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Posts posted by Devin
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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.
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Final version, now with title and option screen:- color or B/W mode
- large or small paddles
- slow or fast speed
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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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".
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Do you a mockup? That would help us conceptualize your game.
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So sorry if i posted this in the wrong forum, but i wanted to figure this out.I have been playing around and found an Atari Combat game maker or something. And i was wondering why none of the buttons on my keyboard do anything. I really want to find out. Any help would be apreciated. Thanks.
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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Impressive!
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Are the cases typically salvaged from old games or created new using a mold?
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Hello, i just joined the forums, and want to say hello. Right now, i'm working on my very first Atari 2600 Homebrew, a game called Highway Madness, a game that crosses Freeway with Grand Prix (No pun intended). Right now it's in really early alpha, by that i mean i only have a car able to move around by the joystick, and an empty, colorless room. I'm still reading through the tutorials everywhere i go (I have the Stella's Programmer's guide .txt version on my iPod). Hopefully it will come out good.Basic Game outline:
You are a car on a highway, and your goal is to survive by avoiding cars by moving around onscreen. The longer you survive, the more points you get.
.Bin file:
I would, but there's no point. It's nothing but a car that moves around onscreen with the joystick.
-Animan
Excellent. I can't wait to hear more.
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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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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.
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Lookin' good! One suggestion for the manual: listing the A/B switches as A/Expert, B/Novice for those of us with Sears consoles.
(Also, Tomato Ken's picture doesn't match the final binary.)
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.
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Its great that the AVGN is giving a review of the Jag.
This system, the more I read about it, is just so shockingly bad! 64-bit graphics, but a 16-bit processor... This must be the console equivalent of putting a Volkswagen Bug engine in a Ford F250. Yes, it will move, but will it be able to carry much load?
I bet the homebrews are incredibly challenging!
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Hi,here's another update
- menu screen: I used the lines that Devin suggested, and added sound
- omicron: fire does not stop anymore if you hold the joystick in any direction (also works for joystick in port 2)
- tint: score is increased with a faster rate
Enjoy !
Simone
Looks great!
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Thanks for all the info everyone!
The PAL60 version was much easier than expected. Here is the final WIP of the game in both NTSC and PAL60. ... I have to admit that NTSC is vastly superior.
If you are using Stella, make sure to Control-F the PAL version to the correct palette.
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I'm also going to attempt to create a PAL version. Since the gameplay is based on timing tables, it won't be too much of a nightmare.A PAL60 version (same timings as the NTSC version, but PAL colours) will be fine for most PAL people (like myself).
So, Atari's in Europe could play both PAL 50 and PAL 60?
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Select boxer screen? Where was that?When you jump from the title screen, you can select your opponent. This was mainly for testing purposes. In the final version, you will have to start with Tomato ken and work your way up.

K.O. Homebrew
in Homebrew Discussion
Posted · Edited by Devin
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