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LS_Dracon

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Posts posted by LS_Dracon

  1. ...

    We also briefly discussed ideas for an own BD construction kit, where you could load your own levels into the cart. And maybe the same for different themes (replacing the graphics).

    ...

    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. :)

  2. So colors are exactly like NTSC. Good to know.

    I've adjusted the color, the blue band ($7x,$8x,$9x) are moved a bit down, and $6x becomes more violet.

    Still almost no difference between $8x and $9x. And I think the contrast is higher on PAL-M, dark is too darker and bright is too brighter, compared on emulators.

    Don't know if is my TV or is a peculiar thing on PAL-M.

    The curved crt screen looks like it's made of 3D polygons.

    If you're going to keep a CRT, must be curved, like the good old days. ;)

  3. Definitely. Until now I wasn't even aware that it is different.

     

    Attached are two versions of my color test program (use FIRE or B/W switch to change view, directions chose the highlighted color). A screenshot showing all colors ordered (probably using the NTSC version) would be very helpful.

     

    Here is, my Atari is not well calibrated thought. I need to adjust the color screw, there is too much blue in this image.

    I've adjusted the colors years ago, I think there is a weak capacitor.

     

    post-10940-0-10817300-1468084075_thumb.jpg NTSC

     

    post-10940-0-28452300-1468084095_thumb.jpg PAL60

    • Like 2
  4. Hey guys, need a little help. I'm a little tight on my kernel, and am wondering if I will need to kill PF2 updating in order to do this.

     

    The Ball and missiles are quantized at 4 scanline intervals (to make a large enough ball to be considered a ball), now of course the missiles can't be delayed, but the ball of course, can...

     

    If I do an AND #$FC, then I get the desired 4 scanline ball size, but the ball motion becomes a ripple, due to the quantization. I want to duplicate the ball enable on the next scanline, so that I can get the desired 4 scanlines, with the delay, but if I do this, my kernel spills over and I get an odd number of scanlines, (which causes my 2LK to go into oblivion)...

     

    What are my options? Code attached.

     

    -Thom

    Have you 14 free cycles?

    http://atariage.com/forums/topic/65174-fastest-way-to-display-missilesball-2600/?hl=enabl&do=findComment&comment=804737

    • Like 1
  5. New version :

    Fixed the timer - now runs up to 99 just like the arcade

    Hit Pause - now the maze is cleared and the game freezes by 1 second or so, every players hit - just like the arcade :)

    Removed the black bars at corners.

    Press joystick button to restart the game or reset switch to reset anytime.

     

    Interesting game, never heard of it before.

     

    Looking forward to an AI version. If you implement both AIs, it will have a cool demo mode. :)

     

    BTW: The colors doesn't play any role in the game, right?

    This is the first maze game. :)

    The original have an attract mode, where the players bounce around like the pong ball, I still need to implement this.

    But I like your idea because shows the real gameplay.

     

    The colors doesn't affect the gameplay. In the arcade, each bar is draw using a particular color, all vertical bars are green, while the horizontal are blue, pink or red.

     

    Here's the arcade gameplay video : https://www.youtube.com/watch?v=FoDZoZqsHF8

     

    Latest ROM on first post

    • Like 1
  6. A little project I was working these days.

     

    Gotcha was the 3rd. arcade game made by Atari, released in 1973.

     

    A very rare color version was made and recently discovered by Ed Fries. This is the first color arcade game ever.

     

    Rules : The "square" player chases the "plus" player. Try to catch the plus simbol to earn points.

     

    It's a 2 player only game, I have plans to make an artificial intelligence for one player only.

     

    And the game is using CommaVid bankswitch just because I'm testing with this format, not the game really needs it.

     

    Enjoy.

    post-10940-0-34654200-1467731022_thumb.png

    Latest ROM : ColorGotcha2600.bin

    • Like 11
  7. New molds? I thought those cost a fortune.

     

    Can those be used to produce a larger number of even more new shells?

    Don't get too exited Thomas, it was the first thing I asked to them.

    They found an old company that still had the mold from 80's, is not their mold.

    It's the CCE style case (I think).

    And it's prohibitively expensive to produce for homebrew market, something like 10 dollars each, that's why this release is expensive too.

  8. Leandro (HSW3ET) approached me weeks ago demonstrating this project, I was surprised by the quality of the package.

    Even cart cases are brand new.

    Looking forward to see new and original games too.

  9. I understand 3d as X,Y and Z calculation, and Z affects the image (zoom in/out or distortion). It could vary according other peoples.

    Top down view (Zelda ALTTP) is not even a fake 3d as Z is not calculated (I assume).

    A 2d beat'em up game like Final Fight is a fake 3d because Z is calculated but does not affect the way sprites is drawn on screen.

    Wolf3d definitely is not fake as X and Y is calculated in a 2d map but Z is calculated to affect the pixel column height.

     

    We could talk about polygon algorithm to define which are or not "true" 3D. Any plane in Doom is a polygon BTW.

     

    So we're talking about how these graphics are rendered on a screen, it's all about projection. A true 3D game world still stores it's vertex information in a 2D arrays of data.

     

    Yeah, I know what the video is all about, but it's difficult to define exactly what is or not true 3D.

  10. I didn't like the video about DOOM. It's sensationalist.

    If you keep this analogy further, never had a true 3d game, because they're displayed exclusively in a 2d plane (tv/monitor).

    Only will exist a "non-fake" 3d game in a true holographic graphics, generated in real life environment.

    • Like 1
  11. I was trying to make a code to display a char on screen. I don't want to use the BIOS code because it is too slow.

    After many days, I made this code to work, so now I can progress with rest of the game.

     

    Sadly, from now, the progress will be very slow.

  12. Thanks!

    I don't know anything about O2 flash carts.

    I test my projects with a RAM cart and it's limited to 4kb rom, and very difficult to load stuffs as it was not exactly made for O2.

     

    Yes, the background "heart beat" is a must need, don't worry :)

  13. I must admit the jump is much better now!

    You can't loose life in this version but I think it is a debug feature you forget?

    And the fire fox is trying to climb the ladder, that's nice! ;)

    • Like 2
  14. Would you like to play Space Invaders on our beloved Odyssey^2?

    No, Alien invaders Plus do not count!

     

    Invaders! (prototype name) is my 3rd and most ambitious homebrew game for the Odyssey2.

     

    For now what you see is a "playable concept proof".

     

    As you can see on the image, there's some limitations:

    1 - I can put only 8 aliens in a row.

    2 - I can't draw the iconic alien graphics, I need to use the non customizable Odyssey2 char set for most of the graphics.

    3 - there's only 1 alien row because what you see is all I can put on a screen using the Odyssey 2 hardware.

     

    I will use the "2600 kernel style" code to put more alien rows, but I don't know if emulators will support it in future versions.

    I don't even know if it gonna works on real hardware, theoretically, it will.

    I will try to add 5 rows on a screen. If it doesn't works, the project is over.

     

    Follow the picture and the rom.

     

    You can destroy the aliens, the game resets if you kill them all. There's no collision on the player ship and it's graphics is a placeholder, and there's no sound.

     

    post-10940-0-83410200-1461018741_thumb.png

    invO2.rom

    • Like 3
  15. Removing PF0 is a good idea.

    Perhaps you save bytes enough for code new kernel with variable resolution, which will save more bytes yet.

     

    Or move to 8k, and then you can build other city and makes the game looks better.

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