Cybergoth
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Everything posted by Cybergoth
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Huhu! Hey hey, coole Sache! Dann können wir uns da ja doch alle treffen! Grüße, Manuel
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Huhu! Sorry, har bei uns jetzt leider doch nicht geklappt. Mir sind kurzfristig familiäre Verpflichtungen dazwischengekommen. Aber das nächste mal, ja? Grüße, Manuel
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Hi there! Please also remember that the 1K and 4K categories aren't put in stone. While they were pretty successful, the 2005 contest organizers may change them as the like. I'm in the very same boat here, currently targetting Crazy Balloon for 4K. It's "on your own risk", just so you be aware of that. Greetings, Manuel
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Hi there! Didn't you say it's powered by a NES chip? As fas as I know, a NES can't run 7800 games. How would they do that? The games on the Flashback are NOT the original games. They were ported/reprogrammed to work on the NES on a chip thingie. Ah that's fine, because that's exactly what I was thinking until Danno started confusing me Greetings, Manuel
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Hi there! I can confirm that none of my games is on it. I also rejected an offer like "Can you do a port of X in 7-8 weeks?". I probably could've done it when being asked 3-4 months earlier, but having a real life inclusive a real job, I saw no chance of delivering a proper game with a deadline so close So no, I didn't boycott Atari, but there's also no participation from me in the project. I really hope this one turns out better than the first Flashback though, and if so, that it makes it's way over to Europe this time Greetings, Manuel
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Hi there! Took me a while to compile... 1. Ghosts N Goblins 2. Commando 3. Breath of Fire 4. Strider 5. Onimusha Tactics Greetings, Manuel
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Hi there! Hm... Ok, I read some docs and see my mistake now. I thought BRK would jump to the BRK adress via the stack, but instead it gets moved straight to the program counter. Ok, then the startup value of the stack pointer or the RAM content don't matter at all. Fine! Greetings, Manuel
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Hi there! Would it matter? The RAM state of the VCS is unknown at startup so some registers could already be set. Generally at startup you'd clear out all RAM anyway. Sure, but the BRK to switch to the starting bank would happen _before_ any startup code. Unless I'm missing something this isn't possible. The stack has full range of ZP, right? Uhm... what isn't possible? You certainly can set the stack pointer to something Greetings, Manuel
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Yie Ar Kung-Fu for the ColecoVision is finally available
Cybergoth replied to opcode's topic in Classic Console Discussion
Hi there! Way to go Eduardo! Congrats on the new release! Greetings, Manuel -
Huhu! Wollte mal fragen, wer denn so kommt und ob ich evtl. jemanden mitnehmen kann/soll? Ich fahre wenn dann von Augsburg aus über Ulm. Günther, Armin, wie schauts aus? Schon was vor am Samstag? Grüße, Manuel
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Hi there! Just had a thought about the BRK technique: Is it using the stack? If so, what'd happen if the stack pointer was pointing to $01 on powerup? Or, here on the VCS, if it was pointing into the non-RAM area? Greetings, Manuel
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Hi there! In Star Fire I solved the "random starting bank" thing like this: Bank 1: FirstInit BIT $1FF9 NOP ; dummy .word $FFFF, $FFFF ; bank-switching hotspots .word FirstInit .word FirstInit .word FirstInit Bank 2: BRK ; coming from the other bank .word $FFFF, $FFFF ; bank-switching hotspots .word start .word start .word start Essentially the "BRK" alone does everything for me what your code does, ie. loading the "start" pointer and jumping to it Greetings, Manuel
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Hi there! Sorry guys. I played three rounds of Time Pilot in a row and then deleted the ROM Greetings, Manuel
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Hi there! Not at all. Audio generation itself is one of the simplest tasks for the VCS, especialy as it doesn't consume any screen time. But it's using lotsa ROM. The first 2 tunes eat up the whole 4K and the 3rd isn't much shorter. (This is just raw data though. When fully paternizing the tunes they'll take less ROM space.) After spending even more thoughts on it, I don't think 1942 would make a good translation. You'd either have to cripple it down or flicker it a lot. Just displaying your own plane with both sattelite planes attached would already require both sprites and missiles... Try this: http://www.c64.org/HVSC/Cooksey_Mark/1942.sid And this: http://www.sidmusic.org/sidplay/mac/ Greetings, Manuel
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Hi there! I don't have the cartridge, but I think I'll play some Emu rounds for "research" Greetings, Manuel
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Hi there! As compared to what? The 2600 version? Here in the 2600 forum - yes Need to try that then Greetings, Manuel
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Hi there! I know Dennis once worked on it, but he didn't publish it yet. Greetings, Manuel
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Hi there! I'm using this music driver for 1 1/2 years now and it's the first time that someone reports a problem with Z26. Since I also do all development on Z26 it really should work there. Greetings, Manuel
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... that are better on the Intellivision, no? With built-in Auto Fire (Thank Heavens!) it's really good playable, even with the disk. The visuals are much better and I also like it being a touch easier on the Inty. Greetings, Manuel
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Hi there! Hm... here's the STIL entry for the game, it looks like #02 is an original tune and only #01 a cover: /Cooksey_Mark/1942.sid COMMENT: Although an arcade conversion, none of this music is either converted or influenced by the original. (#1) TITLE: 633rd Squadron [from the movie] ARTIST: Ron Goodwin I've been spending some thought's about porting the game, but it seems like an amazingly tough challenge. I don't think my Star Fire engine could do as many objects as required for 1942, but maybe one could modify the engine to have it calculating 2 separate sprites instead of the big 16-Bit sprites it does currently... Greetings, Manuel
