-
Content Count
1,002 -
Joined
-
Last visited
-
Days Won
1
Content Type
Profiles
Member Map
Forums
Blogs
Gallery
Calendar
Store
Everything posted by LS_Dracon
-
Cool. Yes, I know gasega68k works, the "mode 7" was impressive also. Will XGM driver be in Project Y?
-
Off topic : You're the guy who did that Star Fox demo for the Genesis, right? That was awesome!
-
Can't wait somebody make a music taking advantage of these 4 PCM channels! Too bad SEGA haven't such music driver back then.
-
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. If you're going to keep a CRT, must be curved, like the good old days.
-
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. NTSC PAL60
-
Have you 14 free cycles? http://atariage.com/forums/topic/65174-fastest-way-to-display-missilesball-2600/?hl=enabl&do=findComment&comment=804737
-
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. 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
-
Thanks. There are others color games before Galaxian. Exidy's Car Polo probably was the first color arcade game with microprocessor, to name one. BTW check Ed Fries blog about the story behind this game, interesting read : https://edfries.wordpress.com/2016/05/25/fixing-color-gotcha/
-
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. Latest ROM : ColorGotcha2600.bin
-
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.
-
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.
-
Hello World! Program- Critiques Welcome
LS_Dracon replied to Just Jeff's topic in 2600 Programming For Newbies
On kernel? Yes if both are #96 and both decrement, you can use lda HumanGfx,y instead. And remove DEX and LDX #96, saving bytes -
Recently I have his authorization to port Incoming, his other homebrew, to the Odyssey 2. But took some time to reply, it seems he is not much into homebrews anymore.
-
Papi Commando Tennis - Megadrive Edition !
LS_Dracon replied to Vetea's topic in Homebrew Discussion
Will the player at top move a bit slower? Because the smaller playfield... -
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.
-
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.
-
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.
-
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
-
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!
-
People use René's 7051 flash cart, I don't own one because I use Linux and the cart uses serial connection and usb-serial cable adapters doesn't works on my computer. Check this great VectrexRoli video about it anyway : https://www.youtube.com/watch?v=NUe_C_bwI-Q
-
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. invO2.rom
-
I don't have problems jumping on second elevator...
-
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.
-
Have you thought porting SF2 for other platforms? Will difficult to adapt the code to other devkits that uses C?
