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Everything posted by LS_Dracon
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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. 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 : 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. 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. 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 enjoyed Bubsy for SNES back in the day. It is a fun game with some good music (at least on first stage). Bubsy Snes OST : The gameplay is not great, but had good mechanics like the glider. And this was fast, a Sonic like game engine on Snes, without blast processing. I had a friend who where crazy about this game. It certainly is not on my worst game list. I remember be intrigued about wtf bobcat is, short tail wild cats do not exist in my country. We have ocelots. Bubsy is the ET the Extra-terrestrial equivalent for 16 bit machines. It IS a bad game overall, but not an abomination as internet depicts. The main problem is the bad game physics and unforgiving collision IMHO. But the graphics and character/game design was really good. On the opposite spectrum is Puggsy, a Sega Genesis platformer game with great physics but poor character and game design. You can't have the best of both worlds. Buggsy would be a real winner! Anyway, Bubsy 2 was a disappointment. I not liked that game at all, unfunny and with bad music. There's a reason, it was not made by the original programmer/creator. I had never played the Jaguar version but looks bad nonetheless. Here's some Bubsy NES style sprites I did years ago, for your time.
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I like the pixel art on it and the game physics seems well made. Good luck!
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Has been long time I don't do a pixel art. Many people said my drawings are cute, even if it is not supposed to. So I decided to create a drawing/pixel art series of ugliest monsters in cute form. Problem my weak eyes aren't help me with this, so I'll stop on this first entry. Here's Gaping Dragon from Dark Souls in his puppy form. I can see a plush of this thing making success on internetz. Sorry the few colors and small size, I can't stand too long drawing or my eyes hurts. For those ho don't know who is, here his actual visual:
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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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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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Second part of my take on classic games as they where released for Master System using this peculiar Art Style. The joke here is get a game and abstract more you can but yet keep some in-game elements recognizable, and use it as label art. Do not take them as a serious.
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There is more coming.
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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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That's was the most difficult and time consuming one!
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People say they're the worst cover art ever, and one of the reasons Sega Master System was a failure in the US. I kind of agree, but I like them, just not take them as serious. Here's my redemptions of others famous games as If they're released in this style. (Drawings from internet)
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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. teste.mp3
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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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Is there ANY possibility of a Boulder Dash Re-issue
LS_Dracon replied to p.opus's topic in Atari 2600
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). -
Is there ANY possibility of a Boulder Dash Re-issue
LS_Dracon replied to p.opus's topic in Atari 2600
That's a good idea! If the ROM is available for anyone try on emulator (just the editor, different character, nothing related to copyrighted material), you can pick the best levels submitted by us and pack into a cartridge as "Boulder Dash EX" or something.
