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Cybergoth

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Everything posted by Cybergoth

  1. Hi there! So with the current releases of The Worms (Re)turn, Go Fish! and Fall Down, it's time to update the 2005 release list for the second half of 2005 I think Let me see, from all that's been mentioned in this thread, these are probably still heading for a 2005 cartridge release: A-VCS-tec Challenge - Simon Quernhorst Crazy Balloon - Manuel Rotschkar Man Goes Down - Alex Herbert 3-in-1 - Thomas Jentzsch Poker Squares - Brian Watson Red Box/Blue Box - Bruce Tomlin Loopcart - Paul Slocum Boulder Dash - Andrew Davie Greetings, Manuel
  2. Hi there! Hm... mixed emotions here. Personally I'm all for perfectionism, but I'm also against stealing someones work. I'm totally against selling hacks, but I somehow can't consider a port from one system to another a hack: No matter how simple it may be - before the game just didn't exist on the other hardware. And then, where's the real difference between a 1:1 port from scratch and an 1:1 port from the original code? You can hardly see it in the final product, no? (Still, regardless of how carefully you examine the original, a port from scratch will never be as close to the original, then the original code itself) As for this argument "Where's the real homebrewing in there? You're not creating anything, you're just manually converting a game to work from one platform to the next.": If you don't want to port a game, why don't create something more original then? If the aim of a port is to get it as close to the orignal as possible, there's another way for you to go then if you want to have something written from scratch. Which is more fun to the programmer is just his own descission, I'd think. Anyway, that's just very general thoughts and I never said anything good or bad about this port of Astro Invaders. I haven't seen it, so I can't review it. And I both appreciate original work and perfectionism. As I said, plain and simple, I just wanted to know which route Scott went and why he preferred to do it like that... Greetings, Manuel
  3. Hi there! Oh... Well, I was just curious why you chose the route you went. I thought when the arcade was already based on Z80 code, it would've probably been easier to base your version on that, instead of completely rewriting it. If it it was based on a totally different processor on the other hand, rewriting it from scratch might be the better way to do it. Greetings, Manuel
  4. Hi there! Hm... so is it an easier or tougher job then? Greetings, Manuel
  5. Hi there! I have a question: Is this based on the original arcade asm code like one of opcodes conversions, i.e. resulting into an almost 1:1 conversion? Greetings, Manuel
  6. Hi there! Wow, bunch of surprises in here! Greetings, Manuel
  7. Hi there! That's how I play too. I don't even shoot before I have 99 ammo. Greetings, Manuel
  8. Hi there! But level 3 is only 2 dreadnaughts, you can finish them off in 5 minutes. Greetings, Manuel
  9. Hi there! From that selection I only like Ice Hockey. Greetings, Manuel
  10. Hi there! Uihjah! Guess I'm close to roll it then I just reached 316.000! BTW: Another tip from me: The extra ammo will stay a bit longer on the screen when you score some kills on your way! Greetings, Manuel
  11. Hi there! ...it's been a while since the last update... I worked out some more things of the A800 version of the game. While I originally started this project with a cartridge-to-disk crack, I meanwhile changed it so that it'll compile into the bit-perfect 16K cartridge image. Well, well, any help on this still appreciated... you see how slow I progress... Each time I quit working on this, it automatically puts the 2600 on ice as well... Especially amazing would be if someone'd manage to work out the code responsible for the dungeon generation, since then I could start with a C++ generator for the 2600 dungeons... Greetings, Manuel GTAREV.zip
  12. Hi there! Look pretty good so far! You should also try interlacing, I think it might look even better than the flicker mode. Greetings, Manuel
  13. Hi there! New personal best now at 269.000! Greetings, Manuel
  14. Hi there! Any on-the-fly calculations like this wouldn't work, as you'll have to rewrite PF1 and PF2 twice every single scannline... Greetings, Manuel
  15. Hi there! As is, the playfield nicely aligns with triple copies. If the board was too small now, it could just scroll vertically once you reach the bottom. Greetings, Manuel
  16. Hi there! Even playing it two hours straight didn't help my score yesterday, but today the first game already went 228.000! This game I had a way cool series of hitting the *4th* guy like 7-8 times in a row. (I think the lives counter stopped at 9 though... ) Greetings, Manuel
  17. Hi there! Of course you are right. Though currently the code isn't prepared for any smooth scrolling. 867426[/snapback] You'd need to add one more row of tiles. Then the first and the last rows line counters would need to be made adjustable. You'd then need to do the "hard" scrolling you do now only every "tileheigth"th frame and for the rest you'd just shift the display by tweaking the line counters accordingly. Might feel weird though, If you'd mix huge horizontal jumps with vertical softscroll. Greetings, Manuel
  18. Hi Thomas! Sorry, I can't follow you here. You'd never do that for the vertical axxis, as the VCS has no scrolling problem here at all, not even with single scanline precission, no? Greetings, Manuel
  19. Hi there! No, that is not Seaquest. What you have here is a clone of Froggos "Sea Hunt" I think. Greetings, Manuel
  20. Hi there! I think it would be programmable like that. (That's actually precisely how I think better scrolling should work for the Colecovision somehow...) Well, there's a big problem with that though. Having only 8 different tiles for example, you can have 64 different combinations of pairs already, each requiring an extra "middle" tile. The # of required tiles will grow dramatically by the power of two here. Also, IIRC, the scrolling in BD is just like that, so the mechanism is faithful to the original. Greetings, Manuel
  21. Hi there! Well, with 3 million different Worm games available, it'll be a hard job guessing the one that you have in mind These where just examples of all worm games already made on the 2600, so they're more or less showcasing what's possible. That's 80 bytes then. Well, you asked "how playable the game would be at that size" so Tapeworm is exactly what you'd get at this resolution. Hm... that's still ~30 bytes available. Maybe... BTW: Since you said you've never seen a venetian color flicker thing elsewhere, I attached one for you... Greetings, Manuel grandiii.zip
  22. Hi there! For a three cycle delay you can just use SLEEP 3 Greetings, Manuel
  23. Hi there! That's a low blow and an elitist statement. ... I'm not trying to say that having a debugger magically makes it so I could finish the game. I could still fall into another dead-end. 866466[/snapback] Uhm... you're just reapeating what I said, but when I do it's a "low blow"? Anyway, once the Stella debugger is ready I hope you're motivated enough to prove me wrong by finishing your game Greetings, Manuel
  24. Hi there! Uhm... everyone? It's just for debugging, no? Greetings, Manuel
  25. Hi there! http://www.atariage.com/screenshot_page.ht...wareLabelID=537 http://www.atariage.com/screenshot_page.ht...wareLabelID=548 http://www.atariage.com/screenshot_page.ht...areLabelID=1997 Greetings, Manuel
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