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Devin

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Posts posted by Devin


  1. I made two more drawings in case the Atari Stars one wins (which is definitely in the lead).

     

    The spaceman can fight for all the "space" games - there are too many to list! I also drew a cowboy based on the cover art of Outlaw. This sprite can fight for Outlaw (naturally), Stampede, and Gunfight.

    post-17256-125515821989.png


  2. Ah, the arcade version seems to be winning at the moment. I've already draw sprites for:

    • FBI Agent - E.T. (he can have a move where he just takes your life, hee hee)
    • Baker (Pepper)
    • Pitfall Harry - He is modeled after the Pitfall games on Atari; not the NES atrocity.
    • Paddle
    • Thief - Kaboom, Keystone Cops

     

    What others do you guys think would be good?

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  3. Because I've printed all of these circuit boards a Magnavox Odyssey, and it just feels *right* put it out the door with some screen overlays. Besides, how else can I do background? ;)

     

    Ahh. That was a lucky guess on my part. I was thinking you were contemplating an overlay for a pixel-based console like Atari, NES, etc...

     

    What type of games are you contemplating for the custom Odyssey? Out of curiosity, did you see the AVGN review?


  4. Yeah, he kicked my ass pretty good. I knew I was in trouble when hitting him didn't take down his health any.

     

    It needs the music from Walker: Texas Ranger

     

    I tried and tried and tried ... and failed... to find the MIDI of that song. Otherwise I would have used it. Right now the game uses "He is a Real American" which was the theme song for Hulk Hogan in the WWF (now WWE). If anyone can write down the sheet music for Texas Ranger, I can add it.

     

     

     

    I redrew him in that blue outfit... and it looks much better. Perhaps I can re-add Chuck in a sequel where you fight warriors through time - Caeser, Hecules, Patton, and, of course, the champ will simply be called 'Chuck'.


  5. All the more reason to watch for copyright police. Disney can be picky so if anyone successfully develop a good working 2600 version, they'd have to be released under name that won't upset those big eared lawyers.

     

    That's why the work I'm doing is based on Atari's Surround, and it won't be called Tron.

     

    In the old GWBASIC days, there was a debugging instruction called "Tron" for "TRacking ON". To turn off tracking, you used "TROFF". Perhaps use that name?


  6. Only problem was Chuck never hit me with a roundhouse kick.

     

    I wouldn't even dare to attempt to program that. Never!

     

    That roundhouse kick would be so powerful, it would break the fourth wall...

    His foot would come through cyberspace - through the monitor - and kill the computer user!


  7. The 32k version is finally here!

     

    KO Cruiser - 2009-09-14 - NTSC.bin

     

    KO Cruiser - 2009-09-14 - PAL60.bin

     

    In this new version, I was able to add a number of features that I developed in Angry Video Game Nerd K.O. Boxing. The last version was only 16k, so I was a tad limited on resources. The 32k version, however, has oodles of extra space! :) Here's a list of the more noticeable changes:

     

    • Dodging was added! I never got this right in the 16k version, and didn't include it. I was able to get the timing/logic correct in Angry Video Game Nerd K.O. Boxing.
    • New, better, theme song. This is a tad closer to my Commodore version.
    • Each boxer has their own ring.
    • Added a credits screen. All the contributors (who said it was okay to use their name in the manual) are now displayed before the main titles.
    • I redid Major Concussion's machine gun move. When he starts it - run!

     

    I think I can finally say: "That's it, I am done!". Well, I still have to update the manual. :)

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  8. I just updated the binaries on first post. I made some minor changes to update minor graphic flaws. The game still plays the same.

     

    • When James is knocked down, the bottom of his shoes are now black. Beforehand, his shoes were dark brown - the same shade at the background. When he was knocked against the wall, his shoes would vanish. It looked like his feet were missing.
    • I removed some extra pixels when Jason drops his guard. They are at the bottom of the torso.
    • Shit Pickle now uses the the slide knockdown animation. He was using the hit-the-back-wall one. But, he's on the street. There's no wall! What was I thinking?! :(
    • Fixed the "push bug". I didn't even know about this until someone posted a video on YouTube. They used it against Woody. It required fast reflexes to pull off. Few would have found this, let alone, exploited it.
    • Fixed the transparent hole in one of Woody's eyes (hurt face). Since his eyes are black, and the background contains a ton of black, it looked the same in almost all cases.
    • I slowed down Franken-Nerd's final punch. This is the only gameplay change. It was far too fast at that level.


  9. Here you go. Don't expect much.

     

    Thanks. Are you using machine language or 2600 basic? Any plans for a background yet?

     

    Assembly language. I am thinking about using a bankswitching scheme with a lot of RAM (4A50 perhaps) and doing a 96x128 bitmap. Unfortunately, this would limit the game to only one or two colors per line.

     

    The SMB playfield is not very complex - just a simple grid. You could implement the level as an array of bytes. In the attachment, NES SMB uses about 10 squares per column. In your version, you can use 8 and the game will be just as good. So, each column in your game could be a single byte. You could even have to parallel arrays for 4 grid item types.

     

    I remember seeing an excellent version of a Mario sprite on these boards. It didn't use flickering, but looked great. That might be a good solution.

    post-17256-125124924338_thumb.png

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