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Gemintronic

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Everything posted by Gemintronic

  1. That's why I make sure all my games get 0 publicity. Just on the off chance expectations roll back to 255!
  2. What about putting this research towards more accurate 2600 FPGA cores? It seems like this is the future of classic hardware.
  3. I could see two options: A. Interleave two notes on one sound channel. B. Make the sound engine interrupt playback on one channel and play back a sound effect on it. I don't mind blippy simulated stereo as I grew up on Apple IIs and IBM PCs
  4. I was curious about it as a teenager. Didn't actually play it much when I could finally afford it as an adult. What re-kindled my love for it was a friend ported one of my Atari 2600 games to it. I'm not accomplished enough for that to happen! New games. Amazing developers. Great enthusiast base! What's better than that?
  5. Holy cow that's amazing!! Thank you for the tip!! ^_^
  6. So, I'm trying to save variables yet again. I'm thinking that a status bar color will never change during the game and want to use a constant. How would I declare a constant in bB and have it referenced in the assembly code of a mini kernel? For instance, I changed the color of the status bar to yellow (#$2F) in 6lives_statusbar.asm ifconst statusbarcolor ; only write COLUPF if color variable exists, otherwise use existing PF color lda #$2E sta COLUPF endif How would I declare a constant in bB const _mystatusbarcolor = $2E and have that replace the lda #$2E in the code?
  7. I had a friend install a Linux distro that automatically dialed out when a program asked for Internet access. Also, it was smart enough to disconnect when nothing asked for access. Plenty of connects and disconnects were made that week. Unbeknownst to me my parents had gone for a cheap phone plan that had a limited amount of local calls per billing cycle. Reinstalling Windows and grounding ensued! Basically, my modem journey starts at 14,400 baud and ends at 56k. I missed the BBS era on my non IBM PC machines. Seems like an exciting time.
  8. Probably misconstruing what yer sayin' MrSQL. It sounds like you're justifying publishers making unauthorized copies and fully aware "collectors" buying said unauthorized reproductions. That can't be it since you've been an enthusiast and in the business for a long time. Maybe I need more coffee
  9. I thought my games would fly under the radar and not be of interest to pirates. The posts above make me think of the collaborations I've had with Neotokeo2001 on Twist R' Shark, Zombie Road Kill and Strange Land. I know if I see unlicensed repros out there it's going to effect my enthusiasm. So, yeah. Collectors buying unauthorized repros contribute to the de-motivation for legitimate publishers and developers.
  10. I've given up after years of collecting various joysticks of varying quality. I bought one of those Tototek original Playstation to Genesis adapters.
  11. More info for those not familiar with this new homebrew: http://www.atari2600land.com/gameboy/midspace.html
  12. They would have to be unbranded versions. Also, one at a time since each game would be original code. Any love for Jumpman or Jet Set Willy type games? UPDATE: Being in the business for awhile I should have assumed you knew all about proper licensing for titles.. and the liability that comes from taking the time and money developing games that you do not own the rights for. What licensing deals have you found? To be honest it wouldn't have to be super high profile. Even though it's sometimes hard to track down the rights holders a rare / sleeper hit would be more interesting to devote energy to.
  13. It hurt my eyes. It was awkward as heck to wear (lying flat helped). Awesome games! There's a virtual boy emulator floating around with Oculus support. That would pretty much solve everything.
  14. The largest ROM size I can use is 256k due to the compiler I use. So, this might be a different project you're thinking of? Still working on getting the technology. In the meantime I'm planning around the worst case scenario of 32k ROM for this particular project.
  15. I'm trying to determine the most susceptible display device to the screen roll that comes with going over-cycle. I figured the most touchy one is the one I'd use for hardware testing. So far I've got: A modern TV with RF tuner. A VCR attached to a Commodore 1702 I need to get a plain, old CRT TV. In any case, are my first two options good enough? Is a stand alone CRT TV with RF the best option?
  16. Still in development. Status bar on the bottom is probably going to be re-written soon. It won't be rare as this is a new game created from scratch by myself. I'm going to try and make this the least rare I can on a physical cart.
  17. I would do a Google search on: Racing the Beam: The Atari Video Computer System (Platform Studies) ..and buy that book. That will give you all the info you need to simulate Atari 2600 graphics. You have plenty of choices for drag and drop PC game development. I'd look into Game Maker or Construct 2.
  18. The ROM was never released. I decided to continue work on my own:
  19. The price can change based off of what kind of rights the developer gets and how flexible you are with the game design. For instance: the Atari 2600 has only 2 hardware sprites. This makes games like Berserk more complicated as the programmer must manage multiple virtual sprites while not running out of CPU time. Feel free to message me about your project. Even if something cannot be worked out I can give you some directions to go in.
  20. The multi sprite kernel is not the best place to start making games with bB. I'd consider getting comfortable with the standard kernel before dipping your feet in. When I started messing with it I took an existing working example and played with the code until it was mine. Feel free to do so with this code here: http://atariage.com/forums/topic/281617-smooth-collisions-using-ball-instead-of-pfread/?do=findComment&comment=4165992 You'll note I place all the player sprites in specific places and define graphics for them. If you don't they'll cause artifacts on the screen or flicker. Also, the playfield can get wonky if you don't load in a correctly sized playfield data right off the bat. The graphical objects don't quite line up nicely like they do in the standard kernel either. You must also make sure there's at least a few lines between each virtual player otherwise flicker happens. Lotsa gotchas
  21. Which confuses me a lot. A TOS replacement already exists. We already have the MiST machines. Everything Atari IP free and built from the ground up by enthusiasts. With a little more cohesion I could see running a modern ST having more productive discussions right now.
  22. Don't have the foggiest idea what the drama is even after re-reading in multiple forums. I do, however, fully admit the urge to copy-pasta CyranoJ. I can almost feel the 68k assembly skills transferring over!
  23. pfread requires an assembly add on in the multisprite kernel. Here is info on the official stuff: http://www.randomterrain.com/atari-2600-memories-batari-basic-commands.html#pfread Bogax also made his own pfread funcitons for multi sprite: http://atariage.com/forums/topic/213386-pfread-for-the-multisprite-kernel/ Neither option has worked for me. My hunch is that smarted brains could get an example working with bogaxs code. I've figured out how to use the ball as the collision object for the player0 sprite. I've provided a proof of concept that collides with walls without visible rebound and also slides against walls. http://atariage.com/forums/topic/281617-smooth-collisions-using-ball-instead-of-pfread/?do=findComment&comment=4165992
  24. I can say iespostas idea can produce nice backgrounds. I did this pet rock thing: Link to his Flappy bird topic http://atariage.com/forums/topic/222161-flappy-my-1st-released-game/
  25. I usually use the titlescreen editor in VisualbB. I hit the preview button and while the emulator is running I scrape up the temporary "titlescreen" folder and put it into my proper project folder. I put the title screen event and title music playback engine and data in bank 1. Bank 2 is the main game. Bank 3 has general routines (that can afford the bankswitch CPU cycle penalty) and game win / game over events. The titlescreen.asm is loaded in bank 4. This 16k layout is more than just personal preference: it has saved my arse many, many times.
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