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Posts posted by Devin
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I know everyone has at least thought (or dreamed) about creating an Atari game, so I thought I could start this topic so people can talk and share their ideas (I have some, check out my other topic)!
You should look into Batari Basic. It is exceptionally well done and makes creating an Atari game a breeze!
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What I find funny in the commercial is how almost every screen has the same picture of the dot moving across.. how exciting.. then they mention look up your Magnavox dealer in the yellow pages. Hardly anyone uses yellow pages anymore. I remember when "amusement places" had arcades listed.In its defense, the designers were quite clever with tthe overlays.
The Angry Video Game Nerd did a review of the system:
http://www.gametrailers.com/video/angry-vi.../48329?type=flv
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Hello all,
I have a weird request for anyone with music talent.
There is an old commercial for the 1973 Magnavox Odyssey with a rather light and happy melody in the background.
Can anyone write out the notes which are being played? Any format will do, I am familiar with the QBasic play statement which puts numbers after each note to designate its length. For instance, "C4" means a quarter C and "A16" is a 16th A.
Cheers.
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ah... yes it's a bit weird. You pull down on the joystick to shoot.Do you plan to make the button fire and moving the joystick up jump?
No, because I think that jumping is important enough that the timing/control just wouldn't work with that scheme. It does make shooting awkward but shooting doesn't have quite the timing issues. I would consider releasing a version for the Genesis controller because it 'just works' as a two button controller for the 2600.
Okay. I still think that jumping will work with pressing up. Fortunately, the Atari can "see" both left/right and up at the same time. In any case, outstanding programming!
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ah... yes it's a bit weird. You pull down on the joystick to shoot.Do you plan to make the button fire and moving the joystick up jump?
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Ok new WIP version. Still mostly just a useless demo right now though.
Changes:* Fixed scanline bug
* Added in functional item display
* Added ability to have multiple-objects-on-screen 30Hz flicker (walk to the left to see)
* Refactored into 8K, in preparation for adding the level info
* Added ability to have different colored backgrounds (walk to the left to see)
I have the game world already laid out on paper. I think I'm getting close to a point where I can start implementing it and maybe have an actual playable demo of some sort...
Ben
Simply outstanding. The graphics and controls are top-notch!
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Why is it flickering all the timeThe Atari is very limited in what it can draw on the same line - actually only two 8-bit objects (player 0 and player 1). Atari games are line based - each scanline the television draws is independent of the last.
Anyway, the solution, which you see in a ton of games, is to draw the sprites every other frame. This is also the solution to the original Pac-Man. Pac-Man is drawn every time while only one ghost is one the screen at a time. This gives the ghosts the blinking effect.
This new version also blinks Pac-man. The developer could alternatively cycle the four ghosts (like the original) and make Pac-Man not blink (unless the fruit is onscreen).
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Here is something interesting that should be noted, when you press reset, a new set of logos come out, but the old ones stay on the screen until the new logos come pass them by (see the screen shot). When you press reset, then toggle from Black and White to Color (or from color to black and white), the screen gets cleared.Take it for Playaround to find a bug in Stella!
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I'm not sure I want to see the label contest for this one...

(shutters)
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I guess it's high time I announced my new WIP homebrew, so without further ado I present to you... the epic saga of...PANKY THE PANDA: EPISODE I: QUEST FOR THE UNSEVERED PENIS
The game looks great so far... maybe not the name, but the game looks great! The jumping is perfect and feels like good 'old Super Mario Brothers.
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Is there a video i can watch to see it in action? From the screenshot above, it looks like a regular game of pong with colors.Sincerely,
6502Pong
This appears to be it. I never had one, though.
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Thanks the for the kind words!
I've attached the final-final-FINAL version of the binary. They are identical to the last upload, but with the character selection screen removed. I'll attach an almost-complete instruction manual tonight or tomorrow.
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A question -- it looks like the graphics have square pixels and not rectangular ones like I'm familiar with (A8/5200). True, or are you just combining 2 rectangular pixels on top each other?Yes, I'm combining two scanlines per "pixel". I had to do this to have enough time to update everything. Basically, during scanline 1, I update GRP0, COLUP0, COLUPF, move the ball, and clear GRP1 (human). During scanline 2, I update the background, GRP1, and increment the loop variables.
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Still playing with graphics.I think these might have licensing issues...

Wow, I never thought (not for a second) that the "other game's" boxers could be created with this graphics engine. I am pleasantly surprised.
They look great! I can actually give these boxers the same special moves they had in the "other game".
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I found a better use of my Tic-Tac-Toe kernel, and this time it's a one player game. Again it uses the keyboard controller, but this time you use all 12 buttons. The game is one of those classic puzzles where you slide tiles into a particular order:If I can find the space, future versions may include an automatic scramble if you hold reset, or a little recognition if you solve the puzzle.
Looks great.
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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!Actually, I'd rather beat up E.T. than the FBI agent.

Well, think of this special move: the FBI Agent runs back and then forward. If you don't hit him when he rushes forward, he steals your life ... just like phone pieces!

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This sounds like a cool idea.I was inspired to try my hand at making a boxer, but I'll wait a bit to try scripting his behavior. I'm just enjoying playing with the graphics for now.
I love that design!
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I got a question. With "large" boxer template, how can one color that if some parts of that are longer than four pixel wide? Some lines of that look it takes up six pixels.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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Are we just limited to creating head shots? There's only 3 standard body types here. What if I want to design my own unique character body as I've done with Roo?I suggest you include at least 1 more set of human legs so there will be 3 different sets of human chests and lower legs to swap with, making for a greater variety of boxers. And keep at least 1 special complete set alongside for something more exotic.

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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Can we get the kangaroo back?
-John
Sure. We can use that torso and legs combo. We can have three torsos per bank and considerably more legs.
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I think it would be cool to box against characters from other 2600 games...donkey kong, pitfall harry...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!


Any Ideas?
in Homebrew Discussion
Posted
Don't worry. This stuff is complicated - to me as well. I'm in my 30's and have a M.S. in computer science. Trying to tackle this stuff at 13 is exceptional.