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Gemintronic

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Everything posted by Gemintronic

  1. Okay, what are some video game related items you've always pined for, but then sold off once you had them? I remember always wanting a Vectrex and TurboExpress as a kid and now I never use them.
  2. Can you use a plain old TG16 and CD attachment for these games? Also, what are people using to code TG16 homebrew nowadays?
  3. Well, I have a PowerGlove. A Bandai Fitness pad and some VR Glasses. This would complete the look. A Lawnmower Man game that caused physical as well as emotional damage? it could happen!
  4. Things like HuC aren't mature enough to make a point-and-click game? http://www.zeograd.com/parse.php?src=hucf&path=0,2,
  5. Obviously this is a serious enough project you want to withold the source. Nevertheless, DPC+ is still new teritory to figure out. Would you consider posting your own ready-to-go template for DPC+ or a topic on what you've learned/hints/tips/code snippets about programming DPC+? My recent issues compiling with div_mul16.asm and pfread_msk.asm in the multi-sprite kernel have let me feeling I'm tripping over hurdles that have already been discovered and forgotten Maybe we can save some other DPC+ coders some surprises. P.S. Are the candles on the sides some special mini kernel or just more delectable DPC+ sprites?
  6. Okay, this is my attempt to integrate the hints Mr SQL gave me. I couldn't get div_mul16.asm to compile so I couldn't use a remainder value. I don't think I'm doing it right yet.. Since SDATA is broke I can only use 256 values per DATA statement. This means 128x128 binary values or 16x16 8-bit values. include div_mul.asm rem Kernel options set smartbranching on set romsize 4k dim mapx = a dim mapy = b dim cell = c dim cellx = d dim celly = e dim bit = f dim result = g player0: %11000011 %10000001 %00000000 %00000000 %00000000 %00000000 %10000001 %11000011 end playfield: XX............................XX X..............................X ................................ ................................ ................................ ................................ ................................ ................................ ................................ X..............................X XX............................XX end init COLUPF=$4E scorecolor = $0E rem We want to get the binary value 5 rows by 5 columns into the map data. mapx = 5 mapy = 5 rem Convert the binary x and y into 8 bit values rem Multiply the y value by 16 as the data array is 16 8-bit values wide celly = (mapy * 16) rem Divide the binary x value by 8 as each binary value is stored in an 8 bit data entry cellx = (mapx / rem Add the two values to get the 8 bit cell with our binary data cell = (mapx + celly) rem Grab the 8 bit value from the map data result = map[cell] rem Grab the binary x value we want from the 8 bit value we extracted from the data rem and show it as the score if result[cellx] then score = 1 else score = 0 goto main main gosub draw_event goto main draw_event drawscreen return data map %11111101, %11111111, %11111111, %11111111, %11111111, %11111111, %11111111, %11111111, %11111111, %11111111, %11111111, %11111111, %11111111, %11111111, %11111111, %11111111 %10000001, %00000011, %00000000, %00000000, %00000000, %00000000, %00000000, %00000000, %00000000, %00000000, %00000000, %00000000, %00000000, %00000000, %00000000, %00000001 %10000000, %00000000, %00000111, %00000000, %00000000, %00000000, %00000000, %00000000, %00000000, %00000000, %00000000, %00000000, %00000000, %00000000, %00000000, %00000001 %10000000, %00000000, %00000000, %00011000, %00000000, %00000000, %00000000, %00000000, %00000000, %00000000, %00000000, %00000000, %00000000, %00000000, %00000000, %00000001 %10000000, %00000000, %00000000, %00000001, %00000010, %00000011, %00000000, %00000000, %00000000, %00000000, %00000000, %00000000, %00000000, %00000000, %00000000, %00000001 %10000000, %00000000, %00000000, %00000000, %00000000, %00011100, %00000000, %00000000, %00000000, %00000000, %00000000, %00000000, %00000000, %00000000, %00000000, %00000001 %10000000, %00000000, %00000000, %00000000, %00000000, %00000000, %00000000, %00000000, %00000000, %00000000, %00000000, %00000000, %00000000, %00000000, %00000000, %00000001 %10000000, %00000000, %00000000, %00000000, %00000000, %00000000, %00000000, %00000000, %00000000, %00000000, %00000000, %00000000, %00000000, %00000000, %00000000, %00000001 %10000000, %00000000, %00000000, %00000000, %00000000, %00000000, %00000000, %00000000, %00000000, %00000000, %00000000, %00000000, %00000000, %00000000, %00000000, %00000001 %10000000, %00000000, %00000000, %00000000, %00000000, %00000000, %00000000, %00000000, %00000000, %00000000, %00000000, %00000000, %00000000, %00000000, %00000000, %00000001 %10000000, %00000000, %00000000, %00000000, %00000000, %00000000, %00000000, %00000000, %00000000, %00000000, %00000000, %00000000, %00000000, %00000000, %00000000, %00000001 %10000000, %00000000, %00000000, %00000000, %00000000, %00000000, %00000000, %00000000, %00000000, %00000000, %00000000, %00000000, %00000000, %00000000, %00000000, %00000001 %10000000, %00000000, %00000000, %00000000, %00000000, %00000000, %00000000, %00000000, %00000000, %00000000, %00000000, %00000000, %00000000, %00000000, %00000000, %00000001 %10000000, %00000000, %00000000, %00000000, %00000000, %00000000, %00000000, %00000000, %00000000, %00000000, %00000000, %00000000, %00000000, %00000000, %00000000, %00000001 %10000000, %00000000, %00000000, %00000000, %00000000, %00000000, %00000000, %00000000, %00000000, %00000000, %00000000, %00000000, %00000000, %00000000, %00000000, %00000001 %11111111, %11111111, %11111111, %11111111, %11111111, %11111111, %11111111, %11111111, %11111111, %11111111, %11111111, %11111111, %11111111, %11111111, %11111111, %11111111 end binarr.bas
  7. Hey! Those were Dinosuars drawn with Unlimited Detail technology SO SMALL NTSC TVs rendered them as grey scanlines.
  8. Hardware limitations in that it used ROM for storage. The blurry trilinear mip mapping was due to having to chimp out on some of the textures.
  9. This site has a manual: http://ric.san.free.fr/gba.htm This site has the source to an API: http://sourceforge.n...ects/dragonapi/ This site has some additional libraries and examples: http://pages.infinit...llu/dragon.html GBADev has a few games made in DragonBASIC with source code: http://gbadev.org/index.php?ID=544 More games and source at GBATemp: http://filetrip.net/...homebrew/other/ Some older DragonBASIC examples: http://theincredible...com/?page_id=12 Our very own Jess Ragan has programmed a brilliant game in DragonBASIC: http://www.atariage.com/forums/topic/147685-spinning-in-circles-and-other-questions/ Please note that DragonBASIC is a dead BASIC dialect. Meaning, unlike 5200BAS or BasiEgaXorz where the developers have never officially declared termination Jeff Massung has seemed to do so. He almost made a GP32 port but never got out of alpha. Care to single-handedly resurrect the BASIC GBA scene JohnnyRockets?
  10. Next level Atari 2600 maneuver Despina83: Make your own game!!
  11. The box art is AWESOME. Very retro - almost Peter Max. I like the new name as well. No disrespect intended but this game is NOT the Great Giana Sisters by any stretch of the imagination.
  12. Reporting bad eBay sellers is a pretty noble goal. The problem is, if you refuse to use Capitalisation or punctuation people like Mxyzptlk wont take your concern seriously. Also, using leet speak words like "u" and "ur" sounds disrespectful - as if you can't be bothered to type a few more letters to your intended audience. Notice my posts usually say "edited" too. I read and reread my messages to make sure they sound right. You don't have to be a native speaker of English to double-check your posts.
  13. Yeah. I just bought (unknowngly) a dead Astrocade for less than $30. It had at least 6 or so games including BASIC. It was fun reading the manual for BASIC. At least I got to feel the joysticks for myself and decide that it isn't something I'd want to collect.
  14. I think he means that someone is selling 2 different "lots" of INTV games and including rare titles in the inventory list but 0 quantity. Basically, the scammer is hoping you'll just see the rare title and not the 0 quantity.
  15. So, er, umm.. Given that you want the 251th row, 253rd column in a binary array (made out of 8-bit values) you would: You divide the x value in a binary map data array by 8 You divide the y value wanted by 8 You multiply the new x and y values to get the 8-bit cell you want (DATA statements are one dimensional arrays - we're just using them as 2d) Then you extract the bit in that cell by the remainder of y? Help Mr. SQL! I feel like I'm doing an outer join with my math skills and BASIC commands
  16. I don't think the pfdraw commands (pfread, pfhline, pfvline, etc.) ever worked with the multi-sprite kernel, because the multi-sprite kernel originally used only ROM playfields, so the pfdraw routines were irrelevant, and I thought that if you compiled with the multi-sprite option then it didn't even include the pfdraw.asm "include" file. But if you're using the Superchip option with the multi-sprite kernel then you should be able to use a RAM playfield, in which case the pfdraw routines would be relevant if they were rewritten to handle half-wide playfields-- with the understanding that anything drawn is for the left half and will be mirrored on the right half, and that anything read should also be for the left half. It's been a few years, but I think I wrote a custom version of pfdraw.asm that was specifically for the multi-sprite kernel. I'll look and see. I appreciate the help. I know the built-in pfread was irrelevent for multi-sprite. I read that the inline assembly module pfread_msk.asm at least let you use pfread. When I enable use these settings: include div_mul.asm set smartbranching on includesfile multisprite_bankswitch.inc set kernel multisprite set romsize 32kSC It will compile only if I use "inline pfread_msk.asm" in the last bank. However if I try to use SuperChip variables it hangs. UPDATE: Okay, THIS code compiles and runs correctly AS IS: http://atariage.com/...ad-not-working/ When I strip it down to Omegamatrixs code it still does the freaky burnt umber thing. The real kicker is, simply TRYING to use superchip RAM the bB way fails. i.e. "w001 = 13" I feel kinda dumb now. I was so sure that the biggest, baddest bB game I could make was 32kSC with multi-sprite. I never bothered to check if SuperChip variables work or not
  17. Wait.. BASIC coders don't need a hardware reference manual.. does this clash with your statement that BASIC is just as valid as C or ASM?
  18. About the only thing the Jag has in common with the N64 is Chilly Willy. While that's pretty awesome it's only a single point. Er, unless he makes a platform independent development library in C Chilly SDL?
  19. Cancel the charge. Have you looked into these people before ordering from them? Do others report good vibes from them?
  20. Did you ever get back to me about those? If you don't tell me that something is broken, I can't fix it, you know More information = better No. I thought I'd be passive-aggressive and just smear your craftsmanship every chance I get. Much easier than asking for help! Seriously, I've used your included 5v to 3v adapter. Double checked the orientation on the adapter. Cleaned the contacts on my Atari 2600 games. Updated the firmware on my Retrode. I've done everything I can think of. I guess maybe knowing what you consider the easiest 2600 cart to dump is would be helpful. Maybe I could confirm it works with a specific cart you recommend.
  21. I have the Dingoo 320A. They have a wireless joystick for this thing? Where? How? I want one!!! No dice, dawg. You need an a-330 for wireless support And it has to be the Dingoo specific wireless joystick too.
  22. Arcadia and Channel F have awkward controllers. No fun in the end. Virtual Boy has hardly any games and eventually gives you a headache. That only leaves the Amiga CD32
  23. How does one run these .lua files under Windows?
  24. Again, I think a compromise may be in order. If not a new BASIC compiler then a better, more integrated IDE to the benefit of newbs and savvy C coders alike. Something like NESICIDE really lowers the bar for development while being a powerful tool for the expert: http://www.nesicide.com/
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