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Gemintronic last won the day on May 10 2014

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About Gemintronic

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    Jason S. - Lead Developer & CEO

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    Gemintronic develops, manufactures and publishes games for retro systems.

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  1. Appologize in advance for double posting. But, I just remembered Stranglehand has procedural title screen music. Every time you power off / on or lose a game and go back to the title screen the "music" slightly changes. Badly coded source is in the link
  2. Side question: will SpiceC use dasm, something built from scratch or a combination of dasm and a pre-existing ARM compiler?
  3. Harmony Encore supports the BFSC (256k with SuperChip RAM) format. The UnoCart does too except you may need a firmware update. So, if you want to go big choose those.
  4. Almost all of these cards expect to serve up specific picture file formats. Many mention additional power draw when using wifi. Probably will try this myself someday anyway You might want to contact the brewing academy directly. Maybe there's a way to use an STM32 USB programmer to upload not just firmware but also the ROM binary.
  5. Y'all have given me way more time and advice than I deserve. So, I've been quietly installing rB+ and visual IDEs. Poking at the tutorials. Hopefully I'll obtain that new flash cart since I've just got the JagCD for now. My plan is to have multiple titles for multiple systems next PRGE. Give WAVE 1 GAMES some friendly competition Well, not really. My games are either weird or simple as heck!
  6. Maybe not. Some homebrew developers get hot or cold about projects Katy Perry style. At least speaking for myself. He did "heart" my post so maybe we'll see the technique I proposed used somewhere.
  7. Besides CyranoJs suggestion I wonder if splitting the limbs into separate sprites would help optimize things. Have a main body sprite that the legs move with to simulate frames of animation.
  8. Me and John Hancock relied heavily on procedural generation for [email protected] of Chaos https://atariage.com/forums/topic/237201-update-sold-out-limited-edition-atari-2600-game-catacombs-of-chaos/?tab=comments#comment-3217349 Basically, using various bits from x, y, dungeon floor and world seed variables to determine the current room layout. The real problem was finding an algorithm that didn't make the dungeon layout repetitive. Also, shifting bits around enough leads to going over cycle.
  9. You could edit the score asm files per bank using RevEngs multi kernel framework: Basically, every bank is its own game with its own score graphics.
  10. I am far, far out of my league to even post here. So, apologies for the possible irritation I was looking for the source to the Homestar Runner RPG when I found a link to a 13 character routine: http://www.qotile.net/minidig/tricks.html I'm sure there's a gotcha that goes above my head. But, maybe it's an option?
  11. Adventure II. It's Adventure except more of it Also, the developer really had a challenging journey making it. It's be disrespectful if I didn't give it the attention it deserves. UPDATE: Of course, I say this yet play the 5200 not so often 😕
  12. I'd take it on a case by case basis. Meaning: look for specific indications from the game developer (especially PAL60 support). I made a game called Super Smash Truck for a friend. It used NTSC timings and PAL colors a.k.a. PAL60. So, during development I chose colors that would look acceptable on US and European TVs. Of course, I also made the assumption that most European TVs can handle NTSC timings nowadays.
  13. A better strategy might be to encourage development of a rB+ library to access storage and features on the upcoming flash cart. Ports (in my very limited experience) are usually harder than starting from scratch with modern development tools. Being able to access chunks of flash storage for game data would go a long way towards beefier full blown computer game conversions / homages.
  14. @nooly: I think most of the assembly he did was removing unused functions from bB to make that 2k. Also, mini kernels for the display. My hunch is that you could change this to 4k just fine. But, looking at other peoples code often confuses me I second just re-creating it yourself with your own improvements.
  15. As a bB user I get to enjoy a lovingly maintained DASM version. I always know where to get it and what to expect of its output. So, bB -> ASM is as painless as possible. I guess I'm not refuting or defending anything: just very appreciative Andrew has provided source that's easy to build and inspect. Also, RevEng for his work on bB and 7800BAS. It's efforts like these that keep our consoles going with new developers and thus new games.
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