that don't like Lion King. The last Dysney movie that really impressed me was Beauty and the beast. And I'm sad to see that 2D animations is out of fashion. Actually, 3D animation is faster and way easy to do compared to 2D and not need a true artist to give life for the characters. That's why I hate 3D animations. Nathan, did you hear about Destino? It's a short animation drawed by Salvador Dali, THAT is a animation, too bad he quit the drawings of this movie, so there are only few minutes of animation, but is the most beautifull animation I ever seen. I hope they release it for DVD. destino trailer
  10. Finally, finished the kernal, I don't need to care about how the atari will display the game graphics. It's done Here's what the kernal support : 10 Independent enemies, 2 per floor. Independent position, speed, direction, sprite and color. 5 Flying dot (item to be collected) 1 per floor, with independent position, direction and speed. They are ball object, so I can't draw one sprite for them and they share playfield color. This object is one Fly (insect) Probably I'll use Frog Pond's fly like. 1 Floating sprite, the spider, with missile (web) support. 4 Platforms, assimetrical, with possibility to set holes at any desired position (PF1-PF2-PF3-PF4) for now, holes with 3 and 4 pf-pixels size are possible. 5 Columns, simetrical, one per floor. Using PF2 only. As it is simetrical, changing PF2 the same information goes to PF3. For create a sort of maze. About the rom information necessary for one level : 10 Bytes, one per enemy. Using left nibble to select the enemy, up to 15, plus blank (no enemy) And right nibble to select NUMSIZ1 (sprite wide, 2 or 3 copies etc...) Not added yet. 8 Bytes for the platform, 2 bytes per row, one nibble for each PF, I can add up to 16 possible combinations for the holes, including blank PF and full (no hole). 9 combinations already used, Blank, Full, 4 positions of holes with 3 PF-pixels wide and 3 positions with 4 pixels wide. They can be set at any position of the platform, one hole per PF, maximum of 4 holes per row. I still have 7 free combinations for future expansion (such 2 holes per PF). It's added and working. 5 Bytes for columns. 1 byte/column per floor, I can directly draw the wall. Using 1 pixel for example, I have two columns/walls, as it's simetrical. And I'm using PF2 only, it's enough. Added and working. 10+8+5 = 23. I can create about 90 unique levels (type of enemies, holes and walls places) using only 2 kb of rom data And about the game itself (I don't start to code it yet. It's a to do list) 15 possible enemies types (Scorpion, bat etc...), maximun of 10 per screen, I can choose any of them in order of appearance. Each enemy had own movement pattern. Scorpions just walk foward, turn and walk again. It's most basic. They don't know where the spider is, and they are slow. Good for the first enemy of the game. Bats fly fast crossing the screen, such bats from pitfall 2, mountain king etc... There will be enemies that know where the spider is and attack. About Fly, I don't know if shoud be good display all five or only one per time... Anyway it's possible display all 5 at same time. The spider can fix and walk on the upper platform, also reach new floor using the web and crossing the platform's holes. But the spider can't thru the walls, and not climb on it. The enemies such scorpions can't too, so I have plans to create enemies able to through the walls. Hiting the fly you collect it and earn points. Touching enemies, you loose one life. I Don't know the rules to go for next level, maybe collecting % of Fly, or by time, and if you not collect one amount of fly, you loose one life. I don't care about this for now. Around 10 levels per stage, each stage with own enemies and tricks, my objetive is about 6 or 7 stages (~70 levels). It's the game I have on mind. Things can be changed, removed or added. Edit : Column
  11. Tnx Emehr. I did some test creating one vetorial line, necessary for this effect, it's on hold. Tnx Paulie, glad to see you liked Bee•Ball, or at least, the label 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?
  12. 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.
  13. Congratulations Holger, you did one great entry.
  14. Nice! I discover how amazing the smudge tool is on my Lead entry.
  15. Tnx but no, I'm busy with some projects
  16. I like the Nathan n#2, Holger n#1 and Nonner n#1. Here's the sketch of my unfinished entry My idea give priority to tank shooting.
  17. Even the "brazilian pirate carts" come from Taiwan, or most of them.
  18. 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.
  19. LS_Dracon

    AIR RAID!

    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.
  20. Small variation. AtariAge Logo : aabiglogo.bin
  21. I'm out. I don't like the tank I drew in last week and these days I can't find time to another try... And the label must be professional, I don't will send an entry just for send. Anyway I want to see what people is working
  22. Eu tenho o esquema do vg 2800, não sei se lhe será útil. VG 2800 (CCE Atari Clone) Schematics: vg_2800_ee.zip
  23. KK is one of my favorite Atari 2600 game. Until now, I think this is the best, grafically, game done for the VCS. Then I bought one cart months ago, and discover that I coud finish (score at 999999). I play about 2 hours, and here's the snap. I already read that Activision games, if the score beat 999999 turns into exclamation mark (!!!!!!) But no KK, the score turns into hat, as the image below. Then the level restart, and in second screen the player freeze, like if hit by airplane, when I leave the rom to pick the camera, the demo mode was started. Now I'm playning Enduro, but there no way to finish this, I think for score get 999999 I need 6 or 7 hours of play, no way, no time and no pacience for this. The maximun I ran was 10 "laps", and I get bored.
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