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Everything posted by Devin
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To get more than one color per line, I am using the "ball" hidden behind the player 0 sprite. Its a weird hack. Of course, I am a weird programmer! I had to set it at 4 pixels wide (as opposed to 1,2, or 8 ) so I can flip the faces. The limit was really time, so I had to come up with a quick-n-dirty solution.
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Those are the bodies from K.O. Cruiser. We can create different ones, but the sprites are shared between boxers. Each bank can fit three torso sets. So, your great Kangeroo Hack can make a comeback! All in all, we can create some crazy designs, but we have to coordinate torsos and legs.
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Sure. We can use that torso and legs combo. We can have three torsos per bank and considerably more legs.
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That's a different sequel altogether! It would have Pitfall Harry, the FBI Agent from E.T., Chef from Burger Time / Pressure Cooker and, of course, the champ, Pong!
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Nwo that I finished my first homebrew, we should start to think of sequels. I thought it might be fun to create a sequel where everyone on these boards can create their own boxer! Yes, this will be a sequel that will feature the designs of the AtariAge forums! Woot! With the next release, I will push it to 32k - which will allow 12 boxers, a credit screen and some other minor features. I've attached a quick-n-dirty manual for the scripting engine that is used by game. This scripting engine controls all the computer's behavior such as walking, throwing a punch, doing specials, etc.... I also attached a simple template for drawing boxers. You can just describe the boxer's moves and behavior and I can worry about implementing the scripting logic. Cheers! EDIT:Tried to make PDF less confusing. Fight_Scripting_Engine.pdf
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Here is one final update. I fixed some timing issues on actual hardware. This is a test version that still let's you select your opponent. I went ahead and added one feature that I planned in the sequels. When a punch is landed, sometimes the human or player would move and the other would not. This was a side effect of unsync frame delays when moving. The new version will "stick" the two together so moving is more consistent. This binary allows you to select your opponent. KO_Cruiser_2009_05_14_Test.bin
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This is ridiculously good! That boot screen has to be the best one ever produced for an Atari 2600 game - whether part of the RAM Challenge or a 32k cartridge!
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I wonder how it would sound with an Atari-version of the Immigrant Song by Led Zeppelin.... It even makes kittens epic: Viking Kittens
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This is simply amazing work you have done. Getting any game to work in 128 bytes is challenging beyond description - and then to make that game fun... I'm shocked. Anyway, I thought of something you can do after a game is over and you have a winner. Since the cartridge can be removed, why not let the winner put a cartridge in the slot. Then, your game would boot the cartridge. This could be the Pong Chooser - and could be used to decide which game two warring kids play: Kid 1: I want to play Star Fire. Kid 2: No, i want to play Thrust! Kid 1: No, no. Star Fire! Kid 2: I want Thrust! Kid 1: Star Fire! Kid 2: Thrust! Kid 1: Star Fire! Kid 2: Thrust! Kid 1: Let's Pong over it! Kid 2: Ya, you are going down!
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ACTIVE: Cell Wall Rebound - Code Name
Devin replied to Primordial Ooze's topic in Homebrew Discussion
I had a pong system when I was kid that had something similar. It was basically Breakout without the bricks. On my game console, it was called "Handball". -
ACTIVE: Cell Wall Rebound - Code Name
Devin replied to Primordial Ooze's topic in Homebrew Discussion
Do you a mockup? That would help us conceptualize your game. -
The switches on the old Atari are mapped to the function keys in Stella. F1 is game select. F2 is start/reset.
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Excellent work. The game is quite fun!
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Are the cases typically salvaged from old games or created new using a mold?
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Excellent. I can't wait to hear more.
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Whoops! Please ignore me then. :-)
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Perhaps combine Pong and Breakout. Behind each player, there is the wall of bricks. When you miss a ball it collides of the a wall and destroys a brick - just like in good ole breakout. First player to get the ball through the wall, wins. I've attached an UGLY mockup. It might look better horizontal or with better colors. Anyway, at least the mockup shows what I was talking about.
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Looking great!
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I am using a sprite-positioning subroutine during the kernal. I need to HMOVE after the WSYNC to clear out the left margin. I tried modifying the subroutine below, keeping the same number of cycles. In this case, had to reverse the order of HMP0,X and RESP0,X. However, I my modifications for HMOVE didn't quite work well on actual hardware. PosSprite STA HMCLR SEC STA WSYNC ; **** I NEED TO HMOVE AFTER THIS WSYNC **** PosSpriteLoop SBC #15 BCS PosSpriteLoop ;+4/5 4/ 9.../54 EOR #7 ;+2 6/11.../56 ASL ASL ASL ASL ;+8 14/19.../64 STA.wx HMP0,X ;+5 19/24.../69 STA RESP0,X ;+4 23/28/33/38/43/48/53/58/63/68/73 STA WSYNC ;+3 0 begin line 2 STA HMOVE ;+3 RTS ;+6 9 Does anyone have a solution?
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I'm sure this is about a 2 or 3 in the rarity guide. I have a cartridge with me in Texas that is identical to the Blackjack - Text label - Green end label cartridge. The text, however, is yellow rather than green on the front and end.
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Porting the original classic Castlevania to the 2600
Devin replied to grafixbmp's topic in Atari 2600 Programming
Wow, this might be the most ambitious homebrew ever! Let me know if you need help with the music. I wrote a program can somewhat reliably convert MIDI to TIA. -
Doh! I'll fix the picture and label the switches A/Expert, B/Novice.
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At this point, I think I can finally call the project complete. I've attached the final PAL and NTSC binaries. I've also attached the incomplete manual in PDF format. The manual is essentially complete with the exception of the Credits page which will be filled in later Thank you everyone for your help and feedback. KO_Cruiser_final_ntsc.bin KO_Cruiser_final_pal.bin K.O_Cruiser_Manual_almost_done.pdf
