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Mountain King

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Everything posted by Mountain King

  1. I got a package today. Very tempted to open further, but I had my wife take it to save.
  2. Thank you. That was very helpful.
  3. Has anyone else noticed controller lag?
  4. Sorry, I'm a little late. But I wanted to Express my gratitude to Zeptari1 for his awesome gifts.
  5. Very Nice Chuck. I think you win for originality.
  6. ...I have a huge set of tracks. Last year it covered almost the entire floor. I'm actually a bit jealous of the amount of track you have. You also have the older 9V system that they don't make anymore. It's a lot easier to convert a train with that system. You only have to incorporate the motor. Now you have to work in the motor, battery pack and receiver. It's a bit of a pain.
  7. DZ-Jay, your food looks awesome! And you're a fellow legomaniac. I got the Harry Potter train too but I had to convert it to make it motorized.
  8. No problem. I'm a big Burgertime fan as well.
  9. This site has one. It's probably NSTC though. www.allatari.com/product-page/burger-time
  10. As impressive as some of these high scores are, as a whole we would have made terrible Noah's. Noah had to endure 40 days and nights of this job. If the fate of the world's animal population was left in the hands of the Atariage community, everything would be extinct.😂🐎🐅🐆🐂🐃🐕🐐🐫🐉🦆🦅
  11. I just played your game for about an hour on my Retron 77 and my 7800. Very fun game. It reminds me of a cross between Keystone Kapers and Fast Eddie. The farthest I made it was to day 2. I'm pretty awful. If I were responsible for the survival of all they animals they would all be extinct. I am a bit disappointed that it didn't make cartridge forn, but It would give me the opportunity to make my own. But thank you for releasing the rom.
  12. This is one of my favorite games. You know you can use the button on the right joystick to switch to your map and back. It will save you fuel.
  13. Hello anyone tried to burn a merged multiload game like Dragonstomper, Survival Island or Escape from the Mindmaster on a cart. They work on the harmony cart so I'm curious to see if it can be done on a Melody board.
  14. I didn't see anything in this code that referred to the DPC+ code. You did have some typos I fixed and Your ship controls seem to be reversed. Do you have the DPC+ code? Example.bas
  15. Cool concept. I like the rapid fire.
  16. I figured it out I had a greater than sign going the wrong way. see what a good night sleep will do. __move2 temp5 = p if j{0} then __skip2 player1y = player1y + yinc[j] p = p - n if temp5 < p then p = p + o: player1x = player1x + xinc[j] return __skip2 player1x = player1x + xinc[j] p = p - o if temp5 < p then p = p + n : player1y = player1y + yinc[j] temp1=1 return Floatyfin test.bas.bin Floatyfin test.bas
  17. I think I almost have it. You can move missile0. Press the button and player1 will follow the missile while player0 chases player1. However player1 doesn't always move correctly. I'm not sure what I'm doing wrong. dim ea = a dim dy = b dim dx = c dim x1 = temp1 dim x0 = temp2 dim y1 = temp3 dim y0 = temp4 dim delay = h dim rand16 = z player0: %11000000 %11000000 %00000000 %00000000 %00000000 %00000000 %00000000 %00000000 end player1: %11110000 %11110000 %11110000 %11110000 %00000000 %00000000 %00000000 %00000000 end missile0x=80:missile0y=75 player1x = 60 : player1y = 60 player0x = 10 : player0y = 15 gosub setup_move m=0 loop COLUP0 = $1C COLUP1 = $B4 COLUPF = $62 drawscreen delay = delay - 1 temp1 = 0 if joy0right then missile0x = missile0x + 1 : temp1 = 1 if joy0left then missile0x = missile0x - 1 : temp1 = 1 if joy0up then missile0y = missile0y - 1 : temp1 = 1 if joy0down then missile0y = missile0y + 1 : temp1 = 1 if player1x > 160 then player1x = 16 if player1x < 16 then player1x = 160 if player1y > 88 then player1y = 2 if player1y < 2 then player1y = 88 if missile0x > 160 then missile0x = 16 if missile0x < 16 then missile0x = 160 if missile0y > 88 then missile0y = 2 if missile0y < 2 then missile0y = 88 if joy0fire then m{0}=1 :temp1=1 if m{0} then gosub __setup2:gosub __move2 if collision(player0, player1) then gosub P0_rand : temp1 = 1 if collision(player1, missile0) then temp1 = 1:m{0}=0 if temp1 then gosub setup_move if delay & 1 then gosub move goto loop P0_rand player0y = rand & $3F : player0y = (player0y / + player0y + 8 player0x = rand & $7F : player0x = (player0x / + player0x + 16 return gub ;player1y = rand & $3F : player1y = (player1y / + player1y + 8 ;player1x = rand & $7F : player1x = (player1x / + player1x + 16 return move temp1 = ea if f{0} then skip player0y = player0y + yinc[f] ea = ea - dx if temp1 < ea then ea = ea + dy : player0x = player0x + xinc[f] return skip player0x = player0x + xinc[f] ea = ea - dy if temp1 < ea then ea = ea + dx : player0y = player0y + yinc[f] return setup_move x0 = player0x + 1 : y0 = player0y + 1 x1 = player1x + 1 : y1 = player1y if x0 < x1 then f{2} = 1 : dx = x1 - x0 else f{2} = 0 : dx = x0 - x1 if y0 < y1 then f{1} = 1 : dy = y1 - y0 else f{1} = 0 : dy = y0 - y1 if dx > dy then f{0} = 1 else f{0} = 0 return skip2 __move2 temp5 = p if j{0} then __skip2 player1y = player1y + yinc[j] p = p - n if temp5 < p then p = p + o: player1x = player1x + xinc[j] return __skip2 player1x = player1x + xinc[j] p = p - o if temp5 > p then p = p + n : player1y = player1y + yinc[j] temp1=1 return __setup2 if (player1x+1) < missile0x then j{2} = 1 : n = missile0x - (player1x+1) else j{2} = 0 : n = (player1x+1) - missile0x if player1y < missile0y then j{1} = 1 : o = missile0y - player1y else j{1} = 0 : o = player1y - missile0y if n > o then j{0} = 1 else j{0} = 0 temp1=1 return data yinc $FF, $FF, $01, $01, $FF, $FF,$01, $01 end data xinc $FF, $FF, $FF, $FF, $01, $01, $01, $01 end moving_target2test.bas moving_target2test.bas.bin
  18. If we are counting homebrews. The Gizzle Wap and the Strange Red Tree has 7 mini bosses (Invica Nymphs) and one final boss (Invicta Prime).
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