Cybergoth
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Everything posted by Cybergoth
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Hi there! I think they both would translate almost 1:1. The objects in Ufo are very small for example, so there'd be almost no flicker. Greetings, Manuel
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Full-featured IDE for developing Atari 2600 games?
Cybergoth replied to Jofu's topic in Atari 2600 Programming
Hi there! Hehe, well, but don't you think you learned a whole lot more now than when you'd have just seen your mistake in the debugger? You probably read the same code passages 30-40 times, trying this, trying that and you really had to _think_ about what you were trying to do. Amazing learning process! As a printf() replacement, try framing suspicous code passages with useless instructions like LDA $2222 and then activate the trace log in Z26... Greetings, Manuel -
Hi there! Since I'm a bit lazy to compile the next list for the monthly forum poll, I'm just hijacking this one... Greetings, Manuel
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Hi there! Ha! I can still improve! With the score I posted I still had 7 lives with 100K, when I suddenly panic'd and lost 4-5 in a row. But tomorrow I'm prepared! Greetings, Manuel
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Hi there! Todays improvement goes up to 174.000 (Catching up with the 1337 ) Greetings, Manuel
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Hi there! Yup, those are the same spots I use as well Greetings, Manuel
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Full-featured IDE for developing Atari 2600 games?
Cybergoth replied to Jofu's topic in Atari 2600 Programming
Hi there! I use Textpad for development, having DASM and Z26 fully integrated into it. As for a debugger, I'd be interested in what benefits everyone is expecting here? I think don't having one will be the better "teacher". You'll learn so much more the hard way. The debugger just helps those who don't know what they're doing Definitely it won't be the miracle tool for having someone getting his stuff done. Really, sorry Glenn, but the debugger argument just sounds like a lame excuse. A debugger might be a helpful tool in certain cases, but I can't believe that the success of a project will depend on it. In real life, you can't go to your boss saying "I can't finish project XXX, because we don't have a Perl debugger with Trace Mode" or something like that either. Or "Hey, couldn't we buy BoundsChecker for the Visual Studio? I'd only have half the memory leaks then" Greetings, Manuel -
Hi there! Seems like this behaviour changes very early anyway. I think around 20-30K they already start shooting backwards. Tip: When you play Wizard of War like Doom, try Splinter Cell here Greetings, Manuel
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Hi there! Cool, one of my favourites! First games went surprisingly well: 113.000 for today! Greetings, Manuel
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Splatform 2600 (just another new homebrew minigame)
Cybergoth replied to Thomas Jentzsch's topic in Atari 2600
Hi there! Maybe, if programming the menu is such a problem, you could just cycle through the games with SELECT? Might even make room for a fourth game! Greetings, Manuel -
Hi there! My favourtes are: Adventures of Tron Fast Eddie Joust Kangaroo Greetings, Manuel
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Hi there! Uhm... but you know that those things run on batteries? Greetings, Manuel
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Atari Announces Flashback 2.0
Cybergoth replied to Jetboot Jack's topic in AtGames Flashback and Portable Consoles
Hi there! Wow, thanks! Greetings, Manuel -
Hi there! As I already said, that one is Ok. It comes from macro.h Greetings, Manuel
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Hi there! Depends on the symbol. If it's NO_ILLEGAL_OPCODES then it's Ok. Greetings, Manuel
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Hi there! How did you progress in Freelancer? I played until the mission where you have to disable 4 force-field generators (in order to steal something IIRC). This was way to difficult for me, I didn't even manage to beat it with a money cheat allowing me to buy all the best equipment... Greetings, Manuel
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Hi there! It works for the playfield as well. You just need to mirror every other column (easy task in paintshop). That's how I converted 40+ Jumpman levels. Basically I just downsized A800 screenshots and ran the tool over it Greetings, Manuel
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Hi there! I use Paintshop Pro for this. There's Eckhards wonderful PCX2GRP tool available, which'll convert everything to usable data. So for example I could draw all Seawolf sprites at once in Paintshop, then converting them all with a single comand. It's very cool to work like that, because in Paintshop you can already import everything, MAME screenshots, C64 or A800 screenshots, whatever and just compose your final image. The title screen of Crazy Balloon for example. mojofltr posted a small GIF image here in the homebrew section, I simply converted it to PCX and in less than a minute I had it included in the game. PCX2GRP is very mighty, here's a manual excerpt: PCX2GRP [flags] PCXFILE.PCX DATAFILE.ASM The flags that you can specify are: -x## Number of objects per row. Player objects on the VCS are always 8 pixels wide and PCX2GRP starts scanning in the top left corner of the graphics file, so align your objects accordingly. Since the graphics file is 320 pixels wide and the player objects are at least 8 pixels wide each, this number can be a maximum of 40. -y### Number of objects per collumn. Player objects on the VCS can have any height up to the screen size. Since the graphics file must be 200 pixels height, this value can be a maximum of 200. -h### Height of one object. Due to the format restrictions for PCX files, this value can be a maximum of 200. -r# Number of pixels in the graphics file per object pixel. The horizontal resolution of the VCS is 160 pixels. To be able to see the player objects in the original proportion while editing you might want to use two pixels in the PCX file to represent one pixel of the object. Also the VCS allows the programmer to double or quadrouple the size of the object pixels. To allow you to edit the objects in the same fashion, this flag lets you skip every so many pixels while scanning the PCX file. -d Skip every other line. Many VCS games use a double scanline resolution to get enough cycles to update all the graphics. If you want to edit your player objects this way, you can tell PCX2GRP to skip every other scanline while scanning the graphics file. -c Suppress the generation of colour data. By default PCX2GRP creates one table per object for the shape and one for the colour information. If you want to use only monochrome objects, you can use this flag. -o Scan top-down instead of bottom-up. Most programs count down the index pointer into the graphics data as the display advances. Therefore PCX2GRP generates the graphics table from the last line to the first. If your program has to count up the index pointer, you can use this flag. -p Align data on page boundaries. The 6507 processor in the VCS takes an extra cycle, if an indexed access to a data table crosses a 256 byte page boundary. If you have a lot of graphics data and want to make sure that no access to it has to go across a page boundary, use this flag. Then the data table will be filled up with zeros, if the data for a new object would cross a page boundary. -a Generate data for the ASM6502 assembler instead of the DASM assembler. ASM6502 is an old assembler that I used before I found DASM. It requires to define bytes in a different way. This flag is only left in for historic reasons. -l Interpret colours values between 128 and 255 as object pixels and colour values between 0 and 127 as background pixels. If for some reason your preferred painting program makes it easier to create the graphics with this setup, use this flag. Greetings, Manuel
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Huhu! Schon 2.0 oder doch noch die 1.0 Katastrophe? Hm... also das 2.0 würde ich schon haben wollen, alleine schon um die ganzen neuen Spiele zu sehen (und die Credits zu lesen... interessiert mich schon, wer die geschrieben hat... wenn es keine Inder oder Chinesen waren, würde ich auf Bruce, Zach und Robert tippen...) -> 1.0 würde ich mir höchstens zu Weihnachten schenken lassen Ich fürchte bei uns wars das wirklich schon. Ausser Spiderman und Spongebob habe ich bei uns immer noch nix anderes zu kaufen gesehen. Schade eigentlich, zumindest das von Taito mit Space Invaders und Lunar Rescue hätte ich gerne gehabt. Oder das zweite von Namco, mit Ms. Pac-Man. Und natürlich das Atari Paddle. Grüße, Manuel
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Huhu! Amazon führt mittlerweile das C64 DTV in seinen Listen, es soll bei uns ab 15. Juli für 24,99 erhältlich sein! Grüße, Manuel
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Hi there! I have it too! I have only played two games of it so far though: Adventure: I've beaten it once on all three levels. It's ok I think, but I never really liked the original. Asteroids: This is quite fun. I exhausted a complete set of batteries on this version. Somehow it's even more fun than the flickery original. Greetings, Manuel
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Hi there! Hm... you know that 6 months ago EA aquired exclusive rights for the NFL for the next 5 years and exclusive ESPN rights for the next 15 years? Only a few weeks later Sega sold Visual Concepts, the studio creating their sports games... Greetings, Manuel
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See what I said above. That simulation argument is bogus. Having the original Pong playable straight without requiring ROMs, that's IMO the real reason... Remember how Atari defended their Pong property right here in the Atari Age homebrew store? Greetings, Manuel
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Hi there! No clue, in Wolfmame it's there. BTW: "only simulated" sounds like silly argument. If the software acurately recreates the behaviour of the discrete logic, then that's just as good as emulating any other video game hardware. If it was removed I'd rather assume it was because of copyright issues, because it's not requiring a ROM. Greetings, Manuel
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Hi there! Uhm... actually MAME has Pong included... Greetings, Manuel
