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Everything posted by Propane13
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I think this is a great question. So, in total, which quadrants have the problem? Just Q15? -John
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I just wanted to say that this release looks better and better. Thank you for sharing the pictures. My excitement over this just keeps growing. To add to that, I am really excited about the positive feedback from FSS. It seems like they actually are somewhat invested in the project, instead of just a "meh, you can release whatever you like" kind of attitude. I say-- kudos to them for supporting the classic gamers out there. And, a mega-thanks goes out to those who coordinated this "official release". This is something unheard of, and it's simply awesome. I still really have some curiosity about what the testing room at FSS will look like. In my opinion, that would be a heck of a thing to document on film-- an actual software company's reaction to licensing an actual old-school video game. Heck, they probably could get crazy publicity if they filmed it and posted that video, or if they did playtesting within the company. I picture a package coming in the mail with a few packages, a 2600 and controllers, and a note. Then, they open the box, fiddle for awhile to hook it up to a TV, turn in on and-- well, I just expect an interesting reaction. I hope that at that point, they invite their QA department full of college kids into the room and ask them to test. Who knows what they're gonna do? But, I think they could really get some cool things happening. I mean, google's april fools joke involved the 8-bit google maps--- this, however, is real. Regards, -John
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Did any consoles not support "illegal opcodes?" Those ones would have differences.
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Congrats on the new job Bob! That really makes me glad. I wonder if your 7800 coding helped at all-- I'm guessing it certainly didn't hurt. I'll be submitting an order for this at some point, but at the moment, I'm doing a small house rennovation, so I'm in "save mode". Once that's complete, expect my post here. -John
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Here's the definitive atarimania page: http://www.atarimania.com/game-atari-2600-vcs-red-sea-crossing_20276.html
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Would it existing in atarimania be sufficient? I think it's there, and that database is the most up-to-date resource available. RomHunter and crew maintain that site diligently; that is pretty much the definitive source for label variations, releases, pictures, etc... If you can't find it there, then there's an issue. -John
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I'm also quite certain that it's legit; seems that there's enough proof. nagn2- just curious-- when you started this thread, is that implying that you're considering selling? I guess having it in the database would potentially add more value to a sale. But, I guess you could have other reasons for asking. Thanks! -John
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Just so everyone's aware-- the owner is the originator of this thread. -John
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How is this coming along? I just rememberd this project today.
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Kaboom! for the Odyssey^2 ?
Propane13 commented on atari2600land's blog entry in atari2600land's Blog
There is a way to get around paddle-style games with a joystick. When I had a few joystick-based betas of arkanoid for the 7800, I made a button-press "speed up" the paddle. I got the idea from the original Alleyway for Gameboy; for that, the A button would allow you to speed up the paddle while pressing left and right, and B would allow you to go slower while pressing left and right. Left/right with no button was medium speed. So, if you get discouraged because of the input, that's a way around it. That's of course, assuming that an O2 has a joystick button (I would assume it does, but I don't have one). -
I stand corrected; I forgot that multimedia (sound / video) could easily take up that space. -John
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Well, there aren't too many 7800 developers, and even writing 32K of assembly takes awhile. People can write in C, and maybe port things, but still-- it's a dead market. I guess you need to think about it terms of time investment vs .gain. If a programmer takes 6 months to make a 32K game, completely polished, that's pretty good. For something bigger, even if it was just map data, it could take a matter of years to write a polished game. is there a bigger payout? Not really-- the market of buyers is the same. So, it all comes down to how much time one of a handful of people is willing to invest in a project, when typically, other projects are in queue, begging to be looked at. -John
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Hello! I was wondering if any tablet programmers out there have considered whipping up a small free app that can play all of the TIA sounds? I kind of picture a simple app with a grid; rows correspond to channels (silent channels omitted, duplicate channels combined), and columns correspond to AUDF values in hex (only 32). When any box is clocked, it would play a 2600 sound sample that corresponds to that frequency/channel for as long as you hold the button down for. Seems that all that would be needed is some sound samples and very basic X/Y detection. This morning, it hit me that this would be pretty easy for someone to do, and could be quite useful in homebrewing music creation. Has anyone done something like this? Would it be hard? -John
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I guess since this topic is revived, this seems like a very easy "platform" for a game where you collect coins, like in the bonus level of Mario Brothers.
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So, is this a way to do tool-assisted speed-runs? -John
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I wonder if anyone would consider making a mock-up screen using the screen shots?
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AT85034352 A3 89 5157612 A1 78 5983589 (has expansion port) A3 8C 5197625 A3 07 5294935
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So, wait-- what happens if you finish Akuma, and then don't run onto the last screen? Is there a "bad ending"?
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Oh, that's a Prosystem emulator savefile (I used 1.2, but I'm guessing the savefile works for 1.3 as well).
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Save file, both players full strength, starting world 2. DD2players_level2start.zip It's a start. I'll note that it's very tough to play 2 players and to not run out of time. -John
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For those who have trouble beating this game on the 7800, there used to be a walktrhough. The main site has been gone awhile, but the text is readable in the wayback machine: http://web.archive.org/web/20020409175559/http://www.bigfishusa.com/7800/doubledragondc.html
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Maybe a way to set this up is to just get save states at various parts. Since your energy refills after beating the bad guy for each stage, we could start by having someone get a save state that starts stage 2 with both players alive and full of energy. That should at least get us crawling a little closer to the end goal.
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Hello! So, I thought of something. I recalled that when you play Double Dragon on the 7800 to its end, if you have a friend with you, you get to go into a Battle Royale, winner take all. It hit me that it's not a bad little fighter, and could probably be a decent hack mini-game. I've only ever gotten to that screen with one other person once, so it would be fun to play again. I don't typically hack the 7800 (and this is not me saying that I would), but it seems this is something that wouldn't be too hard (i.e. first find out where the level is in RAM, and then update that, and set some other RAM variables). If someone took it that far, they could change the graphics, and make a few "levels". This might be something that a new programmer / hacker might like to look at. But, I digress-- as a start, I was wondering if someone could make a save game file that has both players at equal strength during the battle royale? Regards, -John
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Has anyone been brave/bored enough to write out what the 132 cities are in a row for the 7800 version (and to maybe take 132 screenshots)? -John
