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Blog Comments posted by LS_Dracon
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I'm afraid "zombie" is not the game I'm thinking of

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Very cool.

The lights stripes are amazing. These new Tron costumes looks a bit of steampunk to me, wich is great.

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Yeah I think most of them are joking themselves and is a fun thing to see in a anime event. :)I remember one friend tryed to rent a Disney's "Lion King" constume just to piss off the anime nerds in a event in my city XDBut the costume are too expensive and not worth for it

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This is a good Atari2600 style title screen

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Yes the fast part.
I like so much psycho, the best band from my city was Os Catalepticos (they quit in 2007) they made tours around europe, I thik they played in Germany too.
From europe a good psycho band is Cenobites (from Netherland) they played here years ago.

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Yes I am. My city (Curitiba) have a good underground music scene. Psychobilly, in Brazil, you only will find hereSo you're from Brazil? Wow!
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I like The Damned too. Didn't know the others 2, good bands

Toy Dols will play in my city this month, another band that I like, can't to loose this show

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Today I did a sprite moving.
I think I'll explode by happiness....
Nope.
Here's the code, for sake the curiosity
; ---- Sprite movement ---
OPTION BINARY
ALIGN OFF
;Registers I'm using
; V0 Temp
; V1 player X
; V2 player Y
; keys:
; #2 = up
; #4 = left
; #5 = space
; #6 = right
; #8 = down
; #A = Ctrl
; #B = shift
; #C = Z
; #F = Space
;-----------------------------
Gamestart
cls ;CleanScreen
ld v1,32 ;Load X to initial position 32 on the screen (half of the 64)
ld v2,16 ;Load Y to position 16 (half of the 32 Y resolution)
;-----------------------------
GameLoop
ld v0,#2 ;Load Up to V0 register
skp v0 ;Check if pressed (v0 != 0)
jp CheckDown ;No, jump to "CheckDown"
add v2,#FF ;Yes, add -1 to Y (V2) (#FF = -1)
CheckDown
ld v0,#8 ;Load Down
skp v0 ;Pressed?
jp CheckRight ;No, jump
add v2,1 ;yes, +1 to Y
CheckRight
ld v0,#6
skp v0
jp CheckLeft
add v1,1
CheckLeft
ld v0,#4
skp v0
jp Reset
add v1,#FF
Reset
ld v0,#C
skp v0
jp DrawingCode
jp Gamestart
;-----------------------------
DrawingCode
cls ;Clear Screen
ld I,Sprite0 ;Point I (indexer) to Sprite0 Table
drw v1,v2,9 ;Draw Sprite0 using v1 and v2 as X and Y. 9 is the height of the sprite table
;TimeDelay
ld v0,1 ;Load 5 to v0
ld dt,v0 ;Set V0 as timmer (DT)
WaitDelay
ld v0,dt ;Decrement V0 using DT
se v0,0 ;If 0, go to jp GameLoop
jp WaitDelay ;If Non-zero, repeat
jp Gameloop ;End of the code. Jump to GameLoop and repeat process.
;------------------------------
Sprite0 ;Sprite Data
DB $...11...
DB $..1111..
DB $...11...
DB $.111111.
DB $1..11..1
DB $1..11..1
DB $..1..1..
DB $..1..1..
DB $.11..11.
There are 16 registers, V0 to V9 and VA to VF. They are general pourpose less VF wich is set when colision happens, also VF hang the carry.Chip8 support subroutine by 16 levels. There is one indexer named I.Skp is a short branch, skip 2 bytes (next instruction) if Vx is non-zero.Well, see ya.
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huahauhauPeople, just found it, THERE IS PAC MAN for studio 2!!!!Well, not really for studio 2 but for chip-8.Chip-8 is a virtual system that simulate COSMAC VIP computer, almost the same Studio II hardware.Anyway is possible to convert this pacman to Studio II, since uses the same limitation.
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Two years after, I have a new pixel ar... I mean, digital mosaic to show.
It's the Boss from first R-Type game, in 3/4 perspective. I don't know the name of this beast.
Enjoy

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Hehehe
I think Capcom must to kill everyone who made movies based in they games.
La doche vita... Sweet life?
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Yes, pacman for Channel F is a great port.
I've edited the blog entry with a DK mockup for the channel F.
I haven't plans to code it soon, or even if I will code it.
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I give a quick look on assembly code for this machine and looks very hard for learn.
If at least I have possibility to code the game in color and with hardware mods convert a Studio II to color graphics, but not will happen. So I will not port this game to Studio II.
In these obscure system, I have plans one day to code for Channel F, that give-me better graphics and I can draw good sprites on it.

Push these old machines graphics to limit is my passion

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Killer app!
I read some info about Studio II hardware yesterday.The games is not codded to display colors.What the clone systems did, was send one color for the background and another for the pixels.So instead B/W it display blue and yellow...Some games uses more than 2 colors, but was exclusive for Studio II clones that display color.And it changes the color by every byte (8 pixels) so is not possible to paint a sprite with a single color as it is fixed on screen/pixel position.Also, stuio II handle up to 8 sprite shapes, each limited to 8x7 pixels. Don't know if I can re-use these shapes or it is the entire amount for the screen.It's similar to Odissey^2 but the magnavox console handle up to 64 shapes per screen IIRC.RCA Studio II is really a fail attempt to the video game market.Here's a link with pictures of colored games :http://www.old-computers.com/magazine/view.asp?r=2&a=5 -
hehe
The 5200 is so depreciated that even had a name in the Artie stripes.

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You are right, there are many new AA members because the boxed Air Raid thread.
First the box, now the plastic mold, in next week the Air Raid programmer appear and the things go on.
BTW you know that Artie had more than two readers

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Hey, Air Raid cart looks cool on Artie

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Nice artwork

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Hi Nathan, I know it's old, but just find it.I enjoyed to read your tutorial, specially the highlight part.I like to draw shadows and highlights, it gives a new level for an artwork. The tricks you posted are very usefull, I always draw in wrong way, put both (shadows and highlights) in the same layer, every time I need to redraw the highlight, I need to retouch the shadow, in a very very slow process (like I did in my Lead entry). Living and learning.Thanks for sharing your knowledgement. :)Ivan.
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Yes, it might work.
And I can use P1 and M1 to display the big bombs. No sprite, but squares with other colors.

One friend show me a very interesting tetris project, that display coloured shapes, that is, you can paint each square in a row as desired.
But for me is more easy to work with playfield pixels as I need only two colors, blue and red.
Teorically, it's everthing ok

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When I try to download the version 0.02.zip, return-me an error...File missing or something like that...Can you upload the file again, please?

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Brazilians mercenaries!!! >

What is Elfenbeinküste?
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Thanks

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I think the sucess of Mario Bros is the game phisics and colisions too. Even in DK.
4 - Castle Quest (BBC Micro)Remind me these modern flash based "Escape" games, but using one character to play, instead click with mouse in the screen objects and furniture to find the damn key.


Homebrew Projects
in Draconland
A blog by LS_Dracon
Posted
Tnx.
I was thinking days ago about possibility to port Pit-Fighter for the 2600, the problems is the 1 button controller. I could use sega genesis controller for this BTW.
Ye Ar Kung Fu is another good game I have on mind to port. Using missiles to increase the arm/leg spam of the characters
Something I'm doing in the prince of persia sprites.
I love 2d fighting games and miss good titles on the atari 2600.