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Everything posted by LS_Dracon
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I didn't notice that, this pixel aspect is for ntsc? Here's the last mockup update:
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I give a look on F8 processor assembly, but this realy complicate compared to 6502, and is a bit sad to learn becouse you be restrict to channel F, learning 6502 you have a wide range of possible machines to code for. I'll not try the channel F, not for now. But I admire people who code for it, like e5frog. Here's another mockup:
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Yeah, the page is offline. Tnx Nukey Shay.
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Tnx Supercat. Ok, fixed paddle button, and edited my previous post with new bin. There a small bug, sometimes score start with 1 point, I'll fix it soon.
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What's new: - Added console switch support - Reset and Game Select. - Select "GAME A" to play normal "Tennis for Two", or "GAME B" to play in Blind Mode - Then press paddle button to start (left mouse button, if you play in emulator) - Added sound efect for Blind Mode, and others small fixes. - Changes in players size - Artificial inteligence still invencible. S_Tf2_SWCHB.bin
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Anyway, this is a good trick for my future projects
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New version! - Blind Mode only - Dummy (invencible) artificial inteligence, for play test pourpose only. - Lack sound for this effect. - No variable for switch modes yet. Sorry Nathan, not possible, the current sprite code need more than 350 bytes for a single frame, this means 3 frames = 1 kb This game in 2 kb is a kind of challenge for me. And about your ideas, the Sticky paddles is a good one, I think in one mode, after 4 or 5 hits the ball increase to very fast speed, I'll try both ideas. And the ball get a yellowish color effect, like blazing, sounds good?
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Would be nice 6 players game, if possible to read INPT4 and 5 as paddles... At Stella Guide, they said only INPT0 to 3 can be read... Anyway, for six player game, the best position for castles is in hexagon form (see mockup) Ping for Two! About ideas, The missile was used for middle line, ok, can be removed, but kernal had now 4 cicles left... I have others ideas, "Super" means new things, for exemple the "Blind Mode"! When ball cross the middle, it vanish, and you need figure where the ball is, you can see more or less if take attention in middle line, this is the reason of that bright, what you think?
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Don't worry Devin, I'm made this game for fun only, no filthy lucre pourpose But, to avoid problems... Shoud I call it as "Super Tennis for Two"? hehehe I remember, in last version the name was changed...
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And here's the new version! Paddles support added! All credits to SpiceWare And no graphic lost! Also, recoded score code, and now this game get a downgrade to 2k Is hard to test this version, I'll try to do some AI, soon. - Added Paddles support (both players), Tnx to SpiceWare. - Some codes changes - now it's 2k Have fun! SuperPong_NTSC_Paddle.bin
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Yes, work now, The mouse was set to be paddle 3 instead paddle 0...
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SpiceWare, this is my paddle test demo, it's work in z26 emu (set in config: -m0) but doesn't work in stella, I'm using INPT0 only. In your demo, z26 move the white object (INPT0), stella move the green (INPT3), maybe is this, but ok, I'm understand how paddles work, thanks for help me. I thinks it's not doable for my pong, I have free scanlines only at the grey bars (at top and splited in score) 12 or less scanlines, I'll test with more attention, soon... This demo move vertically the object. Edit : Is possible use INPT4 and 5? That is, up to six players? PaddleTest.bin
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Thank you very much SpiceWare. And I'll give a look in MM source. But I'll use if understand, I don't like to copy and paste codes. Hehe nevermind, isn't your fault, probably these files is too old.
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Thanks for the link Impaler, but the files was missing (error 404). Anyway I'm dig Stella mailing list and found some codes, I'm start to understand how the paddles works.
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No, I don't know how to code for paddle...
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This is an update of one project I did in 2006 (Another Pong). My intention is see how far vcs can, graphically, display a simple Pong. Now the objective is complete, both players with scanline color changing, the middle line, and ball with small flicker effect, in one scanline resolution. And the sound is way better than I did in Another Pong. SuperPong is free for download. Load it on emulators or in your Harmony Cart and have fun! On emulators, you must set controller as "paddle" on game config and play with mouse. #################################################################################################### Update 29/07/2013 Game was finished #################################################################################################### Below is the last update of the game. Follow the Instructions : SuperPong Rules : Avoid missing ball for high score. How to play : Use Paddle controller Left Paddle = Player 1 Right Paddle = Player 2 Console switches : Press Select Switch for change Game Mode and enable / disable computer AI. Game modes : Type A = Normal Pong (A1 = vs CPU, A2 = vs Human) Type B = Blind Pong (B1 = vs CPU, B2 = vs Human) Set Player 2 Difficult Switch for change Ai Level. A= Hard (Red logotype background), B = Normal (Black logotype background). Press Reset Switch to reset the game. Press left controller button to start. The first player to score 21 points wins the match. Thanks to everyone who contribute sharing ideas and suggestions. Special Thanks to Darrell "Spiceware" for his help in some codes, And Stephen Antony for Stella Emulator. SuperPong_NTSC.bin SuperPong_PAL.bin
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The Ugliest Looking Game System Ever!
LS_Dracon replied to fdurso224's topic in Classic Console Discussion
I think no, because sms adaptor. But sms adapt. work in 32x and nomad. -
Nice, Bob. Small update, for not show too much the black background.
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Hard thing to draw... vdub_bobby, give a look in this demo posted by Michael : http://www.atariage.com/forums/index.php?showtopic=101227 It's uses 2 graphic data for compose a sprite with 4 possible colors. Anyway here's my try:
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Do you want a random color, but in a limited range?
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Hi people. My fellow Eduardo Knuckles is working in a sonic hack (sonic 1 with harder levels), but his game is very interesting. It's not only a tile graphic change, sonic harder have some features coming from prototipe version, unlocked for this hack, such new animations, unused sprites, alternative enemy graphics and more. Also, he added spindash, that come at first in sonic 2, and the music comming from other sonic games, such 3d blast. There other guys working in this projetc too. The current version is 0.05.
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Thanks Tom and Tremoloman, the latest binnaries posted here is exactly same you find in a cart.
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Not much professional, but for a quick looking...
