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Cybergoth

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Everything posted by Cybergoth

  1. Hi there! Hm... it'll be one of the two indeed. I hope I get the game packed in 32K, but it'll depend on a lot of things I have to "try and see" yet. For example I'm not certain right now wether I can do the asymmetrical Jumpman kernels on the VCS or not. The playfield now certainly works, but that is already 6 reads+writes for each scannline. Adding in 2 sprites and 3 particles can easily turn out to be impossible even for a 2LK. It's mostly depending on the "style" and the obstacles of the level though. A level without ropes would be a lot easier to do for example. Greetings, Manuel
  2. Hi there! Uihja... so I spent several weeks playing through all levels of Jumpman and Jumpman Jr. making screenshots and transferring level data to the 2600. I can present a first list of levels that seem to be doable on the VCS now. All of these levels are marked with a number in the list. (Note: This means not necessarily that these levels will be in the final VCS version, but it means definitely that those marked with an "X" won't be there...) Attached in the ZIP are 31 VCS binaries showing those levels who are still "in the game" (Note: Just the background GFX, no gameplay. Most also won't work on a real TV yet) And here's the list: /////////// //JUMPMAN// /////////// 1. Easy Does it 2. Robots I 3. Bombs Away 4. Jumping Blocks 5. Vampire 6. Invasion 7. Grand Puzzle I X. Builder X. Look Out Below X. Hot Foot 8. Runaway 9. Robots II 10. Hailstones 11. Dragonslayer 12. Grand Puzzle II 13. Ride Around 14. The Roost 15. Roll Me Over 16. Ladder Challenge X. Figurit X. Jump'n'Run 17. Freeze 18. Follow the Leader (Berzerk Style) X. The Jungle X. Mystery Maze 19. Gunfighter 20. Robots III X. Now You See Me 21. Going Down 22. Grand Puzzle III (+ 23. Secret Level) /////////////// //JUMPMAN JR.// /////////////// 24. Nothing To It 25. Electrocution 26. Dumbwaiter 27. Hellstones X. Figurits Revenge 28. Walls X. Zig-Zag 29. Spellbound (Title+Demo) X. Blackout 30. Herethereeverywhere X. Hatchlings 31. Hurricane (+ 32. End Sequence) Greetings, Manuel jumpman.zip
  3. Hi there! It takes a while to get used to it, yes. First I tried mapping the same controler both to gun direction and movement, which makes it easier to control, but then the gameplay is a lot harder, because you cannot evade shots and shoot back at the same time anymore... Greetings, Manuel
  4. Hi there! I'm confused. Is this called "Deluxe", because it is made closer to the regular "Space Invaders" or because it is really aiming to be "Space Invaders Deluxe" (aka "Space Invaders Part II")? Greetings, Manuel
  5. Hi there! Sure. Like I said, I'm drawing a crosshair like that. I think Paul does the Marble Craze marble with this and Ben the tanks in Incoming. Wether some 2600 programming technique is useful or not is always depending on the set of compromises you agree to go with... Greetings, Manuel
  6. Hi there! Yes, something like that certainly works. But it wastes zillions of bytes per sprite, so you'd do that only for very rare and special situations (Like maybe... a crosshair, for a game like maybe... Star Fire ) Greetings, Manuel
  7. Hi there! BTW: I think Wild Western will be on the upcoming "Taito Arcade Classics" release Greetings, Manuel
  8. Hi there! Yup, I figured that already. I recently bought one of those cool Joypads with two analog sticks, a digital pad and lotsa buttons, so I can now easily MAME games with the weirdest control schemes Ah, Ok. Guess I have to try harder then I see. Makes sense now. Ok. do you have any clue why it is that sometimes it's immediate Game Over after losing the last life and sometimes the game continues to play (without you) for almost a minute? Greetings, Manuel
  9. Hi there! Hm... I think I tried that, but when getting too close to the train I just lose a life Greetings, Manuel
  10. Hi there! Depends on the games, eh? I always tend to think that some are hiding their ROMs for good reason Greetings, Manuel
  11. Hi there! Hm... so is there actually an "official" PAL version of Fast Eddie available? (And BTW: The Activision version is missing in the rarity guide?!?) Greetings, Manuel
  12. Hi there! I have a few questions about Wild Western: - What is the second fire-button for? - What can you do against the robber sitting on the train in stage 3? - What do you have to do when the music changes and the canyons come? Greetings, Manuel
  13. Hi there! That's amazing! It sounds just like what happened to my buggy brazilian Bank Heist copy! It also had only a small number of bits changed in a pattern like that... And thinking some more about it, Bank Heist and Fast Eddie are both from 20th Century Fox, so the Brazil "Bank Heist" and the German "Mr. T" probably originated from the same source! Greetings, Manuel
  14. Hi there! That's amazing! It sounds just like what happened to my buggy brazilian Bank Heist copy! It also had only a small number of bits changed in a pattern like that... Greetings, Manuel
  15. Hi there! Uihjah... why is the scrolling looking so smooth? Just because it is so fast? Greetings, Manuel
  16. Hi there! Haha, but in theory only. I really love WoW, but the flicker of the 2600 version gets me close to epileptic seizures in less than 10 minutes No no, next time I'll participate will be another game... @keilbaca: Good luck on your new job, thanks for doing it! (If you have a minute, please add me to the memberlist, my name is still missing there) Greetings, Manuel
  17. Hi there! While trying some of the more obscure titles in my collection I just came across "Mr. T", which is a PAL Quelle variant of "Fast Eddie". To my surprise I noticed that it was totally buggy: There was weird dots and dashes across the screen and the collision detection was more or less random, rendering the game totally unplayable. Thinking that I'm just doomed with yet another bit-rotten version, I was even more suprised when I found that the available "Mr. T" dump behaves just like my original cartridge (See attached screenshot!) I'm dead curious now wether all "Mr. T" cartridges are "like that" and if it really was sold that buggy?!? Also I'm curious if anyone ever analyzed what's going wrong there? Greetings, Manuel
  18. Hi there! Sherlock Holmes, I suppose? I also think it's Gunfight. At least Armin asked for permission to use it Greetings, Manuel
  19. Hi there! Ah, I think I've already seen the Pang screen, but Bomberman is new, or? Greetings, Manuel
  20. Hi there! I'm sorry, only an administrator can do that. I was just showing a sign of support as I'd be very happy to see the HSC continued with keilbacas help! Greetings, Manuel
  21. Hi there! The second would be almost programmable if the blocks where 6 PF bits wide instead of 5. The problem here is that you can change colors only every three pixels, so you can do a precise color change between two PF bits only for every 3rd, 6th, 9th... PF bit. Other than this, the PF display would be easy, as the design only has two color change areas per scannline, which are widely seperated... Still, with 6 PF writes and 4 possible color changes, you've alredy used up most/all of the programming cycles for a scanline. And a 2LK doesn't help either, as the PF writes and color changes would have to be repeated for each line, since it's not mirrored. The original 2600 Q-Bert design, while not perfect, is IMHO an excellent and working compromise... Greetings, Manuel
  22. Hi there! Nope, the different colors are vertically separated. Are we talking about the same Q-Bert game? Greetings, Manuel
  23. Hi there! Can you beat it? Greetings, Manuel
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