Cybergoth
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Everything posted by Cybergoth
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Hi there! I have a question: Are the titles that are both on the Flasback unit and on the 10-in-1 stick identical versions? Greetings, Manuel
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Hi there! It'd be very cool to see some mockups of these games. I'd really be interested how a genious like retrofan would envision 2600 versions of those games Greetings, Manuel
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Hi there! Fine, thanks in advance! Greetings, Manuel
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Hi there! Ha! Me slowing down? Just wait and see, I'll have my next game ready in 4 weeks! Greetings, Manuel
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Hi there! Wow! It's been a while since Dave found the time to join a contest Greetings, Manuel
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Hi there! Hehe, in Mission 2 / Episode 2, there is a part at the beginning where Duke has to move up and down a road, collecting things while avoiding cars... So after a while he suddenly said: "What am I, a frog?" Greetings, Manuel
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Huhu! Schnucklig! Sowas würde meiner Frau sicher auch gefallen! Auf der Alb oben? Hier in Augsburg haben wir noch keinen Schnee Grüße, Manuel
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Hi there! While browsing through older label contest pages I noticed that - all links to the bigger pictures of the Mental Kombat page are broken. - on the Climber 5 page it just shows a black box instead of the artist names and the other info. - also on the man goes down news item on the front page, try clicking on the "AtariVox Speech Module" link... Greetings, Manuel
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lda #NUMBER in three cycles?
Cybergoth replied to vdub_bobby's topic in 2600 Programming For Newbies
Hi there! Well, if you'd use the illegal opcade version of skipdraw, your problem would go away: lda #C_P0_HEIGHT-1; 2 dcp P0_Y; 5 (DEC and CMP) bcs .doDraw0; 2/3 lda #0; 2 .byte $2c;-1 (BIT ABS to skip next 2 bytes) .doDraw0: lda (P0_Ptr),y; 5 sta GRP0; 3 = 18 cycles (constant, if drawing or not!) Greetings, Manuel -
lda #NUMBER in three cycles?
Cybergoth replied to vdub_bobby's topic in 2600 Programming For Newbies
Hi there! Can you post some more of the surrounding code? Greetings, Manuel -
Huhu! Das TV-Ereignis des kommenden Jahres: Kabel1 bringt am 01.01.2005 um 20:15 den Klassiker "Für Eine Handvoll Dollar"! Grüße, Manuel
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Hi there! Amazing work as usual! I think it is doable when shrinking the game horizontally a little. Make the border left and right 4 PF pixels wide and use only the remaining 32 PF pixels in the middle for the game. Other than that, it'd probably have the ususal maze game flicker, depending on the # of objects. Greetings, Manuel
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Hi there! Decided to give you some project diary entries every once in a while here... After some more research I'm now certain that *fully* assymetrical kernels won't work for any of the Jumpman levels, even the most simple ones. I've now started to redesign the assymetrical levels a little so that at least one of the three PF values is mirrored. To playtest my changes I use the Jumpman level Editors of "Jumpman UC" and "Jumpman Lives", depending on the level type. I finally decided to drop "Follow the Leader" entirely, because neither the "followers" nor the level structure could be done without severe changes. Instead I converted the structure of "Jump'n'Run", a level which might work with a small change in the game logic. I also already adopted the layout of the "Secret" level to mirrored PF0 and additionally made it somewhat easier to play. Another experiment I did some time ago is presenting the structure in 2 colors in the Grand Puzzle III level. I'll probably do this to all levels if the flicker is considered acceptable. Attached are the new binaries for "Grand Puzzle III", "Jump'n'Run" and "Secret". Greetings, Manuel jumpman.zip
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Game Ideas: Prince of Persia & Jet Pac 2600
Cybergoth replied to moderntimes99's topic in Homebrew Discussion
Hi there! I think it should be. After all it's just a spiced up Montezumas Revenge Greetings, Manuel -
Activision Anthology for the GBA? Can't find it anywhere
Cybergoth replied to Starman's topic in Atari 2600
Hi there! AFAIK there's it hasn't been released in Europe yet Greetings, Manuel -
Hi there! My wife is a teacher for children of age 6-10 and from what I know they're all into Yu-Gi-Oh, Beyblade, Dragonball Z and Pokemon, from which the Pokemon games clearly are the best on the GBA... also in Pokemon you can choose to play a girl Greetings, Manuel
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Hi there! There you go Dennis Great job everyone, can't wait to receive mine Greetings, Manuel
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Commodore 64 direct-to-TV w/30 games is here!
Cybergoth replied to Flojomojo's topic in Classic Console Discussion
Hi there! Yup, it's inspired by the 2002 Minigame Compo winning C64 game made by Robin Harbron. Is that the same game? Yup! Greetings, Manuel -
Hi there! Maybe those "dead" accounts should be removed from the HSC rooster? If someone did not post for three months or longer? Else we'll possibly come to a point when there's more "dead" than active players in the club... Greetings, Manuel
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Hi there! Hm... Demon Attack is one of the few rare gmes that seem to be perfect just "as is". Also the Intellivision mothership version plays so amazingly crappy, that it's probably better not to borrow *anything* from it... Greetings, Manuel
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Commodore 64 direct-to-TV w/30 games is here!
Cybergoth replied to Flojomojo's topic in Classic Console Discussion
Hi there! Hm... then I could try packing _all_ Epyx games into the ROM, even the bigger ones and the ones with licensing issues (G.I. Joe, Dragonriders of Pern...) and when succeeding I'd have a portable Epyx Shrine Greetings, Manuel -
Hi there! I think it Castles of Dr. Creep can be done, yes. It doesn't look like it's getting more complex than say Jumpman for example Greetings, Manuel
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Hi there! Main reason why I excluded most levels would be RAM usage. I'm buffering small parts of the structure in RAM, so I can apply small changes of the level structure. Removing a small part of the floor would cost 3 bytes, removing part of a ladder for the size of Jumpman would be 9 Bytes, etc. If the ladder is sitting right between 2 PF stripes than it's 18 bytes and so on. I now just set up a simple rule reserving up to 64 Bytes for such changes. Most excluded levels just would require more than this, simple as this. (There'd be no other reason for leaving out Htchlings or Zig-Zag then) (The 2 Figurits and Builder let you rearrange almost the whole level for example) "Hot Foot" is special, as it let's you change the structure at a micro level down to single pixels anywhere on the screen. -> Impossible even with extra RAM. Your right about the "Darkness" and "Mystery Maze" levels. That'd require buffering the whole level in RAM and I don't think one could turn ropes on/off at single pixels for example. Impossible again. "Now You See It..." and "The Jungle": I actually have to think some more about those. I guess The Jungle is somehow possible, but I feared it'd require way too much flicker. Other than that, I have to reduce the # of levels anyway. Jumpman Jr. does 12 levels within 16K, but on the VCS each level will require more data than on the 800. Greetings, Manuel
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Hi there! Hm... good question. I'm parallelizing all tasks required for this conversion, so I'm completing the kernels required for all levels first. Once I know what I can display, I'll continue adding the game-logic for each level. Overall I don't expect a release before spring 2006, I'm sorry. Greetings, Manuel
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Hi there! Ok, I'm prepared! Still no clue what to vote for though. Can I vote "ze_ro" for establishing and running the HSC for example? Greetings, Manuel
