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LS_Dracon

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Everything posted by LS_Dracon

  1. Really cool! How about not using black outlines, for a light background compatibility?
  2. The artwork is really good. It's me or there is a bit of steampunk vibe on it?
  3. For Odyssey 2 you need download and study Dan Boris Tech Manual PDF, download HERE
  4. DB9 connector is not pin compatible with Odyssey 2 controller, not to mention 50% of consoles out there haven't detachable controllers.
  5. Here's a good video about HillClimbing : http://www.youtube.com/watch?v=boTeFM-CVFw Actually all his videos about AI are great.
  6. If somebody code the scream I would be happy to update the ROM, but only if the scream is very close to the original, not a random scream. For example, I could draw a better walking animation for the gremlins, but I tried to match the awkward look and feel from the original.
  7. Right, besides voice "bits" it also comes with some digitized sounds like explosions, laughs and laser beam, stuffs like that. Don't get me wrong, I know the voice is a good add-on for Odyssey2, but I'm not a Odyssey 2 collector, really, and voice module is expensive and rare item in my country. Like I said there are others ways to make digitized sound on old hardware. The Odyssey 2 sound processor is really weak, is difficult to extract something good from it, that's why the sound effects is not the best from this game. I had others plans which not comes to final product, like an Odyssey 3 / VG7400+ (high res) graphics for the title screen. And the black and white display option for the game, I ran out of ROM for this. This is the problem when you code for such old machine, like Atari 2600, you put a huge effort in your game and at end, it looks just a sketch of your original idea.
  8. Thanks. You're not the first to talk me about digitized scream from voice module. I don't know exactly how the voice module works, I don't own one and really don't have interest on it. The little I know, it plays pieces of digitized sounds internally, so you must mix these pieces to have a full word. It not plays any sound, that is, you can't load a sound you wish it to play (as far I know). Make it scream would be like set a robotic voice like "ah-ah-ah..." Originally my plans was recreate digitized sounds using Odyssey 2 sound chip, alternating the frequency every 4 or 5 scanlines, but I ran out of ROM for this. Not to mention this is my first Odyssey 2 game, push the machine to it's limit as first project is difficult. Here's the proof I was working on it, the original arcade scream in all it's glory (compressed as mp3): deathracescream.mp3
  9. Hey AtariBoy check out Rally X by Ed Fries (2600)
  10. Thanks. My high score so far is 43, but I rarely score more than 34 points.
  11. Take it easy Greg, nobody here is bashing your works. I know what you feel, I already have a bad start in other community long time ago. And lost much time with trolls and flame wars, and they aren't nothing. They don't represent the whole community.
  12. I like the snow platform idea, to makes Frosty slower. Would be well suited in a screen full of birds.
  13. It's a good concept, not really well executed. I think the problem is the ball, too fast, the gameplay overall is not good. I think this concept was more suited for a game Snes F-Zero like, with visible rotofoils and rotating background using shoulders buttons to align the ball with goal beams. Then you could have a power bar to thrust against the opponent, but taking care to not blow up your rotofoil if power is low and so on. I don't know if the PSX version play like this.
  14. Thanks for these tests, gray is a neutral color, but looks good with dark green too.
  15. Roland, is possible to set the black scanlines as dark gray? ($04) Perhaps will looks more pleasant for the eyes.
  16. I know your videos. If you're going to make a Space Harrier versions, don't forget the incredible homebrew port for atari 8 bit computer. Edit : Already done, but missing the Atari 8 bit version
  17. As for free cycles, you can color the Beam just using the scanline counter, if is Y : STY COLUPF (assuming its a BALL) And done! You have a rainbow effect. Actually you can enable/disable it using Y too (STY ENABL) Because in a counter, bit 1 always be on or off every 2 scanlines.
  18. I don't know how you're doing this, but there's a old trick to use shades of gray as background color, and add a variable to it, in this case, you need only 1 byte of RAM to change all the color. Something like this : Lda BKColorGray,y ; fixed gray background, $00 to $0F adc ColorVar ;starts with $10 or $20 or $30 etc... sta COLUBK Outside of the kernel you can set the "ColorVar" as $10 up to $F0. Naturally as you need 2 main colors, one for top and other for the bottom, so you need 2 variables.
  19. I aways think these C&D are from a lawyer who nobody care, that just want to show off and have some recognition in the company he works for.
  20. 2006? I think Team Savage meant 2016, as release date! Think positive!
  21. According this doc, odd changes happens only after cycle 10. So yes, anything besides 10th cycle will works exactly as should be. But yes, different TIA versions behave differently. I would say always hit HMOVE right after WSYNC, unless you're trying some new stuff. Hmove right after Wsync works fine on all consoles BTW.
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