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Everything posted by Gemintronic
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Getting into Steam was pretty painless...
Gemintronic replied to Rick Dangerous's topic in Modern Console Discussion
Not a full answer but GOG has some sweet free classic games. Everything is DRM free so you don't have to worry about being online.. or, having one computer online with Steam blocking another game (or requiring Steam to log out of it). You could test out GOG without a $ investment is what I'm getting at -
You can use pfheights and pfcolors in the same game. That locks you into the same heights and colors though. You can kinda get around this by using the multi kernel framework since each 4k is technically a separate compiled game.
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The score supports only a small subset of math operations as bB only directly supports 8-bit (0-255) variables. I usually end up just treating the score as a display then use 8-bit variables internally. For instance: in my latest game I used the score to display a timer BUT internally I counted the time down using a variable that decrements down to 0 when the timer display also happens to run down to 0. You could do the same thing with purchasable items in your game. Internally you could store a 1 but display a score of 1000 for the end user.
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How many Basics do we have for the A8?
Gemintronic replied to Larry's topic in Atari 5200 / 8-bit Programming
That thing has been real dead for years. I appreciate the response, though! Too bad there's no support for 5200 hardware with any of the maintained options. -
The multisprite kernel is a strange beast. I posted a solution in the topic below. You get two additional 2 digit scores and can use the pfscore bars. It does use up more variables and I haven't tested on real hardware (yet). Not my original work. http://atariage.com/forums/topic/113146-minikernel-player-scores/page-4?do=findComment&comment=4155439
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What makes you think the Jag was made for 2D? The pack-in game was Cybermorph.
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Smooth Collisions using Ball instead of PFREAD
Gemintronic replied to Gemintronic's topic in batari Basic
Still unable to get the bB default multisprite inline assembly pfread or bogaxs multisprite pfread routines to work. I tried again to use my secondary object as collision event technique instead. This one uses the ball hidden within the lower half of the player sprite. Because the jerky collision rebound of the ball is hidden the player sprite is left out of the equation and stays stable. It also separates left/right and up/down input detection on alternate frames to allow the smooth gliding Random Terrain likes This is not a commented example: more of a proof of concept. mssmooth.bas -
Works for standard kernel. Multi sprite didn't like "secondscore2 = aux2" so I changed it to use yet another variable. Compiled but screen went blank. I think using a different font would require editing the score_graphics.asm and adding a second scoretable label and data. I don't fully understand how to allocate more space via the ORG and REORG statements in there, though. Thank you again Karl G!
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How many Basics do we have for the A8?
Gemintronic replied to Larry's topic in Atari 5200 / 8-bit Programming
Somewhat off topic.. but, can any of these be subverted to write Atari 5200 games? -
Thank you for your interest in this. For me editing assembly files without proper knowledge of assembly itself.. well, gives me more practical exposure (and eventually understanding). Your sweet mini kernels are the perfect incentive
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It seems like some variables/pointers are not unique between score kernels. score = 111111 secondscore = $44 secondscore2 = $22 secondscore3 = $33 Results in a score display of: 111111 411231 You probably know this. I was just explaining my own discovery I tried changing secondscore2 and secondscore3 to variables e and f with same results. I tried renaming scorepointers to sscorepointers and that cause the duplicated digits to be garbled.
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The problem with two six digit scores is that the second score isn't tied to the score math code. So, you couldn't do things like: score2 = score2 + 16483 I'd still go bonkers for a second 6 digit score above the first. Especially if it used a separate score font. I'd use it for a menu bar for RPGs
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Another option: https://alienbill.com/2600/playfieldpal.html
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I sent you a message offering help to convert your songs to the genesis. But, recreating them is probably the best way to go. .VGM is usually the best format. SecondBASIC needs to convert that to .XGM but it's not a huge step.
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Maybe reinventing the wheel might not be needed? The assembly code from the title screen kernel might be available. I don't think RevEng intended one title screen to be a hard limit. Probably just wrote what was needed for one per ROM. I'd end up abusing a multi title screen enhancement for high resolution Wizardry type games
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I'd read the topic over more before focusing on the technical aspects. Decide for yourself if the way it came into being is something you want to support.
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- What would be the maximum you would pay for OMNI? Probably $300. - What would you consider the required minimum number of games at launch to be interested? Even one would be fine if it looks like a homebrewing/enthusiast ecosystem is possible. - How important is a pack-in game? Always been important to me. Even if it’s “Snail Maze” - What kind of retro games you would like to see? Text Graphic games, Roguelikes, Simple Shooters - Do you like the idea of improved versions of classics? If so, would you prefer improved versions of console games or improved versions of arcade games? Or 100% new titles? At my age I’ve collected and emulated to my content. New titles with old school fundamentals please! - How important a feature "user content creation" would be for you? I mean, the ability for users to create their own games using a simple language directly on the console? I think old school consoles but modern PC development tools is a HUGE advantage. - How do you feel about branding? Would you like a well known retro gaming name behind OMNI? Do you prefer the Opcode name? Feel free to speak your mind here. I’m a bit bias since I develop and publish my own games. New, original games and hardware please - How important is online on a retro inspired console? Not very. I’d be happy with firmware updates via SD card. - Anything else you think is important? Anything else in your wishlist? I think the “blue ocean” strategy is best with dream projects like this. No one is focusing on consoles that let gamers create games. Let the dreamers dream. Let the good games, bad games and first efforts come. I’ve heard “we are not the target consumer” one too many times. Let’s blaze our own path to fun!
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Today, Are There Any Careers In Atari 2600?
Gemintronic replied to MeatWithGravy's topic in Atari 2600
Probably because the question is pretty nebulous. I mean, there are people who develop games, publish games, sell retro items, manufacture carts, etc.. but, the original poster doesn't seem to have a focus. You can't do all everything well. But, there's not enough income to do just one thing. So, no. Don't ever do *just* 2600. -
Ideally something that uses one hardware channel for one tone. The DATA statement could just hold the frequency of a single note. Bonus points if the music engine is smart enough to pick the closest tone that 2600 can actually generate
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bB 256k, 128k, 64k, 32k, Multikernel Frameworks
Gemintronic replied to RevEng's topic in batari Basic
I appreciate the inside info. I'm almost certain I've bugged you about this before. Only resorted to this after trying and failing more than a few times I saw this topic: http://atariage.com/forums/topic/126058-defining-a-f-in-score-graphicsasm/ ..and tried to replace this code: ifconst ROM2k ORG $F77C ; was ORG $F7AC else ifconst bankswitch if bankswitch == 8 ORG $2F64-bscode_length ; was ORG $2F94-bscode_length RORG $FF64-bscode_length ; was RORG $FF94-bscode_length endif if bankswitch == 16 ORG $4F64-bscode_length ; was ORG $4F94-bscode_length RORG $FF64-bscode_length ; was RORG $FF94-bscode_length endif if bankswitch == 32 ORG $8F64-bscode_length ; was ORG $8F94-bscode_length RORG $FF64-bscode_length ; was RORG $FF94-bscode_length endif else ORG $FF6C ; was ORG $FF9C endif endif The last line with ORG statements appears different in the multi kernel framework. I'm wondering if this is the key section I have to change (besides adding the extra 6 character data). I'm also not sure what the changed values should be. -
BC quest for tyres: ROM available?
Gemintronic replied to Emanuele's topic in Intellivision / Aquarius
As a side would you accept an unbranded version? Different title, sprites, music to avoid licensing issues? I mean, if free is what you want.. well, you can't have expensive branding. -
BC quest for tyres: ROM available?
Gemintronic replied to Emanuele's topic in Intellivision / Aquarius
My experience is that it kills any future physical runs. Also, no one actually buys it. Also, unauthorized reproductions. It gets complicated fast, sadly. Maybe they could wrap it in an emulator like some Piko Interactive titles on Steam. They would most likely have to negotiate a new license which could get more expensive than expected returns. -
bB 256k, 128k, 64k, 32k, Multikernel Frameworks
Gemintronic replied to RevEng's topic in batari Basic
Does the framework support extra characters? I tried manually adding A-F and the compiler did not like it. I also tried editing score_graphics.asm.21stcentury and using the const font=.21stcentury with the same result. -
BC quest for tyres: ROM available?
Gemintronic replied to Emanuele's topic in Intellivision / Aquarius
Another touchy point is licensing since the comic characters are brand names (and Sierra Entertainment probably exists in some fashion). They might only be able to release a demo.. which means modifying the game making it a "demo" version.
