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Everything posted by Gemintronic
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Uncancelled: Fruit Fly Fun (Atari 2600)
Gemintronic replied to atari2600land's topic in Atari 2600 Programming
I like the way the big bugs chase you then eventually flee. Challenging BUT avoidable. -
I've only worked with one backup device (when I was on a preservation kick with my carts). It was very finicky with the connections. Hopefully not a general problem with the technology.
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flash cart DIY 2600+ flash cart with a Raspberry Pico
Gemintronic replied to karri's topic in Atari 2600+
Is this strictly 2600+ or did the timings on real hardware get worked out? -
Looking at the manual it, er, looks like the PRINT AT command treats the tiles as a one dimensional array. PRINT [AT [expr]][,]["string"] Prints the given string at the current cursor coordinate (or selected via the AT value 0 to 767). Using other BASIC dialects I am also used to being able to position the "cursor" using X and Y values. Something to get used to.
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Uncancelled: Fruit Fly Fun (Atari 2600)
Gemintronic replied to atari2600land's topic in Atari 2600 Programming
Reminds me of the Mario Paint bonus game. I think you're on to something, here! From a half awake perspective just got two nuggets of feedback: * It's really hard to land a hit Possible solution: Use soft collisions so you can implement a bigger bounding box when attacking * I get killed by the big bugs yet the small bugs seem to let me move onto them while being smacked. The rules don't seem clear. Possible solution: Make the big bug more visibly dangerous. Hot red colors or color cycling to indicate danger. -
Techniques for drawing player sprites
Gemintronic replied to Elijah's topic in 2600 Programming For Newbies
Sorry for asking a tertiary question. Is batari BASIC using SkipDraw (or a variant of SkipDraw)? That would explain some of the behaviors I've seen when doing weird things with sprite pointers and data. -
ColecoVision adapter for the Master System
Gemintronic replied to Apocalypse's topic in ColecoVision / Adam
Not a definitive answer. Buuuut.. From what I can gather the Genesis lacks full compatibility with SG-1000 titles. So, it probably can't work with things that use similar resources. -
@johannesmutlu Sorry, man. This topic was really hard to read. You seem like a nice guy and take mild teasing well (something I need to work on). Maybe take on less multifaceted topics and study writing more. That being said, I'm sure other companies have intentionally used subterfuge to fool store purchasers to buy their products. We saw the R.O.B. mainly to deceive purchasers still weary of video games after the crash.
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Chaotic Grill flicker management
Gemintronic replied to splendidnut's topic in Atari 2600 Programming
I wondered about setting up a test to see if batari BASIC DPC+ default flicker mitigation would be any better. Maybe for extra bonus points using Silvios techniques posted above. ..then I saw the shade BASIC haters were throwing around in the original topic and lost motivation. Still, might be something for someone to try. -
Best practices for flicker mitigation in CVBasic?
Gemintronic replied to Gemintronic's topic in ColecoVision Programming
I tried it with space_attack.bas and it worked wonderfully! You have to shoot things while EVERY enemy is close to see anything resembling flicker. @nanochess What is the recommended maximum amount of sprites while using the new cvbasic_epilogue? Seems like 9 or 10 on the same horizontal line hardly flicker at all. -
Best practices for flicker mitigation in CVBasic?
Gemintronic replied to Gemintronic's topic in ColecoVision Programming
Yeah, that was another idea percolating in my head. Have four active sprites that become tiles every 8 pixels. Very sneaky -
Anything that I spout off here is uneducated conjecture. So, forgive me in advance. What I think I understand is that we technically have 64 16x16 sprites. 8 of which can be visible on screen. The first 4 have highest priority. How do you mitigate flicker when more than 4 sprites are on the same horizontal line? My only thought would be to rotate the 8 visible sprites such that each object gets to be sprite 0 every 8 frames.
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@nanochess If you were going to make it smooth scroll what would you do? On the sega genesis I could have two sets of tiles: original and partially scrolled. One frame would have original tiles then on the other partially scrolled. After that the process would repeat except one layer of tiles farther.
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Question. Can a playing field have movement?
Gemintronic replied to alfredtdk's topic in 2600 Programming For Newbies
The long rectangular part is actually the playfield. The twins are two copies of a sprite that looks like a girl. You can use CTRLPF to tell the sprites to be behind the playfield. That sometimes helps when making sprite/playfield combination objects. -
I think you need interested people with expertise to create easier tools. You then need a community of game devs around that tool. You then need people willing to try new, original games to keep the ball rolling. I don't think anti-5200 sentiment is a thing. It just hasn't reached the energy level needed.
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Question. Can a playing field have movement?
Gemintronic replied to alfredtdk's topic in 2600 Programming For Newbies
In Conjoined the last stage has you operating on the twins (top center). -
If you ever feel like you need to show proof of good faith with your homebrew files use Jotti: https://virusscan.jotti.org/en-US/filescanjob/g0tyam4m60
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Why is the Genesis/Megadrive so downplayed these days?
Gemintronic replied to JPF997's topic in Sega Genesis
We're still here? What did I miss? So far I got: Tanooki bad. SNES good. Genesis is old and stinky. -
Already said this elsewhere. But, signed up for the lowest tier for the usual reasons. Mostly being self-employed. Still, it allows me to show some support. Not nearly enough for the help and amazing tools over the years. Thank you!
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Modifying the Multisprite Kernel ... its complex for sure
Gemintronic replied to Mike_at_AEI's topic in batari Basic
This isn't a bug so I never bugged batari or RevEng. But, if someone could mitigate the virtual sprite flickering when some go off screen. Meaning, when any vitual sprite crosses the screen boundaries vertically there's a chance all virtual sprites will momentarily flicker. I haven't found a way to work around it and have dropped some game projects like a scrolling pinball game.