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Primordial Ooze

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Everything posted by Primordial Ooze

  1. In Boulder Dash thread someone came with the idea of making Bomberman! That's much more difficult but much more interesting, imho. Just saying. It's here. Thing is how would it be done? With 2 sprites, 2 missiles and a ball, it would be difficult to do more then 1 roaming enemy at a time? Sprite 1 = Bomberman Sprite 2 = Enemy Missle1 = Explosion Missile 2 = Explosion Ball = Bomb Playfield = Blocks Any assistance would be greatly appreciated. Sincerely, Primordial Ooze
  2. Mine isn't finished (you can't win a level at this moment) and doesn't include all of the levels. If you like to make a sokoban, I would say go for it. By the way, boxyboy for the turbografx inspired me, it's a great port. I spend a holiday playing boxyboy and dreamed about boxes But I think the game is under-appreciated. Nah, don't want to steal your thunder in case you do decide to finish it someday. Sincerely, Primordial ooze
  3. Its the homebrew developer's job to find bugs in their own code. If anybody else finds it before you then its a bonus. How about explaining your debug/simulation strategy of the problem? Thing is I have tried for months to get it working. If you look at the posts above you will see I have tried everyone's suggestions to no avail. After months of no success I posted my problem and waited to see if anyone else could figure it out. My strategy is doing what was suggested to no avail. That's what I plan on doing if next if no one can figure out whats wrong with my code. As stated above, I tried to fix it for 3 months, trying everything that was suggested and not getting anywhere. Sincerely, Primordial ooze
  4. What ever happened to 2600 Magic and Dragster Magic? There was supposed to be a 3rd volume(Pitfall Magic I believe?) which never manifested. Was all development stopped or is the author still working on the 3rd volume? Any assistance would be greatly appreciated. Sincerely, Primordial Ooze
  5. Since no one has managed to figure out whats wrong with the light gun code for a year now, would you like to see a joystick version of this game made? Sincerely, Primordial Ooze
  6. Yep, it was a typo. So i guess there isn't a need for another sokoban then? Sincerely, Primordial Ooze
  7. Has anyone done a sokoban game for the Atari 2600 yet? I would imagine it's very possible with boulder dash being finished as we speak. If it hasn't been done yet, I would like to take a crack at creating it in assembly language. Sincerely, Primordial ooze
  8. Would it be possible to program a Dragon's Lair like system where if the user presses the right direction it would take him to the next screen and if he doesn't it takes him to a death screen? I would imaging it would be very difficult but not impossible as it would require a lot of table data as well as timing coding. Any assistance in this matter would be greatly appreciated. Sincerely, Primordial Ooze
  9. Who wants to see Jetpack Joyride on the 2600? Is it even possible to do on the 2600? Any assistance would be greatly appreciated. Sincerely, Primordial Ooze
  10. What are your opinions on the Atari's Greatest Hit's App? Is it worth the $5.99/$9.99? What is the deference between the 99 and 100 games pack? How good is the emulation? Any assistance on this matter would be greatly appreciated. Sincerely, Primordial ooze
  11. Actually both Puppy Love and Bouncing babies are clones of Game And Watch Fire Source Wikipedia Entry Also something like this would be my alternative choice if the other wasn't technically possible. Sincerely, Primordial Ooze
  12. Would it be feasible to create something like on the atari 2600 vcs? The only problem i see would be getting the "physics" implemented. Any assistance in this matter would be greatly appreciated. Sincerely, Primordial Ooze
  13. Hey, It's been more then 3 months and it seems no one has found the bug yet. My code seems correct, yet the gun detection isn't working. Can someone please look into this? I would hate to have this project die due to this bug. Any assistance would be greatly appreciated. Sincerely, Primordial Ooze
  14. What about just having 2 sprites instead and making it a fighting game? Would something along the lines of street fighter work or is this also too ambicious for the Atari 2600? Any assistance would be greatly appreciated. Sincerely, Primordial Ooze
  15. Would Super Smash Brother's be possible on the Atari 2600 and if so what would be the limitations? I'm thinking of starting a project like this but, want to know beforehand if it is possible before i spend hours trying to get it working only to find it isn't possible due to the Atari 2600's limitations. Any assistance in this matter would be greatly appreciated. Sincerely, Primordial Ooze
  16. If i modify the x/y position of the crosshair and step through the code, the crosshair appears on screen. However when i press the lightgun trigger normally it doesn't. Sincerely, Primordial Ooze
  17. Thanks, i managed to get it working by moving my drawscreen code to the end of the game loop. This resulted in the same effect as what you stated above minus the extra overhead required for a gosub. Sincerely, Primordial Ooze
  18. If the display wasn't working then why is the duck being displayed??? Any assistance would be greatly appreciated. Sincerely, Primordial Ooze
  19. Is a 20 character domain name considered long cause there is one perticular name i like, but it's preety long as far as domain name standards. Any assistance would be greatly appreciated. Sincerely, Primordial Ooze
  20. I am working on my next game in Batari Basic. The last one i did was 3 years ago so i must be doing something wrong since i'm quite rusty with bB programming. Anyways when my game is loaded up the first time the gameover playfield is shown briefly and then the actual level playfield is shown. In my code there is a check which checks if the score is 0 or greater then 500000 due to the fact that that score is unobtainable through legal means, but at the beginning when a game is started it sets the score to 3000 so none of those if statements should be triggering yet. There aren't any possible leaks in my code that will have the code jump to that point for no reason. I can't seem to figure it out and wonder of any bB guru's can try to see what's going on. I have attached the latest version of my source code for reference. Any assistance would be greatly appreciated. Sincerely, Primordial Ooze
  21. I just started working on this again. I was wondering, what should the official name of this game be? I can't seem to come up with a noncopyright nonused(as in doesn't show up in search engines) and would like to have one soon as i plan on creating a site for this with domain and all. Any assistance would be greatly appreciated. Sincerely, Primordial Ooze
  22. I have attached the original source code(guntest5.asm) and the modified source code(QuackerBlaster.asm) to this post. As you will see it is largely unchanged becides replacing INPT4 with INPT5 and bit4 of SWCHA with bit0 of SWCHA based on the reference provided in the link i posted above. Any assistance would be greatly appreciated. Sincerely, Primordial Ooze
  23. Done and it still does work. Seems it may be skipping HitCycleAdjust but, not sure and even then why.. For your first question see this post. For your second question the HitCycleAjust was take from Eckhard Stolberg's light gun detection routine which was taken from Sentinel. Any assistance would be greatly appreciated. Sincerely, Primordial Ooze
  24. Nope it doesn't move at all. I am not using a constant offset, just purely the lightgun code you posted in another thread with no modifications. Any assistance would be greatly appreciated. Sincerely, Primordial Ooze P.S. Yes, the lightgun is an uncommon controller which is why I'm trying to create more demand for it. Of course you can buy it from ebay for about $40.
  25. A better debugging strategy would be :- - Modify Eckhard's original light gun source to use a different port and verify it is working. Make the same changes to your code (if different to what you have now). - If that doesn't work modify your code to fake a lightgun trigger when a normal stick fire button is pressed. E.g. hard code x and y coordinates and watch them being processed in your code as you single step through it. You need to find where the bug(s) are, so isolating blocks of functionality is the only way to do it. I modified the code to meet both conditions above. I also removed the screen flashing code to make debugging easier both in code and the eyes. I still haven't managed to get it working and am very frusterated as there doesn't seem to be any problems in the logic of my code. I have tested my lightgun and it is working propperly. I have attached the latest version of my source code with the modifications stated above. Any assistance would be greatly appreciated. Sincerely Primordial Ooze
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