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Everything posted by Gemintronic
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* "Loli" power ups implemented and functional * More enemy patterns * Nite Bear HP implemented * Nite Bear flashes and gets knocked back with hits nightbear003.bas nightbear003.bin
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Why try to remember anything? If you use VisualbB, just bring up the TIA Color Chart, select either NTSC or PAL, click on the color you want and it tells you the hex and decimal number for the color. I see your point RT. However stopping coding to open the color chart and slect the color and copy the hex value.. is more complicated than simply typing c_red. Any break from coding in the editor is a distraction. Here is a preliminary list of color names using the 24 color palette: c_brown c_pink c_skyblue c_dkgreen c_lilac c_aqua c_orange c_blue c_red c_purple c_ltgreen c_gold c_dkblue c_green c_maroon c_yellow c_fuchia c_cyan c_white c_ltgray c_silver c_gray c_dkgray c_black
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Thanks for all the feedback guys. Maybe I was chasing a problem that doesn't exist. Nevertheless, I think I'll use a macro for my own personal palette. I really dislike using $44 for color values. Not human readable. I think I'll use the GretagMacbeth color chart to create a standard 24 color palette http://www.poynton.com/notes/color/GretagMacbeth-ColorChecker.html The colors pretty much cover everything and I don't have to remember $44 for red anymore
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Both as Playchoice and Vs.(standalone) versions. So, in other words it's just the NES version in an arcade cab? VS. Super Mario Brothers had tiny differences in the level layout to increase the quarter munching potential. Playchoice just limited your time. jbs30000 will neither take your quarters or limit your time. He will rule the platform jumping world with an iron fist of steel!
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Not seeing yer code I can only guess at helpful ideas buuut.. What about using PF0 to clear the left side of the screen? Would that be faster than pfpixel or pfvline commands? Also, instead of using pfpixel commands to draw the new tiles on the right could you access the playfield variables directly?
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I think I lose missile0 with no_blanks lines. The title screen looks worse with those gaps I know. Nite Bear is using the ball for his sword. Right now I could use missile0 and missile1 for enemy shots. Plus, I was thinking of making a car out of the ball and tires out of missile0 and 1 in a later game mode. I don't think the gaps look bad in-game though, right?
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Making a living from programming homebrew
Gemintronic replied to GroovyBee's topic in Homebrew Discussion
If i do only that, i can do one game a month. I think quiet good games. But surely not very original game with new concepts. I'll take already proved gameplay mecanism that i'll put in new game for console that does not have yet this type of games. That's a reasonable strategy but.. these systems have been out for so long the genres not represented are probably because it's damn hard to do for that system. Note the lack of RPGs or side-scrolling platform games for Atari 2600. -
@Nukey Shay: I think you've done some incredible work figuring out how to convert colors in assembly. I think what might have to happen here is to manually pick colors bB programmers usually use and then by-eyeball make a table for NTSC and PAL. I've done some work on the NTSC side but I'm not sure if it's the most accurate or popular colors.
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SeaGtGruff and the others already gave the proper answer but.. Another technique is to update a single counter variable ("counter = counter + 1") every iteration of the main loop and just use single bits out of it to activate events. I find that counter{0} is great for flip-flopping things every frame and counter{4} is good for walking animations.
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I was thinking the recent information about macros would be useful in creating a unified color palette for NTSC and PAL. Maybe commands like: callmacro set_palette_ntsc and callmacro set_palette_pal That would look like this: macro set_palette_ntsc const c_aqua = $B8 const c_black = $00 const c_blue = $86 const c_dkgray = $06 const c_fuchsia = $58 const c_gray = $08 const c_green = $D8 const c_lime = $DE const c_ltgray = $0A const c_maroon = $52 const c_navy = $A4 const c_olive = $E8 const c_purple = $66 const c_red = $44 const c_silver = $0C const c_teal = $00 const c_white = $0E const c_yellow = $1E const c_brown = $F6 const c_dkblue = $70 end All the Batari BASIC programmer would have to do is call the appropriate macro for NTCS/PAL and use the constants. Am I onto something here? I think it would greatly simplify converting games between TV standards. Personally, I think c_red is more human readable than $44.
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Another gotcha is sometimes high-density (1.2meg) disk drives sometimes don't format 360k disks so that 360k drives read them properly. I'm not sure if the PCjr was 360k or high-density though..
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Black and White TVs were first. They actually had a reasonable life span. You can actually still get portable b/w TV's for camping and whatnot. The all-knowing Wiki states that color TVs just started to boom in the 60s. I still remember playing Ghosts 'n Goblins and Pong on my Black and White.
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Making a living from programming homebrew
Gemintronic replied to GroovyBee's topic in Homebrew Discussion
You'd have to target the same market as the "Indie" guys do: PC and modern consoles. Wrap your game in an emulator and sell it for 360, Wii, iPod, etc.. I wonder if the RasterSoft guys turned a profit on Frog Feast yet http://frogfeast.rastersoft.net/ -
PS3 OtherOS class action update
Gemintronic commented on EricBall's blog entry in EricBall's Tech Projects
Of course, what Sony doesn't see is the negative profits due to their former customers not buying more hardware or software. All the big names go multi-platform so I choose Dead Rising 2 for 360 instead of PS3. -
A little more progress. * Enemy movement patterns * Color flashing when enemy hit * After so many enemies Nite Bear reaches castle gates and boss Still have lots to do such as sound, 4 way scrolling level, power ups, etc.. nightbear002.bas nightbear002.bin
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Watch your labels and variables when using def
Gemintronic replied to Random Terrain's topic in batari Basic
Does def var_Game_Over=k{0} work with Game_Over labels? I wouldn't mind putting a tag on the beggining of my variables and constants if it helped avoid parser problems. -
You go PAC-MAN-RED!! You do it!! Not everyone is a pixel artist. It'd be nice to see a free library of sprites to include with Batari BASIC or VisualbB. Sample images with .spr code for sprites is an awesome idea and I hope others follow your AWESOME example!
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This work is licensed under the Creative Commons Attribution 3.0 Unported (CC BY 3.0) http://creativecommo...icenses/by/3.0/ Basically, do what you want with the source - just credit me somewhere visible. Oh no! Aliens have taken over the orphanage on Sleepystreet and only Nite Bear can save them! Game modes include: * Knightmare style shooting levels with boss * 4 way scrolling platform rescue the Steffies in the orphanage levels * Final boss battle Below are pictures of the title screen and in-game. Zip file with pictures and binary too. Cover art was provided generously by neotokeo2001. NiteBear.zip
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I think the flowers and player are causing eachother to flicker. Would moving the flowers down help? P.S. I like Arboretum Ape too Why be the less popular third Donkey Kong when you can be the first simian spraying game on the Atari 2600?
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Is there a changelog for the v1.05 C64 update? I'm waiting for read AND write support so I can play Ultima on it Also, since Dirk or one of his employees is kind enough to peruse this topic, I wonder if they're aware of this open source project: http://retromaster.wordpress.com/a2601/ Maybe through collaboration both the 2601 and MCC people can expidite creation of an accurate core.
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Too bad Super Pitfall doesn't really count.. not really an Activision release.
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I recently made a mock-up screenshot for RevEng for his "Good Touch: Bad Touch" game idea. I made a finger and a doll out of pfpixels. The screen would scroll up and down to simulate the finger moving. The doll looked like it stayed in place because I used pfppixels to redraw it when the screen scrolled. Sure as shoot I had alot of flickering. I didn't notice this when I first started programming in Batari BASIC. Either I just never noticed or drawing pfpixels is causing flickering in recent BB builds.. hmmmn.. I haven't reported this because I'm still not sure if it's my bloated coding doing it.
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This is a little off topic so I apologize. BUT! I can tell hex65000 is a real Technician/Engineering type. He doesn't forget to clip his fingernails. He doesn't bow to fashion. He simply uses his fingernails as built-in small parts picking up instruments! Not making fun. I do this too Much respect!
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I usually find a way to macro a PS2 joystick to avoid staying up and grinding. With Record of Agarest War I would take naps on the couch and occasionally wake up to allocate points after level up. Me and Random Terrain have the same crescent roll shaped PS2 joystick and no manual. It's s game in itself to figure out how to come up with workable macros
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Well, YouTube is filled with amateur Trolls. The Jag had some direct hits but also misses. You really had to own the system to understand the ways Jag sucked. I was able to ignore the critics and the lack of retail support because Cybermorph and Club Drive is all I ever needed.
