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Gemintronic

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Everything posted by Gemintronic

  1. 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.
  2. 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?
  3. 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 😕
  4. 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.
  5. 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.
  6. @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.
  7. 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.
  8. BASIC might be out of scope for Andrew. But, if you ever do a write up on the ins and outs of incorporating assembly functions, I'd be geeked! I think finding which memory areas to avoid stepping on and playing nice with the graphic kernel must be complicated issues - something only you (as a BASIC compiler developer), Fred and RevEng could have a hope of sorting out
  9. As far as rabid, self harming fandom goes I think I noticed it around Xbox 360 and PS3 era. Which is strange because this was also the era where exclusivity deals, online only and DLC started. Basically, the time and place people should have fought hard with their dollars to stop these evils behaviors - instead they doubled down on brand worship and group think.
  10. Emulation is just another form of enjoying gaming with advantages and disadvantages. Frankly, I almost expect it to look better and have fancier features than the real deal. Like higher res and texture smoothing on PS2 emulators. Or, the SuperEagle filter on SNES9x.
  11. For those in the Windows 10 camp here is (what I interpreted as) the equivalent of Makefile It assumes you have dasm and stella in your PATH. It also assumes you are running this batch file from where the Makefile for this project resides. taskkill /F /IM "stella.exe" /T dasm ./sokoboo.asm -l./sokoboo.txt -f3 -s./sokoboo.sym -o./sokoboo.bin echo y| cacls ./sokoboo.bin /g everyone:f start stella ./sokoboo.bin
  12. The rule of thumb here in the scene is to tout your framerate via emulation. Since CyranoJ is focusing on sound he chose to go real hardware. [ ducks and runs ]
  13. We can dream But, the lowest I've seen an Atari 2600 emulator go was the GBA. Even that was only partially able to run. Not sure about the coleco. Maybe someone could make something like that Super Maryo Bros for the genesis where they disassemble and re-compile the code.
  14. Last post before yours was in 2013 so he may have moved on to other projects. The nice thing is he posted source so we all can play with the concept. Feel free to get that better sounding er, sound effect in The challenge here is not just finding a more appealing sound but also space as adding code to a 2k project usually means making room for it by reducing existing code.
  15. I discovered the screen and virtual sprite positions are much more stable if I do this immediately before a drawscreen: rem //** Kludge to Stabilize Multi Sprite Kernel **// score = score + 0 drawscreen I don't know if that helps confirm your suspicions or not regarding screen drawing. Does the noscore kernel you put together here also have other benefirs? I guess freeing up the 3 score vars is one. Does it also mean more CPU time for game logic?
  16. I think the visual bB music engine works. This'll be a big step up though! The main bottleneck has always been beginner friendly music editing tools for bB games. Is that a part of this project? Or, can we import MIDI tunes or something?
  17. It's been awhile. Not sure where my adapter went. I used a playstation to genesis adapter from Tototek. I've also tried one of those Seagull 78 adapters in the mix. Only original playstation joysticks work. Only tried the D-pad. Went back to genesis joysticks as they always seem to be around the office no matter how clean or messy things get
  18. I recently found there's a limit of 50 defines (a.k.a. "def colp0p5=colflags{0}") in bB. I'm making a game with 5 virtual sprites and using boolean values to determine movement and other attributes. Not to mention flags for room attributes and game settings. Not complaining. Just thought R.T. might (or might not) want to update the reference for the def text.
  19. Sounds like the OP might be leaving for getting annoyed with Facebook users and/or moderators. I've learned that Facebork is NOT a place for discussion (even with friends and family). However, it is the one platform business and casual acquaintances are almost guaranteed to have. You can keep it for messaging and disavow it for discussion.
  20. I think up as FIRE feels better than up as jump. Thank you for the new, unique game Is there a place to read up on new techniques and mitigating quirks you found while making this?
  21. I just tried the instructions today on a fully updated WIn 10 Pro x64. This includes rB+, CMDer and Notepad++ (x86) install. Adding the rB+ syntax highlighter and NppExec with build script (directly from Notepad++). "success" was measured by creating a new project under CMDer and modifying the main .bas file. Selecting the rB+ syntax highlighting. Running the build script from Notepad++ and watching the compiled ROM play via virtual jaguar. The assumptions of things to do during the process were: * Run Notepad++ installer as admin * Add the C:\rB+ and C:\bin (location of CMDer) path to the environment * Uncheck read only on C:\rB+ folder * Grant Everyone full rights to C:\rB+ folder * Run CMDer as admin I don't need a cookie. Just adding another data point to the tutorials track record.
  22. In order to bring this one step closer to being the go to solution for every all Atari console I found these resources for rB+ (Jaguar) Build system integration from Christo: http://atariage.com/forums/topic/262800-rb-tutorial-1-setting-up-and-configuring-rb-from-scratch/page-1?do=findComment&comment=3955861 Syntax highlighting for Notepad++ (hopefully useful to pull keywords out) http://atariage.com/forums/topic/262800-rb-tutorial-1-setting-up-and-configuring-rb-from-scratch/page-1?do=findComment&comment=3709165 Hopefully these links will provide some advantage if you ever consider adding rB+ BASIC
  23. It might be worth it to figure out a technique that determines which screen var the player is sitting on for a non 0 value. If it is greater than 0 do a pfread. But, this is all theory and probably easier said than done
  24. I did a forum search and didn't come up with much. Are there language definition files for Visual Studio Code integration? Besides my own use I figure such a thing would be useful for the guy making an Atari console plugin: http://atariage.com/forums/topic/290365-atari-dev-studio-for-homebrew-development/ If he could assimilate the stand alone rB+ language definition file it could be an all inclusive solution for Visual IDE addic... beginners! Thank you in advance for any clues. UPDATE: Probably gonna end up ripping the keywords from the Notepad++ syntax highlight definition file and creating a similar config file for Visual Studio Code. In the meantime I forwarded the relevant files and posts to the guy making Atari Dev Studio.
  25. The main issue I've had is using too much CPU time with the pfread command to check for projectile <-> player collisions. At times I've gone over cycle with just 4 pfread commands in one game loop. Probably can mitigate this by checking only every other frame or more.
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