Cybergoth
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Posts posted by Cybergoth
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Huhu!
Ich hab es!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
Das ist das unglaublichste, was ich je auf einem Flohmarkt bekommen habe.
Vor ca. ~ 22 Jahren war der Dad einer Kindergarten Freundin ein Entwickler bei Phillips und hatte diese G7000 Konsole bei sich zu Hause mit allen Spielen. Damit hat alles angefangen!
Und jetzt, dieses WE laufe ich an einen Flohmarktstand, wo jemand das OVP anbietet, mit 20(!) Modulen, ebenfalls alle OVP und er verkauft mir das für gerade mal 12€! (Allein Videopac 41 - Eroberung der Welt steht bei eBay momentan bei 40€!
)Yeeeehhha!!!!!!!!!!
Grüße,
Manuel
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I will also release the .bin image by then.*waiting...*
Greetings,
Manuel
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Hi Greg!
The ROM image for Jr. Pac-Man is 16K. The largest "single" game appears to be Fatal Run at 32K. (I say "single" because the 32-in-1 is 64K)Marble Craze is 32K, too

Greetings,
Manuel
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Hi there!
Good - Better - Atari
Greetings,
Manuel
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Hi all!
Good choice, 't was one of my favs, too!
I sure hope that all the others, especially Efren (how you achieve such brilliance with MS-Paint(!!) all the time, is beyond me
), don't give up their efforts in upcoming contests. So much talent!Greetings,
Manuel
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the book "gamedesign" from marc saltzmann (not technical book, very interesting, many comments from people out of the gamebiz)Recommended!!!!!!!!!
Greetings,
Manuel
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Hi there!
I've some questions about this.
- Maybe I'm not finding the right location as to where the this info is hidden, but does it make a difference, wether you're playing the PAL or the NTSC version of a 2600 game?
- And are scores played on emulators valid? Someone mentioned AVI recording on the PCAE emulator, is this a valid proof of a record?
- And what would a record in the category 'Outlaw - Factory Settings' look like? - Killing the non-moving second player 10:0? Do you accept my word on this record or do I need to send a prooving video?

Greetings,
Manuel
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Does flicker affect collision detection?That depends solely on how it is programmed. Gunfight isn't using the hardware collission detection between player & missile at all for example.
Any collision is calculated based on the cowboy / bullet position. Determining wether a cowboy is hit or not is rock-hard doing it that way, no matter wether the bullet is visible or not at the very moment.
I'm just wondering if this is due to all that flicker, or something else (like I suck at Buck Rogers or something).When relying on the hardware collision detection only, failures may in fact happen due to the flicker of the sprites. To know for certain, one'd need to reverse-engineer the suspicious part of the ROM.
Greeetings,
Manuel
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If there's a way to rip and reassemble the BIN in a fashion similar to the way these two programs do, it would be fun.
Well, of course. Just take a Hexeditor, slice everything into chunks of 4K and Distella each part separately. No magic secret, that's how we all do it

Greetings,
Manuel
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Rayman is really hard, I think I sell it on ebay.I still got some ~30€ for mine, so you don't really lose much on evaluating it.
What I like is Sheep, it is nice but hard.Oh, that's one I've yet to try.
This week I bought four GBA games on eBay: Fire Pro Wrestling, Boxing Fever, Chu Chu Rocket & Lucky Luke. Boxing Fever already arrived today, so maybe tonight I can report on it's quality

I always have 4 *floating* games. I buy them from eBay, play them 1-2 weeks and then sell them again. Only games I considered worth keeping in my collection so far are: Advance Wars, Castlevania, Golden Sun & X-Men.
Greetings,
Manuel
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Hi Thomas!
Ok, but who will convert all the various sources spread around the web (e.g. The Dig! and Stella Archive)?Oh. I think the sources *worth* to be converted will be there & ready rather quick. And we'd possibly get rid of tons of useless crap for free

I even think just porting all available reverse-engineerings would be good enough for a start. Every homebrew author spending another hour converting his own source, and we'd be done for the most.
Sure, but we have the source, and we have added "illegal opcodes" quite recently. Not really dead, I would say.
Well, you know that there's this strange license of DASM and the copyright owner of it is long gone.
But here is XASM, a living assembler in the hands of the guy who originally wrote it, who can just legally release a bugfix or update any time. He is *here* and talking with us and, most of all - he's using the assembler himself, so he'll probably understand certain needs and suggestions more than most other people.
Greetings,
Manuel
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If it's compatible with DASM I might use it, else to many sources wouldn't work anymore.I think that's be quite some work to do for fox.
XASM is an excellent assembler, offering all DASM does and probably way more. It's just: Some things are handled a little different.
For example, DASM does STA.w and XASM does STA a:
If fox'd change that, all other 8-Bit Atari stuff wouldn't work anymore.
Only maybe, if he could just 'add' what we are used too, i.e. offering both ways.
On the other hand, it took me less than an hour with Textpads 'Search & Replace' to make Gunfight compile into a BIN that matches 1:1 the DASM one.
And Fox already added a 'Raw BIN' switch, so that we can work with ORGs as usual. -> See the beginning of this thread.
The cool thing about using XASM would be, that from then on all Atari 8-Bit programmers could use the same assembler, no matter if they're targetting the 2600, 5200, 7800 or the 8-Bitters.
The other cool thing is of course that XASM is *living* wheras DASM is *dead* since '93...
Greetings,
Manuel
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I'm not bored, but I'd like to see it now (just curious).
Uhm... ok. You asked for it

Here's two for example:
This is a sprite of a 2600 game, the number '7':
.byte $18 ; ...xx...
.byte $18 ; ...xx...
.byte $18 ; ...xx...
.byte $0C ; ....xx..
.byte $06 ; .....xx.
.byte $42 ; .x....x.
.byte $7E ; .xxxxxx.
As you can see, it is turned upside down. That is,
because it is displayed with a decrementing loop to save
cycles. Now I thought it'd be cool to have some
assembler directive like that:
.VERTSWAP
.byte $7E ; .xxxxxx.
.byte $42 ; .x....x.
.byte $06 ; .....xx.
.byte $0C ; ....xx..
.byte $18 ; ...xx...
.byte $18 ; ...xx...
.byte $18 ; ...xx...
.VERTSWAPEND
So one could *paint* the graphics as one sees them and
the compiler would turn it upside down. When I now for
any reason switch to an incrementing loop, all I'd have
to do was deleting the directives.
The second thing is similar:
The Atari 2600 VCS has registers that are read in reversed order.
(Only god knows why...
)To get the '7' to display there, you'd have to make your
data look like this:
.byte $7E ; .xxxxxx.
.byte $42 ; .x....x.
.byte $06 ; .xx.....
.byte $0C ; ..xx....
.byte $18 ; ...xx...
.byte $18 ; ...xx...
.byte $18 ; ...xx...
It'd of course be cool to have some directive like this:
.HORSWAP
.byte $7E ; .xxxxxx.
.byte $42 ; .x....x.
.byte $06 ; .....xx.
.byte $0C ; ....xx..
.byte $18 ; ...xx...
.byte $18 ; ...xx...
.byte $18 ; ...xx...
.HORSWAPEND
Which would make the assembler horizontally reverse every byte.
Best would be of course if you could even combine .VERTSWAP and
.HORSWAP

Well, my wishlist for the perfect assembler is longer of course, but it should do for a start

Other strange things I'm wondering, include amongst others why all pure accumulator targeting opcodes like 'LSR' for example would need an '@' as operator, when using XASM as compiler. Most other compilers I know recognise themselves that a plain 'LSR' is targeting the accumulator and don't force one to type that useless byte all the time

Greetings,
Manuel
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Hi Fox!
I've been busy last days...Gunfight is cool!!

Thanks for that...
There are new options in xasm, see http://xasm.atari.org... and thanks for that!!!
I'll start toying around with it soon!
Hm... since you seem to be somewhat supportive towards us poor 2600 developers, maybe I should start thinking about more features, to make live easier for us...
No, really - if you ever get bored with other stuff, tell me and I'll post you parts of my wishlist for the perfect 6502 assembler with 2600 support!
Greetings,
Manuel
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Hi there!
Uih... I'd love to have one of these! Finally some usefull *hardware*
Hey, guys from the homebrew hardware dept. what's up?
How long until I can order one?
Greetings,
Manuel
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Übrigens sind gerade alle 4 drin bei Ebay Sofort Kauf 5,- Euro und 8,- Euro:Big Bird's Egg Catch (ATARI) *** NEU ***
Cookie Monster Munch (ATARI) *** NEU ***
Oscar s Trash Race (ATARI) *** NEU / NEW ***
Alpha Beam with Ernie (ATARI) *** NEU ***
Viel Spaß.

Yippieh!!!!!!!!!!!!!!!!!!!!!! Cool!
Danke Matty!
Die ersten beiden habe ich gleich sofort-gekauft, bei den anderen beiden warte ich lieber noch. Evtl. gibt mir der Verkäufer ja die anderen beiden *so* noch mit, nur ein wenig billiger

Danke auch an Dich Günther, aber bei einem SK Preis von nur 5€ hat man ja praktisch keine andere Wahl
Hehe, normal ist mir SK kauf ja zu langweilig, aber diesmal...
Grüße,
Manuel
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schau mal gelegentlich hier rein, der hat immer wieder mal die gesuchten Spiele:PS: Hast Du inzwischen eigentlich schon ein Coleco gefunden?

Hi Günther!
Cool! danke für den Tip, den werde ich also ab jetzt beobachten

Danke auch an Matty für seine Einschätzung der Lage.
Fein, jetzt habe ich endlich wieder was zum Suchen
Zum Coleco: Nein, ich habe leider immer noch keins. Bei eBay sind sie mir zu teuer, also hoffe ich weiter auf einen Flomarkt Fund oder die nächste FfM Börse. (Wir sind doch wieder dabei, oder?
)Grüße,
Manuel
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Huhu!
*bump*
Nachtrag:
Wie sieht es eigentlich aus mit dem ganzen Muppet Kram?
Bisher habe ich nur "Pigs In Space".
Viele andere scheinen widerum nur Prototypen zu sein, aber was ist mit denen:
OSCAR'S TRASH RACE
COOKIE MONSTER MUNCH
ALPHA BEAM WITH ERNIE
BIG BIRD'S EGG CATCH
Gibt's die im PAL Format und wenn ja, kann man sie bezahlen?
Grüße,
Manuel
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Huhu Thomas!
Hier sind noch zwei andere Spielefirmen, die ich beobachte:
Spellbound (Desperados):
http://www.spellbound.de/web/de/main.htm
Egosoft (X):
Die suchen sogar beide gerade C++ Programmierer. Ich würde mich da sofort bewerben, ich kann nur nicht aus Augsburg weg, solange meine Freundin noch studiert...
Grüße,
Manuel
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Huhu Thomas!
Hattest Du also doch recht mit Deiner düsteren Prognose in Frankfurt.
Versuch auf jeden Fall mal Related Designs anzuschreiben, dass sind die Macher von Data Beckers "America" Spiel und ganz aktuell machen sie "No Man's Land" für CDV. Jedenfalls würde ich mich da bewerben, wenn ich in Mainz wohnen würde
Adresse http://www.related-designs.de/rd/d/main.htm
Steht zwar nix bei Jobs, würde mich aber dennoch da mal bewerben. die Updaten die Webseite eh nie. (Ich beobachte die Seite schon seit zwei Jahren)
Einer der Chefs dort ist laut seinem Profil mal VCS Freak gewesen, mit dem sollte man doch ins Gespräch kommen können. Schick ihm Notfalls ein Thrust Modul als Köder
Ansonsten, wenn Du in Augsburg arbeiten wollen würdest, kann ich Dein Ansinnen mal meinem Chef forwarden. Ich weiss zwar nicht, ob wir gerade jemanden einstellen würden, aber ich würde ein gutes Wort einlegen
Ansonsten viel Glück bei der Suche. Ich hoffe Du nutzt die freie Zeit und schreibst ein neues VCS Spiel!

Grüße,
Manuel
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This is making me want to get this Gameboy Advance. I'm thinking a "portable NES".I'm more and more thinking of it being a "portable PSI". I can't yet see the limits of the GBA and the newer games make any SNES and Genesis game look lame...
For example GBA Mario Kart is better than it's SNES counterpart - But we all know that the SNES version was cheating by using an extra 3D chip on the cartridge!
Only drawback of the GBA compared to a PSI is the possible size of the games. A CD can obviously carry way more data than a GBA cartridge...
Greetings,
Manuel
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Speaking in just a technical sense, I would assume that the rom on Gameboy Advance is the exact same as the one on Nintendo 8-bit (NES).Not quite. It is no emulation. There's a lot of differences.
For example the sceen on the GBA is wider, so you can see more to both sides. That alone would make the game easier, I assume.
AFAIR those large (quadrupled?) enemies are not available in the original NES version, as well as the big Yoshi-coins are missing there.
Those are some obvious visible changes and, as I said, I sold it again, because it hadn't the original *feel* to me. That might be due to either me being 10+ years older now or there's more hidden changes, like for example control flaws you just can't recognize for certain or similar...
Greetings,
Manuel
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What are your most wanted games???Mine would be:
Golden Sun 2 on the GBA
Freelancer on the PC
Marble Craze on the VCS 2600
Greetings,
Manuel
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That would be cool. Can you creat scenes from the arcade versions of these games? I'd love to get a couple of them and take the coolest one as an avatar.
Hm... from the arcades...
Ok, I'll try to do that. Stay tuned...
Greetings,
Manuel

Phillips G7000
in International
Posted
Oh, das mit dem Wettbewerb habe ich inzwischen aufgegeben.
Beim Reduzieren von Gunfight habe ich bei ca. 1.5K aufgegeben. Da sind nur noch die Cowboys und die Kugeln übrig und dennoch ist es viel zu gross
(->Falls du Dich auch mal daran versuchen möchtest, können das gerne als Co-Produktion einreichen
)
Und Star Fire ist selbst jetzt, ohne jegliches Gameplay schon >1K
Ich bin auf meine Positionierungs-Tabellen angewiesen und die alleine verbraten schon mehr als 1/4 K.
Du könntest auch Brian ein wenig ärgern und mit
Oder dieses 'SF Caves' ist auch super simpel. Nur ein scrollender Tunnel wo ein einzelner Punkt durchfliegt...
Ich kann mich an die Phillips Spiele kaum erinnern, nur bei dem Space Invaders Verschnitt machte es bisher *klick*. Das war damals mein Lieblingsspiel. Ist IRRC sogar besser als SI. Wenn das eigene Raumschiff zerstört wurde, konnte man z.B. rumlaufen und einen der Verteidiegungsblöcke wieder zu seinem Schiff machen. Oder so ähnlich.
Ich werde das Ding am WE mal aufbauen müssen, dann kann ich mehr berichten
Grüße,
Manuel