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Everything posted by LS_Dracon
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This is what Mega Man on CV could look like... :)
LS_Dracon replied to Pixelboy's topic in ColecoVision / Adam
Really cool! How about not using black outlines, for a light background compatibility? -
The artwork is really good. It's me or there is a bit of steampunk vibe on it?
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For Odyssey 2 you need download and study Dan Boris Tech Manual PDF, download HERE
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DB9 connector is not pin compatible with Odyssey 2 controller, not to mention 50% of consoles out there haven't detachable controllers.
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AI masters 49 Atari 2600 games without instructions
LS_Dracon replied to SpiceWare's topic in Atari 2600
Here's a good video about HillClimbing : http://www.youtube.com/watch?v=boTeFM-CVFw Actually all his videos about AI are great. -
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.
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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.
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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
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Hey AtariBoy check out Rally X by Ed Fries (2600)
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Thanks. My high score so far is 43, but I rarely score more than 34 points.
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List of CGE Homebrews in RETRO (magazine)
LS_Dracon replied to wongojack's topic in Homebrew Discussion
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. -
List of CGE Homebrews in RETRO (magazine)
LS_Dracon replied to wongojack's topic in Homebrew Discussion
Please people.... -
The Story of Stay Frosty 2, Part 8
LS_Dracon commented on SpiceWare's blog entry in SpiceWare's Blog
I like the snow platform idea, to makes Frosty slower. Would be well suited in a screen full of birds. -
Anyone think Ballblazer is possible on the 2600?
LS_Dracon replied to Segataritensoftii's topic in Homebrew Discussion
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. -
Anyone think Ballblazer is possible on the 2600?
LS_Dracon replied to Segataritensoftii's topic in Homebrew Discussion
I've tested with $02 and for me looks good : -
Anyone think Ballblazer is possible on the 2600?
LS_Dracon replied to Segataritensoftii's topic in Homebrew Discussion
Thanks for these tests, gray is a neutral color, but looks good with dark green too. -
Anyone think Ballblazer is possible on the 2600?
LS_Dracon replied to Segataritensoftii's topic in Homebrew Discussion
Roland, is possible to set the black scanlines as dark gray? ($04) Perhaps will looks more pleasant for the eyes. -
Anyone think Ballblazer is possible on the 2600?
LS_Dracon replied to Segataritensoftii's topic in Homebrew Discussion
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 -
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.
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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.
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That Samus is sexy!
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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.
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2006? I think Team Savage meant 2016, as release date! Think positive!
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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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Yes, very good, I like the style.
