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Posts posted by LS_Dracon
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If you were going to make a game called, "Escape from North Korea", what kind of game would it be?
An inversed tower defense, you're already inside the building and must run away while the army is shooting at you.
Every new level you have points to shield up the civilian (or boost the speed or fight back) while the AI have more units to add on the map.
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You mean like how the Dreamcast controller works? Yeah that would be pretty straightforward would just need to define the "edge" that it triggers at (since hall effect are analog) I would like to get back into console mods at some point.
Regarding the record, I built a device that allows the theories to be tested on real hardware, removing human error. If the score cannot be achieved with this rig, then it's probably not possible.
David Crane would be the final say, have seen him at a few conventions this year but he seemed kind of tired, doubt he'd actually give a crap.
Yes, with a button to adjust the sensitivity. For Dragster, set a high sensitivity, thus requiring a small tap to the direction for the input.
Not to mention this controller will "never fail", as there no micro switches and stuffs like that.
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Ben, can you build a frictionless, hall sensor based Atari 2600 joystick?
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Yep, especially at the time.
It's odd how little games have evolved in those last 10 years. I mean, sure they get a little better, and f you compared the bet-looking games of 10 years back with the best-looking one of today, you'll see a difference... but would it be a notable, jarring, mindblowind difference? I think not. Silent Hill 3 still blast me how gorgeous it looks, especially the faces on the PC version, and it's a 14 years old game.
Take it back to 1972, and you went to the Odyssey to the NES and Master System. Mindblowing!
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Send him an email
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Thanks.
By Odyssey you mean Odyssey "2"? (not the original Odyssey)
Yes, the Odyssey2 is the NTSC version (the cart works fine on both regions, anyway).
VideoPac is the European PAL release. Marc is selling both versions.
VideopacBelgium will be the unique place to buy this game.
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I'm using a 12v-1A for mine.
AC Adapter plug from Ebay link seems not fit the Odyssey 2.
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The game is going to be sold at VideoPac Belguim
There is a Odyssey 2 and VideoPac version.
VideoPac version was only possible thanks to René.
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Finally I was able to test it (installed the latest Stella).
It's unbelievable! The game looks like is running on a superior hardware.
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I was not expecting people being so sad about this.
I'm afraid this is my fault - my personal circumstances have changed such that I can't take on a project of this size for the foreseeable future.
Ivan spent a lot of time completing the sprites and animations, and it would be great is someone else could take on this project.
Chris
Is not your fault, when I arrived the project was already dead, I tried to resurrect it but this is not how things works.
I decided to quit because it's not fun anymore.
After the animation demo, I lost interest because I did what I really wanted, a perfect POP animation code on Atari 2600.
I was very happy to make the sprites, this is something I used to do for fun years ago, so there's no problem for the time spend.
I still draw stuffs for nothing, like this Jessica Rabbit sprite :
Please make sure that all your work is secured and backed up so more than just one or two people have access. Especially the animations you created are very valuable for anyone attempting this project in the future.
Thanks for all your work and good look with your other projects.Thank you Thomas. I don`t know if there's something to be backed as the animation code is a mess and needs to be optimized, I'll see what is useful and send to Chris.
Sorry to hear that... you'd done some amazing work on it. But maybe someone will take up the project again someday.
Thanks Nathan. That would be cool.
I said only gonna help if a programmer show me a working level, to not feed any hopes and dreams anymore.
Ivan, Chris, have you considered putting this on github as open source? I am not saying that I want to try and continue the project, I have far too many real world obligations for the foreseeable future (+ no experience with game-scale VCS development), but I would definitely like to take a peek and who knows who else might look at it and decide to give it a spin.
There's nothing really. The "working demo" stage was made for starpath supercharger, and can't hold the prince animation data.
I think the source is out somewhere.
I'll post here all the good ROM files I have here, for posterity :
Unreleased storyboard music (by Chris Walton) : pop.bin
The famous working level (SuperCharger, by Chris Walton) : popspikes.bin
The intro storyboard animation (by me) : PoPstoryAnim.bin
And the playable prince animation (F8, by me) : princeanim.bin
Those are most relevant ones.
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It`s over.
Me and Chris have too many side projects, real life stuffs, personally I`m dedicating my free time to Odyssey 2 programming.
Anyone who want to code this game, feel free to do, but I only will help with my sprites and animation engine if you have at least one working stage.
This sucks but I think it`s better leave it behind than keep dreaming.
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I like the pixel art on it and the game physics seems well made.
Good luck!
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I knew the processor is slow but not that much!
I aways have problems coding my homebrews, VBlank is not enough to hold the game logics and is a pain try to reduce the instructions, sometimes, wasting more RAM, to make the code work faster.
As for Chess module, O2 CAN hold a chess game without module. Probably Philips used the module for 2 reasons :
1 - They have a good Z80 chess code around and
2 - They wanted a faster game than the Atari 2600 version.
Nanochess made an exelent 1kb chess for Atari 2600 which I was tempted to translate for O2, as I know how to code for both machines, just to prove my point, but man, I don't like Chess...
Maybe one day I try to get his authorization to do it.
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From what I understand when reading the specs on Wikipedia, the MCU is the same, an Intel 8048 clocked at 5.37 MHz in NTSC or 5.91 MHz in PAL? Or perhaps that is what you mean by "faster", that the G7400 is capable of running 10% faster than the Odyssey^2 and G7000? However the G7400 is said to have 6 kB RAM + 128 bytes, which I suppose is CPU and A/V RAM for backwards compatibility.
Otherwise your spec sounds very much like a Colecovision (Sega SG-1000, Sord M5, Casio PV-1000 etc) but with a 8048 instead of a Z80. It strikes me that the C7010 Chess module for the Videopac already contains a NSC800, which is a Z80 compatible CPU. Perhaps if the O^3 was a dual CPU system with built-in Z80 and the 8048 for backwards compatibility, plus the other improvements you list, it had been something and actually been directly comparable with the Colecovision. Then it all would be up to the manufacturer to obtain licensed titles or third party developer support.
The G7420 is a BASIC module with .. Z80 and an extra 16K RAM plus 16K ROM. It is another pointer that the G7400 needed a built-in Z80.
I don't know the exact number, but 8048 on O2 is not even 1 MHz. I think it is 0.8 MHz.
Yes, the system I described is pretty much a ColecoVision with twice of sprites and a 5200 2bpp background.
We are talking about a 1983 or 1984 spec system, so make sense a bit better hardware.
EDIT : A dual processor would make it too expensive and difficult to code. a 5MHz processor is fine, even for 8048.
EDT 2 : Let's count : 22.75 cycles each scanline x 262 (NTSC) = 5960.5 cycles per frame
5960.5 x 60 frames per second = 357.630 Hz, divide by 1000000 = 0.3 MHz. OMG!
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These are the upgrades on O3/G7400 hardware I think would be good to make it stand among competitors (ColecoVision, Intellivision and Atari5200)
I'm thinking on affordable technology at time, that would not be difficult to produce:
1 - Graphics
Background :
Another video mode using 8x8 tiles. 10x8 is not good because 10 is not a friendly number to work with, in binary. Division by 8 is cheap.
You could keep 10x8 as another video mode, for text only.
And a 2bpp video mode (like on 5200), this makes possible to use 3 colors for each 4x8 tile.
Would be cool 128 customizable characters instead 64, if it will not be so expensive to produce. You could use bit 7 to select between 2 banks of 64 chars.
Sprites :
8 16x16 mono colored sprites. CV and 5200 had four (on same scanline).
Currently, G7400 had none! You need to stick with 8x8 low resolution O2 movelable objects.
Colors :
Possibility to use all 16 colors, not choose between 8 light or 8 dark.
2 - Sound
A GE or YM sound chip similar to CV, Inty or Vectrex. Cheap and good for the time.
Currently G7400 uses the terrible O2 mono channel sound chip which is bad even for sound fx.
3 - Hardware
O2 backward compatibility, a faster processor (I think it is on G7400), keyborard from O3 proto/Command Center, not the membrane from O2/G7400.
I don't know about RAM, more is better but not to make it expensive.
Free the video bus to make changes on the fly, like on Atari systems, featuring WSYNC and a proper scanline counter.
Hardware smooth scrolling, 2 button controller etc...
This system wouldn't had chance against NES but would be interesting to port arcade games from the time.
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Only one.
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G7400 have ZX-Spectrum-like graphical capabilities, would not be a strong competitor to the NES.
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Thanks.
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This is my new homebrew developed last year.
The game is finished, but the last version does not works 100% on emulators, so I'll not post a rom this time, here's the video for those who want to know how it looks/plays.
It also will not work fine on PAL machines, unless I fix the game timing.
There are 18 holes, 4 clubs, my new sound driver (that makes possible to me create good sound effects) , title screen and more.
The version on the video is a old one that had no sound yet and the timing was fixed to work on emulator, although you see some scanlines colors jumping here and there.
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Sorry guys, the code stopped to work on real hardware.
Odyssey 2 is too sensible for timings and objects redrawing, I was pushing it too much, it seems. If you do something wrong, you have a black screen.
Not means I'll quit this project, but I'm working right now in a golf game and this new project is progressing nicely, I have plans to release a beta soon.
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I've found an "octave", here's the values :
First, set the audio registers A7h and A8h to 00h and AAh set bit 7,6,5 and volume (bits0-3). Something like : 11101111b
Note bit 4 on AAh is noise, so must to be 0.
Now Set A9h with one of these, to get pure tone :
01h
03h
07h
0Fh
1Fh
3Fh
7Fh
FFh
See the mp3 below for how it sounds.
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ask people from the demoscene, like from pouet.net and alike! )
It seems Bomb on Basic City homebrew is using xgm driver.
I think in a regular driver the falling bomb sfx would overlap the music drums, which not happens in this game.
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Very cool!
The grid is somewhat symmetrical, not totally random, I like it.
Now we need a twist bar!
I had a desire to make a demo for Odyssey 2/VideoPac, but I'm full of projects. I have some cool ideas.
One good idea is to bring a 1bit music driver for it. Actually something better as I can choose the volume and some pitches.
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I meant a level editor with generic sprites, and the ideas from it compiled/converted into a BD game, with FS authorization.
And this editor is not something you can play more than a level with game rules (score/time).
Street Fighter II: The World Warrior (SNES)
in Classic Console Discussion
Posted
I bought a SNES in xmas 92 just because this game. Played everyday for like 2 years, but never was a good player. My Snes is long gone, but I still have the cart here.
I remember trying to finish the game at difficulty Level 3 for watch the ending scene, lower than that, you have only text.
Good memories.