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anny84

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Posts posted by anny84


  1. Well, a Playstation helps you to find tracks to play easily than a cheap CD-Player. Just click on the track number and press Play when Supercharger is ready. This is better than my Majestic CD-Player in this case: unfortunately it starts playing automatically after I choose a track (even if Pause button is pressed before selecting tracks), so Supercharger must be already in load waiting mode. Recording all Supercharger game waves with some blank second added to the beginning could be useful.

    Anyway, there's a true trouble to use a Playstation as CD-Player: you need to have a TV screen for selecting tracks.

     

    Anny


  2. I've installed the Arcadia Supercharger my uncle gave me some day ago, bought at just $17.00 from Ebay. Nice to load games from my portable CD reader, a cheap CD reader (MP3 too) from Majestic!

     

    I also tried to load some game from the Supercharger compatibility list (converted in Audio CD) and works good.

     

    Later in this week I will try to load program files in MP3 format instead of Audio CDs. I think loading should be successful, since the loading time needed for loading a game is very short.

     

    So the CD Reader is a good alternative to Tape Recorders.

     

    What about MP3 pen-drive style readers? Did someone of you try them?

     

    Cheers,

    Anny


  3. I live in Europe. I bought a big lot of games in the used-stuff market in my town (Naples, Italy) on 2004. An old unsold stock: about 150 games, most twins, all boxed, at about 20 Eur (today=$30). No console with them, unfortunately. Then, few days later, my uncle bought an Atari Lynx II for me, thru Ebay, at GBP 50.00 with other 11 games.

    Then I sold all twins to a friend, 5 Eur per cartridge: good price for him ^_^ (that price was under the medium in the used market, so I think he also sold most of them at a higher price), but also for me!.

     

    This was a very good business. Really, since I sold all twins I got my Atari Lynx II and games as a gift and something more :).

     

    Anny


  4. Change "3" to "4", like you asked in the other one.

     

    In many cases, such hacking is trial and error. With the 2600, you only have 128 bytes RAM which makes things a lot easier to work out.

     

    However, having said that - it's entirely possible that a given memory location might store Lives remaining, along with other information so it mightn't be as straight-forward as you initially think.

     

     

    Can you upload a Zip with a TXT file of the Breakout listing?

     

    Here's the disassembled Breakout taken from a Breakout.bin image found on the net.

     

    Anny

    b.zip


  5. I would like to modify some 2600 game, but I'm not able to understand a bit of assembler

     

    I like to change number of lifes in following games:

     

    - Breakout

    - Superbreakout

    - Vader vs Luke (Dodge'm Hack)

    - Circus Atari

     

    also, I would like to avoid Air Sea Battle and Street Racer stop at 99 points. I would like the score "rolls" to 0 to count over 100; it could be nice, but I think it's harder, to have a third digit for score.

     

    is there somebody can help me? Just write here the code to modify in the source code (disassembled with Distella 3).

     

    For example, by debugging Breakout from Stella, I've found the lives are stored in the $b9 cell but I don't know how to modify it in the source.

     

    Thanks!

     

    Anny


  6. I would like to modify some 2600 game, but I'm not able to understand a bit of assembler :(

     

    I like to change number of lifes in following games:

     

    - Breakout

    - Superbreakout

    - Vader vs Luke (Dodge'm Hack)

    - Circus Atari

     

    also, I would like to avoid Air Sea Battle and Street Racer stop at 99 points. I would like the score "rolls" to 0 to count over 100; it could be nice, but I think it's harder, to have a third digit for score.

     

    is there somebody can help me? Just write here the code to modify in the source code (disassembled with Distella 3).

     

    Thanks :) ;)

     

    Anny


  7. http://www.atariage.com/forums/index.php?showtopic=53857

     

    I'm now looking into a way to add a 4th score digit. The original game was limited to a perfect score of 1080 points in 15 heats so a 4th digit was not that important. But since I hacked it to have unlimited heats a 4th digit would be fun for a hi-score challenge.

     

    Oops, sorry about that, I should start to check previous threads before asking questions :ponder:

     

    Thanks

    Anny


  8. The Color/BW switch works as it should work, anyway, the effect is odder than I describe. If the 2600 starts with missing colors, they will often appear after some time.

     

    Of course, I'm always talking when I use the composite modifications. Colors are always good when I use the RF cable even if the image is really garbled due to the bad RF technology used by Atari (I suppose).

     

    Anny


  9. Working on the original Space Invaders cartridge could be nice.

    What a pity I cannot give my contribution since I'm not a programmer :( :ponder:

     

    I will keep track of all tips until now and some new tip:

     

    - Gaining/Losing time (+1min for a wave, +25sec for a mothership, -1min when lose a life)

    - Gaining/Losing lifes (+1life for a wave and/or, for example, every 1.500 points)

    - Life number variable (1 to 5)

    - Different score computation (e.g. 1 to 6 for ufos, 10 for mothership)

    - No shields

    - More faithful sprites for Ufos and Motherships

    - Smaller sprites for Ufos, if possible

    - Beautiest score fonts like the Coke Wins version

    - Leaving cannon position unaltered after losing a life like in the Cokie Wins version

     

    If anyone has other improvement tips please copy this list in a new message and add to it.

     

    Anny


  10. New tips for new versions:

     

    - Adding 25 bonus seconds for each mother ship hit.

    - Restoring original sprites eventually making them smaller size (should make game harder)

    - New score: 1 to 6 points for Ufos and 10 points for mother ship.

     

    Anny


  11. Yay! now the game is not timmed at all, you start with 3 lives, and when you clear the screen, you get another. If a missle hits you, you lose a live. Now the score needs to be hacked, it does not go very high.

     

    Did you restore the original score points?

    That's great - You can also restore the original UFO sprites, then (just a tip ;) )

     

    Anny


  12. ...and here's the other suggestions - losing a reserve minute when hit and gaining a reserve minute when all invaders shot.

     

    This is great.

    But when your time is under one minute, losing a life doesn't remove the remaining time and doesn't end the game. Is it normal?

     

    Anny


  13. I believe there are instructions for Sweat on Atariprotos.com. There isn't a whole lot of the game in the proto, but instructions do exist for what there is. It's actually a decent track and field style partial-game.

     

    If I'm not wrong, Atariprotos seems to have some history notes only, not an instruction booklet. My purpose is to collect all scanned manuals.

     

    Thanks anyway ;)

     

    Annarella Carano


  14. Is there a way to hack "Coke wins" in order to change game play length? This game is a bit more playable than the original Space Invaders (the score digits are also fancier) but 3 minutes are too few for a good game play. Maybe some good programmer could also think about adding time if the player completes a wave and removing time if he lose a life.

     

    Good job!

    Annarella Carano (Anny)


  15. I have scanned many manuals but I cannot take credit for that one.....not sure where I grabbed that from now.....Anyways I am always happy to share my collection. :cool:

     

    Did you never think about creating a website with all your scans? You seem to have manuals not present on Atariage... or, send the missing manuals to Atariage? Having full manual database in scanned format instead of HTML text format could be good for Atariage webmasters for improving the Rarity Guide.

     

    Annarella Carano


  16. Maybe you everybody are right, an official manual for Supercharger was never released with the unit. Maybe Starpath/Arcadia didn't consider to be useful for final user, since at least one tape was needed for using it and the tape manual installation booklet is enough for explaining how it works.

     

    Anyway, I've got manual scans for all Supercharger native games, collected into the Stella Audio CD, except Sweat! The Decathlon Game, but I suppose this game was just a preliminar prototype and never had a manual.

     

    Thanks to everyone's interest :)

    Annarella Carano


  17. I'm using the mp3's from this thread http://www.atariage.com/forums/index.php?s...t&p=1471162, the url is http://rapidshare.com/files/94345507/super...er_mp3.zip.html, but i will try to adjust the volume and see if it helps.

     

    Sincerely,

     

    Open Source Pong

     

    I've downloaded mp3 from that site. There's the CD cover too... does someone know what the higher tracks (60 to 72) are?

     

    Annarella Carano

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