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Gemintronic

+AtariAge Subscriber
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Everything posted by Gemintronic

  1. To me the next step would be to use some of the three rectangle-like objects (ball, missile0, missile1) instead of a sprite as the collision mask. That would free up a sprite and prevent flicker.
  2. Not a translator but English is my first language. I've written retro gaming related articles before. You could throw some translated sections at me and see what can be done to make it sound more natural. PM me if that sounds useful!
  3. AtariAge is sort of a forum of forums. You wont get the Atari 2600 crowd into the Sega Genesis section. So, depending on the platform your mileage may vary.
  4. It seems like without using SuperChip RAM the only thing you can really do is reduce the playfield pixel rows (to gain more variables).
  5. It's a chicken/egg scenario. batari BASIC has 4 player paddle support. Sweet 4 player score support makes me want to create!
  6. Well, we've got toy makers saying "we're not the target audience". We've got enthusiasts pooping on promising projects. I'd rather choose encouragement and support. We are the hobby. We share the past. We contribute to the future.
  7. The scores display properly on multi sprite kernel but don't seem to update. Meaning, "player0score = player0score + 1" does not display am incremental change after the drawscreen. Not a biggie since Coolcrab is using the standard kernel. Again, it's amazing how you're picking this up KarlG. Thank you!
  8. I've been developing, collaborating and publishing on a small scale for awhile. Hit me up if you want an eternal newbies perspective Boss https://www.indiegog...ari-2600-game#/ Dead of Knight (of course!) http://www.atari2600...-of-knight.html Conjoined https://www.kickstar...red-by-the-movi Super Trash Truck http://atariage.com/...nterest-thread/ CandyBar https://panic.com/bl...bar-2600-found/ Upp! (No longer in stock - digital only) https://theloon.itch.io/upp Twist R Shark http://atariage.com/...ion-atari-2600/ M.M.S.B.C. https://thisisbitpop...om/retro-games/ M.M.S.B.C. II http://indiegames.co...release_mm.html A.C.i.D. 2 Game Panic http://www.atari2600.../game-panic-lcd Bigfoot's Family Search https://www.kickstar...i-2600-homebrew Nitebear on Sleepystreet (no physical stock left - digital only) https://theloon.itch...reet-atari-2600 Bacon Blast (Given to vendor at ArcadeRX to sell 2015-2016) Strangeland http://neoclassicgam...atari-2600.html [email protected] of Chaos (aka Atarowg) http://atariage.com/...combs-of-chaos/ There are also titles that were finished but the contractors haven't published yet Duel (Client received product not sure of publishing status) Laughing Boy (Joe Grisaffi commissioned for his movie. Physical release seems to be on backburner?) Balloon Girl (Haven't published it on my own) http://retrogamingma...-on-atari-2600/ Digital only games: Tornado Blast http://www.romhacking.net/homebrew/63/ Drunken Pooper 2600 http://retrogamingma...-development-2/ UppaCreek http://atariage.com/...449-uppa-creek/ Cyber Willy (compo version of Boss) https://www.romhacking.net/homebrew/8/ Sega Genesis Titles: Game Panic 2 https://www.etsy.com...he-sega-genesis Space Foxes (re-branded version of Code Eliminator) http://segabits.com/...hp?topic=3887.0 Code Eliminator https://gbatemp.net/...at-prge.397393/ War in the Machine http://www.gooddealg...ga Genesis.html For PC: Super Pitifall (digital only) http://www.retrotaku...la-version-nes/ Simply Cavern (Digital Only Ludum Dare release) http://ludumdare.com...ly-cavern-done/
  9. The original developer of batari BASIC made an example called "Maze Craze". I made a demo called Rat Race. Both used complicated maths and nearly all the cycles. Basically, way too complicated and easy to go over cycles so the TV rolls. Those attempts scrolled in four directions. You could try "cheating" and using SuperChip settings to get a slightly higher resolution. I think AtariAge boards are compatible with SuperChip memory. If you go DIY then you'll need to salvage old carts that already have SuperChip memory. More info on SuperChip: http://www.randomterrain.com/atari-2600-memories-batari-basic-commands.html#superchipram To start out I'd consider more one screen at a time sections like Ature or my own [email protected] of Chaos. Basically, instead of changing the normal resolution just make more single screen map sections UPDATE: Since you posted outside of the batari BASIC section I should have offered non-batari BASIC solutions too. * Learn assembly and make your own display kernel: http://atariage.com/forums/blog/148/entry-13884-collect-tutorial-index/ * Learn Mr SQLs BASIC dialect with built in "larger than the screen" playfields: http://relationalframework.com/Atari2600gamesonline.htm#9LINEBLITZ
  10. I hear in Europa they have a consumption tax wherein they assume you pirate media. A dragon flies by your farm and eats a random cow once a quarter.
  11. Am I the first in with a "GPU in Mane" theory?
  12. Thank you Karl G for making this spiffy new mini kernel! Displaying extra information is always a challenge - your work makes it possible to create much more informative displays (and thus more detailed games.) As a side your recent changes made it almsot fully compatible with the multi sprite kernel. The second score seems to point to, umm.. not the score font data? I wonder if that could be turned into a feature. Maybe have it point to a graphic data block different from the score font intentionally so we could display life icons and other goodies Dunno if this is useful for this but Random Terrain has a memory map for both standard and MS kernels here: http://www.randomterrain.com/atari-2600-memories-batari-basic-commands.html#memorymaps Again, thank you for taking an interest in mini kermels. I hope it's more fun than hassle! Multi sprite example (edited version from original Karl G code) KarlG_Playerscores.zip
  13. I don't think they're directly saying bye bye website. I think once people realize there are no romzorz traffic will plummet. I'd be afraid that the drop in revenue wouldn't be sustainable.
  14. Nothing! I am learning how to solder. Getting the proper chip programmers for each system as we speak.
  15. Money. Along with groceries, rent and other living expenses big runs are prohibitive. Especially since after the first run sales really slow down. It becomes a bigger and bigger risk. I suspect I'm not the only one selling digital copies on Itch.io.
  16. I found a 4 score mini kernel here: http://atariage.com/forums/topic/113146-minikernel-player-scores/
  17. The important thing (which I think you got) is that I am no master of batari BASIC: Just another user with weird ways of doing things. If something seems too complicated it's probably because I'm hardly understanding what I'm doing! If a particular way seemed useful but too complicated I can try and enhance it. Smooth collisions is new territory for me as well
  18. Trying to play around with example code and making it your own is great stuff! It's not always easy to assimilate others peoples ideas through code. One thing we do things differently on is: I use two variables for the last known collisions free x and y. You use two variables for either 1 pixel forwards or (255) one pixel back. I guess this streamlines the actual sprite placement lines. But, you do lose flexibility when the player needs to move more than 1 pixel forward or backward. One pixel forward or backward might not be collision free either. The player could yank the controller in a direction that makes one of those two variables steer the sprite further into collision-land. Also, the code changes remove the wall sliding that Random Terrain likes. Basically, instead of coming to a halt when you hit a wall you at least keep moving in the free direction. It looks like you've noticed the weird offset between player0 coordinates and the virtual sprites. Both sprites are indeed overlapping. But, I can still see that one pixel smash into the playfield on collision. Perhaps making the masking sprite one pixel thicker all around would work. The collision detection sprite is always going to be moving 1 pixel into a wall so the masking sprite has to be 1 pixel bigger to cover that up. Then again, using a sprite instead of a ball or missile for collision detection means the rest of the virtual sprites are guaranteed to flicker. Basically, no two virtual sprites can be on the same horizontal band. If player0 and player1 are on top of eachother player2-5 is gonna freak out and flicker if horizontally aligned. In my experiments each virtual sprite needs to be 2 pixels above or below the next virtual sprite. Not pizzing on your code. Just noting the changes.. and, maybe extra stuff to put back in
  19. Nah. My lack of knowledge is the main source of confusion here Trying to find a workaround as fiddling with DPC+ ARM and batari BASIC kernel assembly is beyond me. Speaking of which: I wonder if a savekey device could be used to store level data so you don't need to change anything in the kernel. Dunno if it works with DPC+ http://atariage.com/forums/topic/176797-bb-atarivox-support-part-1-the-atarivox-eeprom/
  20. In the non-DPC+ I'd guess you'd modify the score_graphics.asm http://atariage.com/forums/topic/221100-bb-256k-128k-64k-32k-multikernel-frameworks/ DPC+ would probably involve being as knowledgeable in DPC+ and batari BASIC as the creators. The ROM space taken up seems to be an intentional tradeoff. More available ROM probably means huge rewrites. In a very convoluted way you'd be more personally successful in switching over to SpiceC (when it comes out) or the other ARM assisted C and corresponding boards. Perhaps finding a way to use BCX to convert from BASIC to C. http://bcx-basic.sourceforge.net/ Although my hunch is neither C options come with pre-made kernels like batari BASIC. So, that's a whole 'nother can of worms
  21. Physical hardware gates are being changed to physically become the needed circuitry. It's not emulation. The most shade you can reasonably cast is that it's a new implementation of the hardware. Just like there are many original Nintendo versions and Nintendo clones. Each one can have slightly better or worse compatibility. Hopefully developers will provide feedback to get the best compatibility out of the box.
  22. By all the creatures great and small! I always suspected 2600bas.exe and Stella were eating up my creativity and free time. Thank gawd Avira finally confirmed this! NOTE: Not picking on you Jron. Just annoyed at Avira and other security products misdiagnosing indie dev tools. Even more when they misdiagnose technicians repair tools intentionally.
  23. batari BASIC uses a very common bank switching scheme. Most established cart manufacturers can do up to 32k no SuperChip RAM just fine. There are non-AtariAge schematics out there that do 4k ROM just fine. So, I guess the universal standard 4k ROM is doable from any source including self made. I sent you a PM Andre. I'm on owner of a Hydra and a big fan. Feel free to ask me questions on batari BASIC any time!
  24. How do we encourage an optimal solution for everyone involved and keep it fun?
  25. I saw one of my games sell on eBay for almost the cost of another batch for a physical release. At first it is impressive.. er, then you realize none of that is going towards making new copies and spreading the enjoyment further. Digital downloads very much bite into sales so you can't muster up another physical run.
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