Primordial Ooze
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Everything posted by Primordial Ooze
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I think it would be cool if there was a donators group for members who donate to the AtariAge Site. It can have some benificts similar to many sites like: *Increased PM Storage *Donator Member Title *Special Member Rank Icon *Different Color For Member Name Some other ideas that may be included but, have to be discussed include: *Bigger Attachment Storage *Larger Signature *5% Member Discount in the AtariAge Store It could be done several ways including: *One Time Donation of $15 *Monthly Subscription of $5 *Annual Subscription of $25 *Differnt Levels of Membership based on total donation, for example: Donator: $10 One Time Fee *Increased PM Storage to 50 PMS *Donator Member Title *Special Donator Member Rank Icon *Red Member Name Sponsor: $20 One Time Fee *Increased PM Storage to 75 PMS *Sponsor Member Title *Special Sponsor Member Rank Icon *Yellow Member Name *3MB Attachment Storage *Larger Signature *5% Member Discount in the AtariAge Store Sustainer: $30 Annual Fee *Increased PM Storage to 100 PMS *Sustainer Member Title *Special Sustainer Member Rank Icon *Blue Member Name *5MB Attachment Storage *Even Larger Signature *10% Member Discount in the AtariAge Store *Advance Notices of Sales and Special(Holiday Carts and limited run Homebrew Carts) Of course this is just some ideas, so feel free to change them as you like. Please let me know what you think. Sincerely, Open Source Pong
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The Ugliest Looking Game System Ever!
Primordial Ooze replied to fdurso224's topic in Classic Console Discussion
Sign me up for the "Original Nintendo is the ungliest game system" club. It was big, grey and boxy. -
I'm trying to test the paddle movement in Stella and for some reason the paddle doesn't move to key presses or mouse movements reguardless of what i press or move. I have code to the move paddle, so i have eliminated that possibility. I know the paddle is being moved by the paddle controller in Stella because the paddle is being positioned at the top of my screen by code paddle movement and boundry checking code. If i remove the line: player0y = paddle * 2 + 1 That paddle stays centered like it should when the game is first started. I tried pressing Ctrl 0 and the message "Mouse controls Paddle 0" appears on screen, but nothing happens no visible changes. Heres my full code: rem Open Source Pong rem an Open Source Pong Remake rem Updated: Feburary 10, 2008 rem Website: http://opensourcepong.freepgs.com rem set the rom size set romsize 4k rem set kernel options rem readpaddle - set it so the paddle controlers are read set kernel_options no_blank_lines readpaddle rem set an alias for the ball's x velocity dim ballxvelocity = a rem set an alias for the ball's y velocity dim ballyvelocity = b rem set an alias for the player1's score dim player1score = c rem set an alias for the player2's x score dim player2score = d rem set player1's inital x positon player0x = 15 rem set player1's inital y positon player0y = 45 rem set player2's inital x positon player1x = 140 rem set player2's inital y positon player1y = 45 rem set ball's inital x positon ballx = 80 rem set ball's inital y positon bally = 45 rem start of the game loop gameLoop rem color the background black' COLUBK = 0 rem set the color of the playfield to white COLUPF = 14 rem define the playfield playfield: XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX ................................ ................................ ................................ ................................ ................................ ................................ ................................ ................................ ................................ XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX end rem color player 1's paddle COLUP0 = 14 rem define player 1's sprite player0: %00011000 %00011000 %00011000 %00011000 %00011000 %00011000 %00011000 %00011000 end rem color player 2's paddle COLUP1 = 14 rem define player 2's sprite player1: %00011000 %00011000 %00011000 %00011000 %00011000 %00011000 %00011000 %00011000 end rem read paddle 0, use it to position player0x across the screen currentpaddle = 0 rem draw the game screen drawscreen rem set player1's y position to the paddle control's axis rem multiplied by 2 plus 1 rem player0y = paddle * 2 + 1 rem make sure the player doesn't go off the top screen if player0y > 153 then player0y = 153 rem make sure the player doesn't go off the bottom screen if player0y < 8 then player0y = 8 rem redraw the screen drawscreen goto gameLoop Any ideas? Sincerely, Open Source Pong
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That worked thanks
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When i try to compile my game i get the following error: Code: rem Open Source Pong rem an Open Source Pong Remake rem Updated: Feburary 10, 2008 rem Website: http://opensourcepong.freepgs.com rem set the rom size set romsize 4k rem set kernel options rem readpaddle - set it so the paddle controlers are read set kernel_options no_blank_lines readpaddle rem set an alias for the ball's x velocity dim ballxvelocity = a rem set an alias for the ball's y velocity dim ballyvelocity = b rem set an alias for the player1's score dim player1score = c rem set an alias for the player2's x score dim player2score = d rem set player1's inital x positon player0x = 15 rem set player1's inital y positon player0y = 45 rem set player2's inital x positon player1x = 140 rem set player2's inital y positon player1y = 45 rem set ball's inital x positon ballx = 80 rem set ball's inital y positon bally = 45 rem start of the game loop gameLoop rem color the background black' COLUBK = 0 rem set the color of the playfield to white COLUPF = 14 rem define the playfield playfield: XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX ................................ ................................ ................................ ................................ ................................ ................................ ................................ ................................ ................................ XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX end rem color player 1's paddle COLUP0 = 14 rem define player 1's sprite player0: %00011000 %00011000 %00011000 %00011000 %00011000 %00011000 %00011000 %00011000 end rem color player 2's paddle COLUP1 = 14 rem define player 2's sprite player1: %00011000 %00011000 %00011000 %00011000 %00011000 %00011000 %00011000 %00011000 end rem read paddle 0, use it to position player0x across the screen currentpaddle = 0 rem draw the game screen drawscreen rem set player1's y position to the paddle control's axis rem multiplied by 2 plus 1 rem player0y = 2 * paddle + 1 rem make sure the player doesn't go off the top screen if player0y > 153 then player0y = 153 rem make sure the player doesn't go off the bottom screen if player0y < 8 then player0y = 8 rem redraw the screen drawscreen goto gameLoop To test it remove the rem from the following statement: player0y = 2 * paddle + 1 Thanks, Open Source Pong
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Favorite Video Game Theme Song!
Primordial Ooze replied to fdurso224's topic in Classic Console Discussion
Easy, it would have to be the music from The Legend of Zelda: A Link to the Past. -
I'm holding a virtual game label contest for my new game 2600 Pong. and the feeling of helping another developer out. ::How to Enter:: To enter, submit your entry as a post discribing your entry and the labels as a post attachment. The entry deadline is May 23 and other entries will be accepted at that time. Both a main label and an end label must be included with your submission. For your label to be considered, please understand these guidelines and conditions. Any questions may be directed in this thread. ::Prizes:: First Prize: Reconition oh the Open Source Pong Website(http://opensourcepong.freepgs.com) and and the feeling of helping another developer out. Spectators(thread viewers): Ability to beta test the game before it is finally released. ::Support Material:: Attached to this thread is a screenshot of what the game looks like and a full unrestricted version of the game rom. You may use these assets to help you determine the design of your game label(s). ::Main Label:: There are no restrictions for the artwork or layout for the main label, so you are free to create anything your imagination (and artistic skills) can conjure up. I am partial to the Atari Picture Label variety, but you don't need to constrain yourself to that particular style. Please keep in mind that this artwork may also appear in the manual created for my game. ::End Label:: The end label must contain the game's title, 2600 Pong. ::Text:: The following text must appear on the main label: 2600 Pong Copyright © 2007 OpenSourcePong ::Clearly Legible Text:: All text on the label must be clearly legible at the size the label will be printed virtually. Please keep this important consideration in mind while you are designing your label. ::Multiple Submissions:: While I will gladly accept multiple submissions, we ask that each label be unique from your any previous submissions in some significant fashion. I reserve the right to reject labels that differ only in color or some other minor attribute from previous entries. I will gladly replace previous submissions with new entries if you so request. ::Use of Copyrighted Images:: If you use any copyrighted images, you must seek permission from the copyright holder before using that image as part of your label. Likewise, any labels that use artwork from a previously submitted label will be rejected. ::Permission to Reprint:: By submitting an entry (or entries) to this contest, you agree to allow OpenSourcePong to reproduce your submission(s) without your having to grant permission or receiving compensation for the right to do so. Labels should be saved in a non-lossy image format such as PNG, TIFF, PCX, or BMP. If you need to save your image using JPEG for some reason, please use a minimal amount of compression. In order for the label to look good when displayed, it should be saved at at 200dpi or better. If you are concerned about large file sizes you can drop me a line on this thread before attaching the file to the thread, but generally anything under 10MB will not be a problem. Good Luck Everyone! Entries
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Is there someway to create an encrypted jaguar cd so it can run on a normal jaguar without all the extra cables involved? Thanks, Space Xscape
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Stella DS doesn't seem to work for me. When i run it i get the error: failed to initalize libfatds on the bottom, and random colors at the top. Any ideas? Sincerely, Space Xscape
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Help, i just got the piece you mentioned and i still can't figure out how to put it together! Here are pictures showing all the pieces i'm using. Please explain it clearer. Link: http://spacexscape.freepgs.com/atari Thanks, Space Xscape
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I don't mind if everyone has a copy of my game as most likely it will be open source. I just wanted to have some way to create a real cartridge for those who wanted it and mainly for testing purposes. Thanks, Space Xscape
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Any way to store the rom image a little more perminetly like a flash card instead of having to load it everytime i want to play? Thanks, Space Xscape
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Once i create a .bin of my game how do i go about testing it on my real Atari 2600, preferably with a reprogrammable cartridge? Cuttle Cart and Krocidile Cart are no longer being produced requiring me to buy therequired chips from the store and soldering them everythime i update my game and want to test it. Can someone please help me out? Sincerely, Space Xscape
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DASM Link Unavailiable
Primordial Ooze replied to Primordial Ooze's topic in 2600 Programming For Newbies
Thanks, I'm downloading them now as i'm typing this message. -
I have set my enviroment variables perminately and created the folder structure exactly like the tutorial on the bataribasic tutorial stated to the T. However when i try to run the batch file i get an error message. Additionally when i try to compile the demo code i get an error about not being able to find default.inc, which i double-checked and it is in the include folder. I have attached a screenshot showing the error message and my folder structure as well as my 2600baside.bat file. Can someone please help me out? Thanks, Space Xscape
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In your 2600 101 tutorial the link to DASM is http://sourceforge.net/projects/dasm-dillon/, however when i try to access that page i get a 404 error. Could someone please point me to the correct link? Thanks, Space Xscape
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Definitely would like to see this as a book.
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I just got a 2600 for Christmas YAAA! However i have run into a slight snag. My 2600 has when looks like an antenna connecter which requires an old tv from the 980s. However i was born after that and don't have that type of tv. I only have tv's which have the round plug to insert the white cable. Could someone please tell me what i would need to hook upmy Atari 2600? Thanks, Space Xscape
