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Everything posted by Thelen
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This looks amazing. Cool sound and really professional intro's. It reminds me about how I hoped as a child how BMX shoud scroll. It accelerates really (too) fast.
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Also great music
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Hi Joreval, I want to point you to a very example i did 8 years ago...look at the last post and download the example file. It directly be compiles with xasm. You need to change some org and mem locations to get it work for a cart. http://www.atariage.com/forums/topic/14416-coding-tutorial-lessons-wanted/page__p__174282__fromsearch__1#entry174282 Thelen
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Fantastic work everyone ! It was great watching all the demo's and to re-think 2009 over Thanks to PPS for making the disk !
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Happy new year to everyone ! hopefully there will be some good new releases in 2010 ! Still 29 minutes remaining till 2400H.....! (in Holland) Thelen
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Ah, That a very nice find ! How did you find the floppy ? I played to the screen with the witch and the cat ! Cool GFX ! It was hard
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New game revamp/release - Moon Shuttle VBXE edition
Thelen replied to Rybags's topic in Atari 8-Bit Computers
Cool to see a overlay to get these colours ! -
Good news PPS ! This is really a good fun yearly event ! I already started some GFX
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This is very exiting news Curt !
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What is the KERI chip ?
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Just being nosey - what are you working on Thelen Hehe, good question I've learned from my history to not give away to much of what I'm working on, because most things I program will never get to an end..(ok, yar's strike for this years mini game compo is the first one of my life ) But it will be a Bump 'n jump clone game..When I was a kid I really enjoyed this game. The game will also feature VBXE support, and for non vbxe atari's using Players (and missiles drawed together for a car) Here is the youtube video (with vbxe support) - Main game engine is getting closer(70%?), but there will be lots of work to make more tracks, other oponent cars need to be drawn for p/m / vbxe - title screen, scoring etc...(and all the bit of free time i have )
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Thanks guy's ! I didn't know it was that easy
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Good Work !
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Hmmm...I use 4 missiles as a 5th player, but now it has 4 colours...what do I need to set to give it 1 colour ?
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VBXE - programming, examples, programming queries
Thelen replied to Rybags's topic in Atari 8-Bit Computers
My attempt... see this youtube link : Despitefully youtube's compression makes everything blurry.... the cars you see on display are the vbxe overlay -
Some really nice charset are being developed here ! In my opinion The (soft)sprites will be the real challenge, all the char GFX can be done well. Why not make it a VBXE game ? The sprites will just get much easier to do...
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Here's my 800Xl with VBXE board (ok, It's a bit messy ) and my attemp to get some car GFX as overlay onscreen (and I did )
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Beetle, how did you attache the din 13 connector ? Is it glued to the atari pcb ?
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Today I received my VBXE and I've put it in my 800XL... It's working perfect ! The screen is very, very sharp (never seen this with an a8!) and very colourful ! Even connected to my Grundig RGB/TV from 1989 (tube) it's really amazing ! (the pictures are from a tube TV (with a glass plate in front of the screen), Imagine how it looks on a TFT !) Count the pixels !
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Good job ! Will there be a update for the atari++ emu to support the new core ?
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Hi All, I'm struggling with what is the correct order to draw a player, and then detect a collision... This is working : VBLANK JSR DRPLYR ;DRAW PLAYER 3 = PLAYER CAR P3 JSR DROC ;DRAW ACTIVE OPONENT CARS (M/P0-P2) JSR CARCOL ;check COLLISIONS BETWEEN CARS JSR COLBO ;check COLLISIONS BETWEEN CARS AND BOUNDARY STA HITCLR ;CLEAR COLLISION REGISTER LDA #255 STA VBFLAG JMP XITVBV And this isn't working : (and i thought that this one should be the correct one) VBLANK STA HITCLR ;CLEAR COLLISION REGISTER JSR DRPLYR ;DRAW PLAYER 3 = PLAYER CAR p3 JSR DROC ;DRAW ACTIVE OPONENT CARS (M/P0-P2) JSR CARCOL ;check COLLISIONS BETWEEN CARS JSR COLBO ;check COLLISIONS BETWEEN CARS AND BOUNDARY LDA #255 STA VBFLAG JMP XITVBV Why isn't that working ? And at the first example the collision works a frame to late...to correct it I do this: -check collision -draw players -hitclr but that's not working properly either, because when doing that, the players real x/y coords will be seen on screen a frame later... Thanks !!!
