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Posts posted by Gemintronic
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The only real RPG I'm seeing is a remake of a "Tales of" game.
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Someone made a deck of cards with chromadepth colors:
http://creepahinthen...Cards-125449519
I find it to be a good reference.I bought chromadepth compatible glasses with a Crayola chalk kit too. It's ironic that my $900 3D glasses are too big and my $15 dollar glasses are too small..
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Small fortune? How about $300
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Would you be peeved if I made an Atari 2600 or Sega Genesis homage to Get Lost! I'll give credit where credit is due, of course.
I'd call it "Super Lost" or something
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Price: Overblown.
Advantage: No lame extra a/v cables to plug in like the Retrogen
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Two thoughts:
Why go half-way? Why not provide a new case as well? Make it an entire console?
Several systems are similar to the Coleco. What about making a Dina 2-in-1 system?
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Like I said, sometimes it's just a matter of a second pair of eyes.
Hey! Did you see the topic where I "converted" Bataris 4-way scrolling Rally-X demo to work with modern bB versions? I hope you can take a look and see how it could be used. I could picture a Super Mario Bros 3 or Super Pitfall 4-way scrolling platformer once Bataris old code is figured out.
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Variable jumping is when you can jump higher or lower depending on the length of time you depress the jump button.
Also, did you see in this topic I got Bataris 4-way scrolling demo working in the latest build of bB?
With the proper changes we could make a proper platformer with levels bigger than one screen at a time!
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I traded for an Amiga 500 and then traded it off again. My failure was A. My monitor for it dead and B. it had no built in HDD. Floppy disks are a pain and they wear out.
If I was a little more smart I'd have bought a scan doubler and compact flash interface and kept the dang thing. Nowadays I have a Minimig.
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Most of my gaming is on emulation of some sort. I mostly whip out my 2600, Genesis, SNES and NES only for debugging games. For each small change in a game I use PC based emulators. For entertainment and research I use portable devices like the Dingoo. If I get the time to play at home the Dingoo also has TV out and a wireless joystick.
One of my best investments was the Retrode. With it I was able to back up my entire Genesis and SNES library. I bought an adapter for 2600, GBA and N64 games but I've had no luck with those.
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Andrew Davie was already kind enough to author a tutorial on the task scheduling. I'm just not sure about the graphic techniques used. It seems reminiscent of "chronocolor" demonstrations in the past. If one wanted to reproduce the tile engine is that a good place to start (by looking at other chonocolor examples)?
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@theloon is yours just supposed to be white blocks moving around up in the top left?
Ya man! rand&3 gives a random number between 0 and 3. I give the variables xpos (hortizontal playfield position) and ypos (vertical playfield position) a number between 0 and 3. I then use the pfpixel command with those xpos and ypos to place a playfield pixel. When I specifiy flip it reverses whatever piayfield pixel is at that location.
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You ready for a blast from the past? I *think* I corrected Bataris RallyB demo for the latest version of bB. The cars still seem to get stuck in walls but that might have been in the original?
All the sprites x values had to be offset by -14. As well the set options section had to be rearranged.
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BASIC? Black & White? I think we all should program for the Maximite and call it a day!
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I'm playing Battle Master on an EyeClops Projector I have running on a battery pack with a battery powered Genesis in a Joystick.
All off the grid. While zombies are eating faces and the power company is down I'll still be playing.
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I haven't heard of an online only restriction. Even the crippled new generation PS3s can play PS1 games directly though. It might be cheaper just to get a real PS1 CD and stick it in.
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I thought I'd ask because the Batari Basic Command Reference doesn't say yes or no.
I tried adding
inline 6lives.asm
or
inline 6lives_statusbar.asm
and made sure to dim the stuff documented in the bB command refernce. Yeah, I also added the lives: sprite data.
Doesn't seem to work with multi-sprite. Can anyone confirm?
UPDATE: The score kernels by CurtisP were confirmed by acousticguitar not to work with multi-bank. If the score kernel that comes with bB is related I bet they too are incompatible. Still, would be nice to get a sanity check.
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@Mr SQL: I can't get your code to work right. Doesn't compile as is. Could to provide a yaddayadda.bas file instead?
UPDATE: Thank you Mr SQL
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If there's a segment on setting up and using NewColecos C then I'd watch fo sho.
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Very cool. Almost what I imagine a Super Pitfall back-port would be.
I think you could change the option text to playfield pixels (check-boxes) to avoid flicker. Even with the phosphor cheat in Stella it flickers badly. You could also use both sprites and have a set of 4 off/on graphics. You know, on/on on/off off/off off/on. Zero flicker and a little wasteful graphic data.
Variable jump is a nice thing. Maybe make it so?
How are you displacing that first digit in the score? That's awesome!!! Please tell
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You guys could be the first to enable a new generation of tile based homebrew.
On the other hand, Boulder Dash may end up being the ONLY tile-based game released on the platform.... ever.
Is the source too tied into the specifics of Boulderdash? Or, are you saying there's not enough assembly coders out there to carry the torch? Being the first and only sounds like a pretty lonely place.
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The people who will buy this:
A. Want to own a new Jaguar game
B. Like the extra features (BJL loader) of the cart
That wont change even if the developers get kidnapped and put on a pirate ship full of pirates and ninjas each stealing a cart from eachother. Nothing has changed in my view.
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rem Compiler Options set smartbranching on set romsize 4k rem These are basic settings for a simple game. smartbranching never hurts. We don't need multi-bank so 4k. rem Declare variables dim xpos = a dim ypos = b rem bB doesn't always work right with temp variables and doesn't like alot of caclulations on one line. We're gonna use up two variables for the playfield pixel position. rem Startup code init COLUPF = $0E rem Put code here that should always run before the main program begins. In this case I'm setting the playfield pixel color to white. rem Main loop main xpos = rand&3 ypos = rand&3 pfpixel xpos ypos flip drawscreen goto main rem Like I said, bB wont let us do pfpixel temp1 temp2 or lots of calculations like pfpixel 0 (rand&3) flip so we have to break it down.
Ebay buyers and sellers who wont leave feedback
in Auction Central
Posted
Feedback is not really feedback when it comes to eBay. If someone provides average service they shouldn't expect a comment whatsoever yet sellers demand feedback. Not because they really want feedback but because it means something else on eBay. It's a false measure of a seller as it's expected. No buyer can trust it as such.