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Posts posted by Gemintronic
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Maybe some portable WAMP Stack that serves up a personal Plus Store? I'm just assuming the Plus Store is using web technologies.
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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.
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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.
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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!
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2 hours ago, ZeroPage Homebrew said:
Added to Physical Release:
- SharkStorm (4K) by Jason Santuci @Gemintronic | Final Binary (20240413) | Declared Complete: Apr 13, 2017 | Physical Release: Apr 13, 2017 as Twist'R'Shark by NeoGames | NOTE: Game also known as Sharknado and Twist'R-Shark and had a previous physical release in 2017 and as a double ender in 2021 | Listing Updated: Apr 17, 2024
Added to WIP:
- Ninja Kombat (64K Port) by Shawn O'Brion @freshbrood | WIP Binary (20240417) | NOTE: Previous Thread | Updated: Apr 17, 2024
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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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
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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.
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PVSNESLib is the easiest way until the NES Maker people move forward.
https://github.com/alekmaul/pvsneslib?ysclid=luvwwas174140684538
I had only partial success with TRSE but it's easier than learning C.
https://lemonspawn.com/turbo-rascal-syntax-error-expected-but-begin/downloads/
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I may be just making things up at this point.
Could have sworn you could drop the bat into the inside of the yellow castle. Vaguely remember dragging the bat around when he and I grabbed the same item. Shoved him into the yellow castle and he tended to stay there so one could adventure forth with less problems.
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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.
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The rights may get complicated even more since Collectorvision owns the Exidy name.
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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.
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Start small. Really, really small. Like, make a "game" that just moves a sprite around.
BasiEgaXorz can make SegaCD games.
https://devster.monkeeh.com/sega/basiegaxorz/
The BEX forum is here:
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Very interested! Please add me to the list.
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Were there any special challenges setting up the dev environment (IDE, compiler, other tools) for C dev on the 2600?
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I just remembered I made Dead of Knight for Starship Films. After completing various quests you must defeat an evil queen. This video is from a pre-release version but the game has been published since then.
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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/
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.
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4k is pretty tight. But, I wonder if you could make additional levels by stacking sections in different ways. Maybe changing the background colors too. That'd make it closer to Frogger II: Threedeep
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1 minute ago, RockLobster said:
Genesis can't play SG-1000 titles but the Master System can.
Thank you for the second brain on this!
Thinking about it.. It's silly because I have an Adam and multiple Colecos. BUT, I'd rather have an excuse to whip out my Master System and play Coleco that way.
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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.
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My 2 player co-op game Dragon Chalice is fun. Heavily inspired by a certain game with Duckbill Dragons.
There's even a Mini Dragon Chalice as a digital download. Just has the Yellow Kingdom.
In order to enable 2 player mode just press FIRE on the second joystick at any time.
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17 hours ago, carlsson said:
The link I posted before leads to a 100% IntyBASIC implementation, checked by Joe Z as well.
Ah. Thank you. I'll check that out.
My poor reading of your post left me with an impression that it was for the C64.
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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!
Neo Geo v.s Atari jaguar
in Atari Jaguar
Posted
The difference is: JagStudio doesn't support the Neo Geo. So, it loses by default.