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Gemintronic

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Everything posted by Gemintronic

  1. Until I can reliably back up all my carts using the Retrode I keep a play cart and a keeper cart. At one point I put a microdrive in a combat cart to make it a USB drive..
  2. Smurfs for Coleco nearly turned me against platform games as a genre. The 2600 port wasn't any better.
  3. SF2 controls perfectly on the iCade. Are you properly setting the controller to 4-way in iMame? Sorry, didn't mean to sound like my word is definitive. To me the controls are off enough to effect my gameplay. I have yet to try Wiimote support as an alternative. I bought a third party Wiimote and it wouldn't sync up.
  4. What version of Win7 are you running? If it's 64bit then it will flat refuse to run old 16bit DOS applications (Win7 32bit will still run them however). I got around this problem (I still use MAC and ALN) by using DOSBOX on my win7 64bit machine. HTH I dunno which parts are 16-bit but following my instructions one should be able to compile things under a 64 bit Windows OS. I didn't try anything RAPTOR related as I was given the impression the C library version was a work in progress. If anyone needs a dead-end user to test compile a RAPTOR example I'm available This offer is actually more useful than you'd think. In a previous career I was a software tester. The trick is to retain an end-user mentality while being literate enough in software development to document UI and bug related issues. Could save a bit of grief down the line.
  5. Is that true? In bB I'm used to triple sprite duplication at best.
  6. As promised in my previous list I did alot of resting. THIS weekend I have to at least get close to wrapping up a project of mine: http://www.atariage.com/forums/topic/196946-mmsb-of-cincinnati-in-progress/ Technically, I'll be playing the game in between coding it. A self-rewarding feedback loop for sure After that is done I can resume my Atari Rogue-like Destiny http://www.atariage.com/forums/topic/172686-destiny-wip/
  7. It looks like they target the DSi and not 3DS so no true 3D games. If you just want an easy to use game maker for Nintendo DS I'd suggest DS Game Maker: http://dsgamemaker.com/
  8. At the time I don't remember anything but hope coming out of the press. Pretty sure I thought IBM was making the Jaguar and that sounded awesome. After Electronics Boutique stopped carrying Jag games I blamed bad third party support. Even Nintendo doesn't thrive without an ecosystem around them. It was only YEARS after the Jag was old news did I hear about Jag bashing. No one, including the press, gave any indication it didn't have a chance.
  9. From the Raptor web page: So, interest check was successful then! Seems development and hardware projects are about to lower the bar for those who crave homebrew..
  10. Wait for RMotion - anyone can make stuff then! Can't find any links to that. I assume you're kidding around though. Honestly, not all n00bs are out to recreate Doom 3. I'd be happy with Robotfindskitten at first.
  11. A cheap reprogrammable cart is always good news. There's no publisher for Jag games so at some point one would want to purchase carts. Also, in another thread people got me to the point where I can compile a Jag binary "Hello World" in C in Windows. I'm not even a C programmer. That's a huge step in homebrew capability once a scene developed beyond ASM. It not a matter of ASM vs. C more than wider development base. I hope someone comes up with more dev boards soon!
  12. I was close to buying an arcade cab with a jamma rig so I had to act fast. I purchased an iCade and used iPad. Controls are sketchy and never feel right. Don't expect to play Street Fighter II well on this thing. Your mileage may vary on getting your favorite game downloaded and working. Did it curb my arcade cab hunger? Yes. Is it a perfect solution? No. My next move is to find an LCD panel that fits so I can use a PC.
  13. Is this topics title really: "Hi. My nickname is Tempest and I just bought a Mega-Cart"?
  14. A friend desired a method to handle over 7000+ NPCs simultaneously on a PC. Here is my idea: NPCs within a 3 screen radius get full runs of their AI. NPCs over 5 screens away get their individual stats stored and their actions are now computed in groups. Groups out of range get computed into regions. Regions get generalized into world health. Basically, as the NPCs get farther from the players perception they get further generalized. As they re-enter the players perception their stats are reintegrated. The amount of change when NPCs are reintegrated depends on how much time has passed since they got direct attention. In essence 4 controllers are active at one time: 1. Screen range 2. Area range 3. Region range 4. World The NPCs are brought from one level to another based on their distance to player. Does this sound sane? One major concern is determining migration. Path-finding a horde is not a per pixel affair but it has to seem like it.
  15. Nostalgia depends on the persons experience. Actually, more specifically, if they chose to leave it behind and come back to it. I played Odyssey², 2600, Coleco, Intellivion and others as a kid and play them now. Never stopped. Classic Gaming is the same as Classic Rock: To some people it's just "Rock"
  16. Was the sideways Degz logo during gameplay a stylistic choice or due to a constraint?
  17. I hadn't noticed that there is already that very same version of make in the ..\bin directory. All you need to do is add the full path to that tools directory and away you go. Not for Windows 7 users. NMAKE 1.5 is a naughty no-no. P.S. I'm not even a C programmer. I got back 12 errors last time I tried to compile a 7 line hello world example in Borland C!
  18. For the total n00b who doesn't want to install Visual C try xampp to get a Windows 7 64-bit compatible nmake: http://www.apachefri...pp-windows.html Manually add nmakes folder to your path: ;C:\xampp\perl\bin Download Jagulator for an emulator: http://subqmod.com/?page_id=25 Fire up a command line and type nmake in the C:\JAGUAR\HELLO directory Fire up Jagulator and hit LOAD BINARY. Select the jag.bin file that was created in the C:\Jaguar\Hello folder. Enter 4000 for the loading address. Making an actual Jaguar .ROM is beyond me at this point. Heck, I just figured this out a few minutes ago thanks to GroovyBees hints
  19. The installer doesn't put an IDE or even some sort of console into the Programs folder. When I take a peek at the hello directory there seems to be some sort of script called makefile. How does one compile the first example?
  20. Using Knubberrub I would collect all the Dragon carcasses into my castle before taking the chalice. THAT's Adventure weirdness. Totally pointless.
  21. Getting back to original problem - I just realized that I only have the compiler part under CygWin. For obvious reasons (it`s not a virtual machine, it just appears linux-like), cygwin won`t run regular linux executables. Which means, it won`t run the original ALN linker. I could try to create one with the smac/sln linker, since that`s a Win32 executable (but I`m afraid that can`t work - trying surely doesn`t hurt). Of course, if I ran Virtual Machine, and had a full linux distro installed there, it should work. I know 1.5 gb is a bit much, but, if there's no Win32 ALR linker I still think Portable Ubuntu may give it a chance. We're talking native Linux running under Windows. The point is to get people dev'ing on the Jag. Most people came from a higher level language background. If you want people to go ASM then give them a stepping stone.
  22. SNES Game Maker's forums have been erroneously marked as badware by Google. The development team is moving to a new website partially because of it. SNESGM started as a RAD tool that allowed the end user to easily edit program resources and code blocks. The script language was little more than assembly macros. Functions could be added from a separate utility. Version .5 is transitioning to a C compiler. http://gbatemp.net/t...ker-version-03/ I think the technique of a really good rapid application development environment mixed with a low level language is a win-win for end-users and developers.
  23. Since Jess Ragan demanded a port of Super Pitfall I thought I'd oblige! Now, where's my fat Kick Starter money?
  24. My idea would be to further structure the framework. Divide things into screens and objects. Allow for an event driven system. For instance, screens could have startup code. Objects could have creation events, events that happen once per engine cycle and collision events with other objects. All this could be put into the game template. If you already have a task queue you may as well use it to offer an event driven system.
  25. Really? The last high I scored was in the back of the Arcade. I barely had enough quarters for the nickle bag!
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