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Gemintronic

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Everything posted by Gemintronic

  1. What about avoiding a ton of regulations and stage "arcade" parties in your home? Set up an arcade in your basement. Have machines with MAME for special requests. Serve liquor and beer as this is a personal party. Oh, yeah. Sound proof the arcade room to avoid noise nuisance complaints. PROFIT.
  2. Is this what they call a "viral video"? Will I catch your ass-burgers syndrome from it?!? Just joking bB and Visual bB need more promotion. Very creative RT: You're doing it right! As a side, rereading your Ulterior Interior section, I was fascinated at how different people "think" about sound. Most things seem like samples/sound fonts to me. When I remember someone talking it's like I remember the words and run it through "voice-synthesis" module that sounds like their voice. I can play back music and singing but eventually my mind starts remixing and mashing up the songs to fill in gaps in my memory.
  3. I dunno. Mr. Do!, Montezumas Revenge, Star Trek and Pitfall II would be nice to have. I mostly yearn for games that need to be remade like Treasures of Tarmin or Solomon's Key.
  4. My bank for playfield graphics is filling up too fast. I have 16 basic room types (based on exit variations). I wanted each room type to have at least 3 different styles: Full room, Tunnel and Maze. Now that I have most full room and tunnel styles done I've only got 300+ bytes free. Ouch. What I've come up with is rendering the top, middle and bottom in sections to reduce duplication of data. Check out what I mean below: pfscroll downdown playfield: XX.X........................X.XX XXXX........................XXXX XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX end pfscroll downdown : pfscroll downdown : pfscroll downdown pfscroll downdown : pfscroll downdown : pfscroll downdown pfscroll downdown : pfscroll downdown : pfscroll downdown pfscroll downdown : pfscroll downdown : pfscroll downdown pfscroll downdown : pfscroll downdown : pfscroll downdown pfscroll downdown : pfscroll downdown : pfscroll downdown pfscroll downdown : pfscroll downdown : pfscroll downdown pfscroll downdown playfield: XX............................XX X..............................X X..............................X X..............................X XX............................XX end pfscroll downdown : pfscroll downdown : pfscroll downdown pfscroll downdown : pfscroll downdown : pfscroll downdown pfscroll downdown : pfscroll downdown : pfscroll downdown pfscroll downdown : pfscroll downdown : pfscroll downdown playfieldpos = 8 playfield: XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX XXXX........................XXXX XX.X........................X.XX end
  5. Have you queried PAC-MAN-RED's weak spot for massive sprite design damage? He seems to really be on a roll these days. Alas, I'm only good for VERY short bursts with music. I need graphical composition software to be productive. Just one of my dream projects is Mario Paint for VisualbB
  6. VisualbB has a nice color selection tool. I use VisualbB to program all my games. However, if you want an easy way to pick colors from code add these constants to your program in the beginning: const c_brown = $F2 const c_pink = $3C const c_skyblue = $98 const c_olive = $E4 const c_lilac = $7A const c_aqua = $B8 const c_orange = $38 const c_blue = $86 const c_red = $46 const c_purple = $64 const c_lime = $DA const c_gold = $2E const c_navy = $84 const c_green = $C6 const c_maroon = $42 const c_yellow = $1E const c_fuchsia = $58 const c_cyan = $A6 const c_white = $0E const c_ltgray = $0C const c_silver = $0A const c_gray = $08 const c_dkgray = $04 const c_black = $00 const c_tan = $FC When you want to turn player0 red just do this in the main loop: COLUP0 = c_red One final note: These are NTSC colors! They will not work on European TVs.
  7. Good work Galaxian! I think he might still need to do the set romsize [whatever] and set kernel_options [whatever] thing at the very top. Also, the player0 color doesn't get set. COLUP0 must be set inside the main loop because after the drawscreen it gets blanked out!
  8. Yeah, but you bought from an ebay merchant named "arcaderetrogaming" which sounds like the real MCC company. My concern was over the other ebay seller dudi4711. Of course, who knows if either accounts are from the MCC people. I'd rather buy direct.
  9. I could compile your code once. But, if I find you the links to how to do it yourself then YOU can compile your games hundreds, maybe thousands of times more!! I learned how by following the instructions in the links below. How to install Batari BASIC: http://bataribasic.com/install.html Use VisualbB to edit and compile your code: http://www.atariage.com/forums/topic/123849-visual-bb-1-0-a-new-ide-for-batari-basic/ This is a VERY good video on how to start making games:
  10. Puppy is Linux based. You can find WINE packages that run Windows programs. Puppy is VERY light on resources making it perfect for cheapo nettops. The k-mart nettops don't count as they are not Intel based and have very poor battery life.
  11. Now that the first version of Nite Bear on Sleepystreet is done http://www.atariage.com/forums/topic/169496-nitebear-on-sleepystreet/ it's time to ponder the next project. I'm thinking it'll have to be the homebrew I sorta hinted at making for a local video game shop. The owner fancied a game where you collect carts. This matches nicely with my pseudo random number generated dungeon generation code. Mix Atari Adventure with item collecting = profit! Not really profit. Everyone around me assumes I intend to make big bucks creating homebrew 2600 ROMs. I guess people forget what it's like to have a hobby just to CREATE. That's what the 9 to 5 drudge does to ya. Got the pseudo random number generated maze working but calculating values for anything but the current room seems to bork itself. My intention was to always have connecting rooms generated. Right now I "cheat" and simply create a exit in the direction that the player was last in. This could actually be seen as a feature as it leads to "trap doors" that close after the player exits the current room. I wonder how rogue-like i can make this game. I also wonder how far I can stretch this pseudo random number generation of content business. Time will tell!
  12. DS Flash Carts are bypassing naughty restrictions on actual Nintendo hardware where as these GBA knock-offs are emulating or cloning GBA compatible hardware. The built-in ROMs are probably considered public domain or programmed for the manufacturer. By programmed I mean "Mario" is hacked to say "Maryo". Super legit.
  13. I agree. Once the Amiga and 2600 cores are released, it will definitely increase the value. Even with just the c64 cores, it was enough for me to buy just to save space vs having a real machine. I am hoping they will allow disk writes soon to d64s, but even without it, I can play most stuff. All my C64s have flaky disk drives and poor video out. C64 disk write capability is what will make me buy this. Already have a Minimig so Amiga emulation isn't a biggie. Already have a harmony cart so Atari 2600 isn't a biggie. @wood_jl: Yeah, initially I was kinda unsettled by the ebay auctions. However, the more I look into it, the more I think these are legitimate ebay listings from Arcade Retro Gaming. Notice dudi4711 is in the same state Arcade Retro Gaming is located in (Alabama). Also, the owner of Arcade Retro Gaming seems to be Dirk Dudenbostel which matches nicely with the "du" and "di" parts of the ebay sellers name. Still, I think once C64 disk writing is supported I'll buy directly through their web site and not ebay.
  14. I think what you're describing is an Asus EEE PC with Puppy Arcade 9 installed. Asus EEE PC 12" http://www.engadget.com/2009/12/18/asus-eee-pc-1201n-review/ Puppy Arcade 9 http://scottjarvis.com/page105.htm Though an Atari 800 BIOs probably wouldn't be included due to licensing.
  15. Gemintronic

    Pong

    There might be some problems with indentation. Especially check out how yer sprites and playfields indentation differs from the examples. Also, remember your set romsize and set kernel_options lines at the very beginning.
  16. Gemintronic

    Pong

    Didn't find any Pong examples but if you check out these: http://www.atariage.com/forums/topic/109288-code-snippets-samples-for-bb-beginners/ I'm sure if you read through, compile and play with the examples above you'd be more than half-way to pong land
  17. Another thing to note is that AtariAge is fairly unique in being able to produce 32k ROM Super Chip RAM carts. If you make a game other vendors may not support such awesomeness.
  18. Don't mess with medicine. If you want to be a Jackass challenge yourself to a Natto eating contest and videotape it. You lose if you hurl at 12 servings. Extra credit: overcook the stuff in a microwave and eat that too! http://en.wikipedia.org/wiki/Natt%C5%8D
  19. This is half an idea.. maybe half a donkey. I still like the simplicity of picking bits out of a counter. Why not combine the output of two counters that update on different frames? Wouldn't that somehow add up to non power of two frame combinations?
  20. Did you read the links I posted when you asked this question in the Batari BASIC section? They're good reading! Honest http://www.atariage.com/forums/topic/170140-game-help/
  21. Trying to remember what I did.. move_enemy if level < 6 && counter{0} then return if canshoot then if missile1y = 0 then if counter{6} then missile1y = player1y : missile1x = player1x + 4 if missile1y > 0 then missile1y = missile1y + 4 : if heatseeking then gosub heat_seeking_shot if missile1y > 160 then missile1y = 0 rem on goto crashed game for some reason.. if enemypattern = 1 then goto pattern_fastdown if enemypattern = 2 then goto pattern_down if enemypattern = 3 then goto pattern_backforth if enemypattern = 4 then goto pattern_swoop if enemypattern = 5 then goto pattern_shakedown return As you can see my enemy speed code is not fine grained. If the game level is less than 6 every other main loop I skip movement code.
  22. Hey! Since yer not using player0 or player1 (I think) why not use them for the left and right lines on the side? You know: for less flicker and great justice. Oh, wait.. sorry. Just reading through the code again. I thought you could go: top line is a missle bottom line is a missle left line is a player right line is a player
  23. Not an example per se.. but: In Nite Bear I use a counter variable and update it each main loop cycle. counter = counter + 1 I use various bits in the counter to trigger animation. Each bit further out takes longer to trigger so I use counter{0} for every-other frame effects and counter{4} for steady marching animations used by the player and enemies. In fact I def some of those bytes for easier reading: def march=counter{4} Because I'm lazy I design most of my sprites to look good reflecting the sprite instead of a seperate bitmap. Thus I use the counter to change which way the sprite is flipped: if march then REFP0 = 8 : REFP1 = 8 notice I didn't feel the need to have a "REFP0 = 0 : REFP1 = 0" somewhere as the variables get reset anyway after the drawscreen.
  24. Brain. Not. Working.. I'll try to read and understand the instructions later in the day. I press and hold fire and move around.. but.. nothing happens when I release the button. This is end-user-itis and not your coding. Still, please forgive me for saying this: Keep you hobby projects to a minimum Your other cool games may get lost in time. I think I was on to something with my last post in yer DK 3 topic. It was coordinate based instead of hardware collision.
  25. Wow! Thanks for taking my little experiment seriously. ROM + RAM sprites would be awesome for player customization. SeaGtGruff did the hard part. I've got to figure out why.. oh. Ha! player0height should be 15. NEVERMIND. Thanks and Hi! to stephena as well. I really appreciate Stella and how incredibly up-to-date it is. Along with Batari BASIC it's enabled me to really enjoy programming again. Didn't mean anything by the word spoofing. It's the best word I could come up with sick and sleepy. I realise randomizing RAM at startup is meant to be an accurate representation of Atari 2600 behavior.
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