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Everything posted by Hornpipe2
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My CTCW Auctions - Rebel Assault II, Mapping the Atari
Hornpipe2 replied to Hornpipe2's topic in Auction Central
Nobody bought anything I listed last time, so I put it all in one big lot and hopefully someone will take pity on me and buy it now : ) -
If it helps, a few extra places to store bytes: T1024T (if you read it out quickly), upper 3 bits of the PC, ENABL, CTRLPF bits 0, 4, and 5 ( ref. http://www.atariage.com/forums/index.php?showtopic=81371 ) Also, SWCHB bits 2, 4, and 5 ( http://www.atariage.com/forums/index.php?s...t&p=1073041 )
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Thanks to all your suggestions, I made a couple of changes: * Reduced intensity of all the sprite colors. This should make the flicker far less irritating. Also, I changed up the skin and hair colors of each color. See attached image. * Changed the walk animation to move about twice as fast * Added the "death" sprites. * Changed my bankswitching around a bit to put two subroutines to a bank. Subroutine is chosen by either setting or clearing Carry before banking. * Lots of optimizations to the first bank of sprite data. * Tiny AtariAge logo added to splash screen. I managed to find room for a tiny sound effects handler on one of the 4k banks. I don't know if I like the sound much - it's not capable of very complicated noises - but it might be enough to get the job done. I went ahead and put sounds to a few things, like walking, jumping, and the stomach-punch, so I could test them in action. These are (somewhat) temporary. Also, thanks to the positive feedback from before, I've decided to post binaries to the blog more often. ETA: #1, I have an olive-green player who got the wrong skin tone (and he didn't make the picture, either). He will be fixed. #2, the lowkick (down+forward+A) causes your character to fall over backwards and probably roll the screen, oops. : ) #3, I would like a binary that lets me adjust the AUDC/F/V on the fly to find sounds, does one exist?
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Beats me. Looks like a bad dump. Shock Vision is supposed to be NTSC too. Yeah, no idea. I split it into two 8k and neither half plays... Weird. I wonder how we know this is Moon Patrol at all?
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Since nobody ever dumped and posted this, I put the Bit Corp. logo back on the Rentacom version. Bobby_Is_Going_Home___Bobby_geht_Heim__1983___Bit_Corporation___PG206_.bin
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I know you said you're done with this, BUT! I took another look at Commando with HOM3 (what a great tool!) and found a difference you may be interested in. The only change between the two versions is: Commando (1988) (Activision, Mike Reidel) (AK-043-04).bin has a Data East logo and Commando (1988) (Activision, Mike Reidel) (AK-043-04) [a].bin has a Capcom logo. I can't figure out how to get either one to display in-game though. EDIT: Also what's up with Moon Patrol (1982) (Shock Vision).bin ? EDIT2: fixed
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was Berzerk VE ever available to buy?
Hornpipe2 replied to ComputerSpaceFan's topic in Atari 2600 Hacks
Interesting. Can you tell me if regular (non-VE) Berzerk plays on your FB2? -
Are you using both the S-Video and the Composite (yellow) lead at the same time? Make sure you have only one plugged into your TV at a time, leave the regular composite lead unhooked.
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These are for the Arcadia 2001: http://amigan.1emu.net/digarch/cart-par.txt http://www.digitpress.com/the_digs/arcadia/
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Yeah, it crashes Atari800Win. However I was looking for a version of Koala Paint so I could load up some old pictures... if you still have that Koala Stick I'd appreciate if you'd share : )
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I finally managed to back up and extract all my old 8-Bit software on PC. There are two ZIP files, one containing software from various authors (generally, from ANALOG or pirated/cracked games) and the other is all software written by my dad Pat L. Kennedy. For full details: http://greg-kennedy.livejournal.com/52468.html
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So far this year... Warcraft: Orcs and Humans (both campaigns) Guitar Hero I, II, Rocks the 80s (expert mode)
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It's much better now, thanks! EDIT: Although with the new changes to alien spawning, I find myself backtracking a lot less anyhow.
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Wanted: FB2 Spare Part
Hornpipe2 replied to Hornpipe2's topic in AtGames Flashback and Portable Consoles
PM sent! -
I'm backing up my 8-bit software and have run into a lot of files ending with a .PIC extension. I think these are for the old KoalaPainter or Micro Illustrator program. Unfortunately, I haven't been able to find a copy anywhere, and I believe mine is damaged. Can anyone help me find a tool that can display these files?
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Anyone got a spare rubber contact thingy that goes under the SELECT/RESET button? My cat ate mine, I think, and now I can't close up the FB2. I tried PMing Curt Vendel and also emailing Legacy Engineering, but haven't heard from either in a while, and I'm just anxious to get this project finally complete. I'd be happy to send a buck or two for the part and shipping costs to whoever can help me out. It should go fine in an envelope with one stamp, no problem.
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Thanks! I added them to the main post. I am liking x8_x4 myself - still pretty bright, but much less irritating on the eyes. Maybe the best solution is something like x6_x2. That's pretty mild but still has good contrast on the two gi colors.
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All the move and attack animations are in. I still have to do the "death" sprites and animate those, but everything that's rigged to the joystick is now working. Also, there's a little mountain background since I got sick of the old gradient rainbow. This will later become one of several different backgrounds that cycle every match. As promised in the blog comments, I've attached a binary so players can try out the progress so far. You might want to enable Stella's "Use Phosphor" as it nicely cancels out the 30hz flicker. Try pushing the joystick in all directions, with and without the button. Enjoy, and PLEASE comment if you try it out. EDIT: A couple of commenters have mentioned the flicker is too irritating, and SpiceWare kindly hacked my binary to make the default player colors less bright. If you get a chance, try out one or two of these alternate versions and let me know which one gives you the best tradeoff of good color vs. headache-free play. I personally like x8_x4... EDIT2: Note to self - lowkick foot is 1 pixel short, plowkick3 needs kicking foot drawn in, and entire lowkick animation is moving players back 1 pixel.
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This is a really cool game! Couple of things I thought of: * Could you attach a points reward to shooting down multiple enemies with one shot? It might add a little more strategy to the game. * I'd like a little indicator near the bottom of the screen to warn me where an enemy is behind me. Too often I am backing into them.
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You can't tell them apart just by looking. Digit Press has a good rundown of the differences in FB2 revisions so you'll know how to tell them apart just by playing, though. http://www.digitpress.com/eastereggs/pnpflashback2.htm You are most likely (I think) to run across Version 3 of the software on Version 3 of the PCB - this is commonly called Rev B. and has some buggy games, but Quadrun has the voice and Millipede is the Atari version. If you find a Rev. C (in other words, Version 4) I think this further fixes some games, so grab that up. You have to open this up to tell it apart from Rev B though. EDIT: Just saw where you said you'd already done your research, so you probably already know this stuff : )
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Me too! FINE you guys, I'll put up a binary next time I add something...
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All the basic movement (non-attack) animations are done and working. Players can independently shuffle around, crouch, leap straight up or back, and block. Also they can turn around, after which the L/R controls are swapped. I will next be doing all the attacks. EDIT: Now they can jumpkick, sweep, stomach-punch and face-punch.
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Backing up all my old 8-bit software from back in the day and I run across this BELLCOM Public Domain Software Catalog disk. Looks like it's the BELLCOM catalog on-disk - you can load up the different text files and browse through them to see the software available for order. Everything sector-copied OK through SIO2PC. I can use my scanner to get an image of the disk if anyone's interested. BELLCOM.zip
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My design for the movement and joystick tables finally got implemented today, which is good news, because it makes adding sprites and defining animations dead simple. I draw the 40xN image in Paint, run it through my converter, and paste the ASM code into a free block. Then I add new information to a few tables, and the image is ready for use. Basically what I've set up here is a series of animations, and the joystick state just chooses which one will be played whenever your player is in the standing position. Combined with an X/Y movement table, I can make my guys walk and hop around the playing field. It's pretty awesome. I haven't loaded up all the animations yet, but so far they can block, turn around, and walk. (They can jump too but the sprites aren't present so they just levitate for now). Oh, both players are working too. Next step is defining all the rest of the animations, drawing the remaining sprites, and then marking hitboxes and damaging points for each sprite. Lots of ROM space left too, which means features like AI, multiple playfields, and sound effects will fit in easily.
