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Gemintronic

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Posts posted by Gemintronic

  1. 9 hours ago, 5-11under said:

    What cores are removed with update_all?

     

    Not an informed answer.  But, I think the dev who yanked things was mostly involved with arcade cores.  So, not a biggie for me since I test homebrew with the MiSTer.  It's the fact it could happen again with cores that I DO regularly use that worries me.

     

    I hope they find some sort of compromise where update_all only creates or updates existing cores/files.  Had no idea it could remove them.

    • Like 1
    • Thanks 1
  2. The ceiling may be random stuff getting removed when doing an update_all.  Been hearing people complain about cores and games just disappearing. 

     

    Not feeling being paranoid and backing up 1tb+ TF cards  just to see if something has been updated.

  3. On 2/5/2024 at 4:49 PM, JetSetIlly said:

    Oh I see what you mean. Yes. I could maybe do something with that.

     

    on edit: Development of Gopher2600 is continuing on Github. I will no longer be posting updates on AtariAge for this project.

     

     

    That's OK.  Looks like Mr. Sujano will keep us in the loop.  Very cool!

     

     

  4. 2 hours ago, ZeroPage Homebrew said:

    Added to Physical Release:

    Added to WIP:

     

    Not a correction: just some explanation :)  Sharkstorm was built off of my initial concept.  The general release by Neo Games was Twist R Shark which came with improved spritework and feedback  from Scott Dayton of Neo Games.   

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  5. The SNES wouldn't be my first choice for getting homebrew wins under my belt.

     

    The Scorpion Engine is a low/no code dev suite for the Amiga, Genesis and Neo Geo (very experimental).

    https://forums.atariage.com/topic/354231-scorpion-engine-for-sega-genesis-game-making/

     

    I remembered one other option for GBA using BASIC but it's looong unmaintained.

    https://github.com/uli/dragonbasic

     

     

  6. 26 minutes ago, r_chase said:

    I know some SMW hackers have pushed the limits of what a romhack could be, that's for sure. Also, I know I mentioned the TinyGo compiler in the context of GBA games, but what about SNES and beyond? :3

     

    It all boils down to what you can actually do.  You'll be on your own for many of these compilers without much of a community to fall back on.

     

    So, pick a specific compiler and keep at it.

    • Thanks 1
  7. 3 minutes ago, OriginalJohn said:

    I was looking at the color options for chars and sprites.   Chars (8x8) you can define a color for the each of the rows.  For sprites (16x16) if seems you can only define one color.   Is there a way to create a sprite with multiple colors (define each pixel color)?   

     

    Not an expert answer.  But, the most common technique is layering single color sprites on top of eachother.

  8. In my games C@tacombs of Chaos and Dragon Chalice all the dungeon levels are procedural.  The best I could do is 255 floors with each floor being made up of 16x16 rooms (255).

     

    In C@tacombs you rarely need to go past floor 8 so you don't see this.  In Dragon Chalice I limit each playthrough to 4 16x16 room kingdoms.  I use a seed so that each time you win it gives you a different set of 4 kingdoms.  Up to 255 variations.

     

    The real challenge is figuring out how to make each dungeon floor interesting with few repeating patterns.  With C@tacombs it's easy to see patterns in the dungeon layout.  Dragon Chalice has the opposite problem where sometimes it feels like level layouts are completely random from screen to screen.

     

     

    Spoiler

    aaaallllll.thumb.png.684626b46fd338b891107d4e689727ff.png

     

    • Like 2
  9. My game Nitebear on Sleepystreet has a huge, alien frog boss that spits fireballs at ya on level 8.  Also, at the end of most stages is a mini boss as an homage to Knightmare:

    https://forums.atariage.com/topic/169496-nitebear-on-sleepystreet/

     

    post-13304-12855617013_thumb.jpgpost-13304-128521734066_thumb.jpg

     

    Thought it was pretty neat to use the playfield for the frog boss like what they did in Blaster Master on Nintendo.  Was not as proud of the mini bosses since paradoxically making their shots move faster and wider made them easier to dodge somehow.

    • Like 1
  10. 2 minutes ago, atari2600land said:

    I did it! I don't know how though.

     

    Spoken like a true BASIC user.  Welcome to the club!

    • Haha 1
  11. 4 minutes ago, Zoyx said:

    I appreciate the effort and I am impressed with your coding chops. But we don't need another Frogger. It is possible to make a cartridge out of the SuperCharger version if that is the goal.

     

    I was just discussing this on Facebork.  The general opinion is that Melody boards can make SuperCharger repros.  But, with AtariAge being part of Atari I'm not sure how that'd fly.

     

    On the other hand this version could probably be converted into an actual SuperCharger game since it's 4k.

  12. 2 minutes ago, DZ-Jay said:


    My PRNG library above does not require any special hardware.  It is in Assembly Language, true, but it includes a handy interface for IntyBASIC, and simple to follow instructions on how to integrate it into your program.

     

        dZ.

     

    Sorry to ask.  I re-read the topic and still feel like I'm guessing at the solution you made.  Is there a link to the PRNG and how to use it in IntyBASIC?  Thank you in advance!

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