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LS_Dracon

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Posts posted by LS_Dracon


  1. I tried this out in Stella 2.2 (in OS X) and poor Donkey Kong is split in half with a fair amount of distance between his two halves.
    Same here via XP in the office running Stella 2.2

     

    You're right, I tested only in Z26. Sorry, my fault :( But thanks to advice. :)

    Fixed! Now works ok on stella too.

    I tried it on Z26 (no split). It looks fantastic!! Keep up the good work

    Tnx, but fantastic is that dragon from Medieval Mayhem, without flicker...

     

    Just tried on a real Atari (used a Krok Cart), and z26 gives a more accurate picture than Stella. The flickering might look better if you do it Venetian style.

     

    Venetian? Sorry I don't understand... you spoke interlaced lines? Like the letter code?

     

    Looks ok on a real Atari

    Really? cool :)

    The "split" in Stella seems to be due to a bug with RIOT emulation, i.e. the horizontal positioning uses the RIOT timer (TIM1T).

    Or this code aren't efficient :( I'm still learning...

     

    Tanks for all.

     

    New version :

    dk_s_demo02.bin

    • Like 1

  2. Hi people

    I hope demos can be posted here...

    I'm start do make demos, to get better atari hardware knowledge and programming itself before my first original game. I create this topic for don't need create one topic for every single demo that I finish... So all will post here.

     

    At this time I brought to you a Donkey Kong sprite demo.

    The port of 2600 had sad sprites, so I try make a better looking.

    I don't know how to use both players at same time and same positioning using 16 bit sprite data (GRP0-RESP0-GRP0, GRP1-RESP1-GRP1?), so I use flickering sprites.

    See above the image for comparission :

     

    1- Original from arcade

    2 - My try

    3 - Official port for 2600 (get me sick :P )

     

    This use 2 colors, 16 bit wide sprite, and a animation.

    Ah, the white part is a ball hidden behind players ;)

     

    What you think?

     

    Here's the binary, it's just a graphic demo. (new version at bottom)

    (Sorry my poor english)

    post-10940-1165861710.gif

    • Like 1

  3. Hi people

     

    Sorry the flood, but here's a new version.

     

    What's new ?

     

    - Diferent angles (changed by player movement, move up and ball get high angle, move down to get lower)

    - Double speed (hold controller button)

    - Pause when the point is scored

    - Color gradient for score numbers

     

    What's lack ? (becouse I can't :( )

     

    - Angle changed by hitting player edge or other position

    - Sound Fx (not this noise)

    - Color gradient for players (I don't have space on kernal for it)

    - The middle vertical line (same problem as above)

     

    But this is finished, now I will make some demos, try new things before start to program my first original game.

    post-10940-1164846512_thumb.jpg

    AnotherPong2.zip


  4. Tnx for feedback jbanes.

     

    - Make sure the paddles are fast enough. The original game used Paddle Controllers, so you need to move the onscreen paddles quickly if you want to replicate that feel.

    Sub Pixel movement is very complex for me at now, but I'll try increase speed if controller button is pressed.

    - Hitting different spots on the paddle should spin the ball at different angles. The center should be a horizontal shot, and the outer edges should be a nearly vertical shot.

    I understand, I will try make diferent angles :)

    - When you add different angles, remember that the ball should maintain approximately the same speed. Which means that it should go slower along the X axis while it's moving faster along the Y axis, and slower along the Y axis as it's moving faster across the X axis.

    I think its not possible for now... Sub pixel movement is the key :(

    - After a point is scored, there should be a pause until someone serves the ball.

    Yes, I forget pause... this will be done in next version.

    - Don't make the paddles too large or it will become easy to hit the ball.

    Ok, I will reduce in 4 pixels or more the sprites :cool:

     

    Also, I will try make a pattern colors for sprites, and change colors for score. I need improve the sound, the true I need make a sound, not that annoyng noise :P


  5. Hi

    First all sorry my bad english :(

    My name is Ivan and I try to learn some months ago about 2600 programming and assembly.

    For test my knowledgement, I made a pong game. I think pong is simplest game to do.

     

    What's up :

     

    Move up or down, and hit the ball, the goal is 11 points.

    Press game reset switch to reset game anytime or press controller button to restart after "game over".

     

    There 2 games in zip, the 2 players version and VsCPU.

    The VsCPU are bad, I can't made a good AI.

     

    This game have a very bad optimised code :( But works at "high resolution".

     

    Works in Z26 and Stella emulators. :P

     

    EDIT : this is the first version, there a new version below

    AnotherPong.zip


  6. E ai pessoal, mais um na área. Já conheço o site da AtariAge alguns anos mas só decidi me registrar no fórum agora q vi este tópico em portugues, não sou o único hehehe

     

    Eu gostaria que alguém respondesse umas perguntas:

     

    O pessoal aqui é tolerante com pessoas que não falam muito bem o ingles? É que tenho dificuldades em escrever, apesar de entender perfeitamente...

     

    E queria saber se o pessoal é tolerante também com novatos na programação, pois estou estudando o Atari para fazer alguns jogos. Como teste estou programando um pong.

     

    Assim q obter melhores resultados eu vou postando as fotos do Pong-BR, no final deixo o binário pra vcs testarem em emuladores, por enquanto só tem os 2 players q já podem ser movimentados, estou com dificuldades em fazer a bola.

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