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Posts posted by Gemintronic
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With the VCS I generally pick a neat trick and build a game around that. So, whether the player gets multi color really depends on if the graphic kernel allows.
That being said I've gotten lucky sometimes like with Dead of Knight where the player is either buck naked or in full plate armor. So, they got the single colored sprite

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I checked the original posters profile page and he hasn't logged in since 2013. Not a good sign.
But, never say never. I guess. My RPG project has taken more than a few years (and is still making progress.)
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I got a list of upcoming titles:
Keylogging of the DeadGolden AdsenseDemonetization DuxDeep eMail ScanPrivacy Space FuryRevenue JackerShadowban ManCreator vs. DMCA 2-
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Doesn't look like the original poster has been on since last August. I think the only person that could pull it off correctly is Random Terrain. Not sure if he has looked into the costs involved with being a Udemy tutorial creator.
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Probably not. If your flat screen is LCD or plasma it's all about how the electronics inside (the TV) convert the analogue signal to digital.
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Now that I re-read your question.. I think Supercharger support is a red herring.
You might want to stick to SARA / SuperChip RAM and use a Savekey for world data and save game info:
SaveKey Info:
http://atariage.com/forums/topic/176797-bb-atarivox-support-part-1-the-atarivox-eeprom/
SARA RAM:
http://www.randomterrain.com/atari-2600-memories-batari-basic-commands.html#superchipram
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Thanks, I do remember that thread. I need to figure out what I actually require. Then go from there. Think of it like my Non-Tendo R.O.B. project, more of a proof of concept but will be pretty dang cool if it works.
If you do go down the rabbit hole I wouldn't mind a function to induce additional tape loads on the Supercharger. That way we could have batari BASIC games that run on both sides of the tape.. 6k + 6k

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As far as I can tell this is as far as batari got with Supercharger support:
http://atariage.com/forums/topic/108859-supercharger-banking-with-bb/
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Someday, someone is going to make a USB joystick to 7800 console adapter out of an Arduino and make a few dollars. I think this topics solution indicates a critical point where consumers might just spend a little extra.
I've seen and bought plenty of classic console joystick to PC solutions. Time for turning that on its head: Use readily available retro PC USB joysticks for old consoles.
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Right, pretty sure that's why the OP said you need three adapters (not just the top one that is linked) in order to play two-button games on the 7800.
I'm specifically talking about the wording in the eBay listing. Thus the quoted text with color highlighting.
It's good that there's a solution once you have the product. I have to admit using a Playstation to Genesis adapter on my 7800 so nothing is too convoluted

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ANY COMPUTER EQUIPPED WITH 9 Pin D JOYSTICK PORT!(*Note: Some more complicated/advanced Gamepads that needed special drivers in windows, might not work.)(You can see a very nice presentation about usage and compatibility of the adapter here ,thanks a lot Steve!
)
This Includes:AMIGA & ATARI ST (with 2nd Fire button support),ATARI 8bit (except Atari 7800),C64/128,VIC 20,MSX Computers (set switches to 'msx' position as shown in the photo)And practically
ANY COMPUTER EQUIPPED WITH A STANDARD ATARI TYPE JOYSTICK PORT!I see the text in red and start to get confused as to its compatibility with the 7800 :/ -
Of course, depending on which section of the screen your var is it may be reversed. Bogax made a function with DATA tables that flipped the values around in that case. I used it in my Rat Race mock up here:
http://atariage.com/forums/topic/218190-smooth-vertical-scrolling-from-data-want-4-way/
R.T.s explanation of why some vars values are reversed:
http://www.randomterrain.com/atari-2600-memories-batari-basic-commands.html#playfield
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Also - could I get a volunteer to test this version with the Multisprite kernel, perchance?
I will do this sometime between this week and next week. Hopefully we can get more people to test this.
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Yeah. I could see two DATA tables (upward and downward) that have the x/y forward movement values for angles.
_\ | /_
If momentum is zero on collision you'd switch which table and angle to use.
When momentum decrements to zero gravity "bally = bally - 1" takes over.
Probably a heap of confused half baked statements. If so I apologize in advance

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Lillapojkenpåön,
I agree that it would take some thinking. I have an idea but it will be painful if I can get it to work. My issue maybe the all famous " going over 262 scanlines" and possible slowing down or other issues I have not run into yet. I'm trying this method firs, before I try to use the other 2 methods from the Standard Kernel. The straight lines or dots could be used in a flight game or something I was working on before. I may revisit that now since I'm able to do this somewhat. Thanks for the example code as well.
Unfortunately, I didn't respect the "going over 262 scanlines" problem. This led me to think several of my 4 way scrolling demos were solid. It turns out it depends on the receiver built into each TV, VCR or monitor. So, you never *really* know if your Mom, Dog, Postman or Roommates Girlfriend is going to see your game wobble and roll. Going over cycle happens

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Merging score and text may mess with the multi kernel framework. I think the bankswitching code is in the score routine.
Just looking for gotchas

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Better! My player sometimes destroys walls as he bumps into them. Is this intentional?
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Seems like Combat era 2 player fun! I'd say the collision might be a little weird. I can press into a wall and quickly switch directions and then end up on the other side. I think there's some examples where you can slide against walls.
Also, maybe some option to have shots ricochet?
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It's not hard to turn a "hard wired" model into one that has external de-9 connectors. All you need are a couple of sega genesis extension cables and a knife.
Last time I tried that I ended up with a GPS ankle bracelet and the modder threw me out of his house!

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I think I like 2 best, but I'm not entirely sure. Are there instructions posted somewhere so I'm sure I know what I'm doing. I think 2 is stronger visually. The checkered background is great!
RVG Blast started life as a 2k game. I wanted to make it easier for RVG to produce so it became a 4k game. It gets more difficult as you destroy enemies.
RVG Blast 2 was an experiment in scrolling effects. The hard to explain part is: when you kill the big face creature your score bonus goes up. BUT, your ship grows in length making things more risky.
I hope everyone enjoys them as much as I did making them for Bitmap Soft

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Full disclosure: I had nothing to do with the packaging. That was all Neo Games area (thank you D. C. Stuelpner!). Scott Dayton also did a ton of in-game graphics work too

I was in between a Walking Dead tribute racing game and Super Trash Truck for Saidai Games. Neotokeo2001 had a concept for another car game and since I was already in that mode.. well, Zombie Road Kill happened

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Not much of a beat 'em up fan. There's so few 5200 homebrew I've got an impulse to buy anyway. Of course, I hope you're going the non IP infringing route. Big game publishers like to send C&Ds only after you've started shipping just to be nasty.
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I am very happy to report that I have successfully built this device and used it to turn the fireballs blue just like in the video!

I did cheat a bit by skipping all the intermediate steps shown in the video and just built the device and flashed the existing compiled binary from the provided source code archive. I'll try a few more "cheat codes" next and I guess I will need to play with Stella to figure out how to create some of my own cheat codes.
I don't suppose anyone else has built this device yet?
Is there a link to the board that connects to the 2600? I think that would be useful for other projects too =)
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@Gemintronic - yes you can compile and run if you choose (or just compile). I haven't every looked at 7800bas or IntyBASIC - would need to check those out at some stage.
Those two BASIC compilers are actively maintained with no dedicated IDE for an active user base. You could massively expand your audience. Thank you for even thinking about checking them out ^_^

Any PC VR players?
in Modern Console Discussion
Posted
Got an Oculus when it hit retail. The straps made my face look like someone beat the pulp outta me. THEN a few months later the audio cable got irreparably ripped out when the strap broke. Patched it up with duct tape and just use the computers speakers.
I can't stand the 3D controllers so I only play games that use real joysticks. Skyrim and Minecraft mainly.
3DNes was fun for a few minutes but the GUI is horrible and laggy. Virtual Boy emulation is pure joy.
The screen door effect is very distracting and makes using the oculus as a monitor untenable. Oh, although less than perfect and sometimes frame-rate killing VorpX is essential for playing non-VR games.