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Rastignac

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Everything posted by Rastignac

  1. http://www.jeuxvideo.com/videos/chroniques/431783/l-histoire-du-jeu-video-la-jaguar-console-rugissante.htm
  2. Amazon France just sent another email: "your book has been shipped. Package is on the road now". Yeah! So, it's very fast (about a week) and not at all two monthes like they say.
  3. Here is v0.0.5a (bin and sources in first post; screenshot here). Nice. Nicer. PS: there are many things to add: sounds (samples?), musics, title, menu, score, joystick, etc. But the game's rough shape is already here. PPS: I think I'll add 16bits computations in next version. I have enough free ram and cpu. Variable speed will add challenge and fun! (and 60hz/50hz will play at same speed). PPPS: now I must also work on my other shadow project "BST"...
  4. Amazon France just sent an email: "new delay = may 19th 2015". Yeah!
  5. Progress with v0.0.5a... The whole "sprites' caches" idea looked fine a few weeks ago, but now it looks less fine... The previous "2x20 bytes for sprites' cache" became "1x20 bytes" (it saved a lot). Now, I removed all that. It saves again a lot of ram (20-2=18 bytes), and it saves a lot of cpu time! Now I do have 28 free lines in my kernel. And a lot of free ram. Useful for later. I also put the "BadGuys can win" routine in the code. If they touch the rocket (before being shot), they destroy it, and the said lane is won by them. And then, they dance! Stay tuned.
  6. Amazon just sent a email today: "estimated delay is now: june 11th 2015 - july 07th 2015". Let's see and wait.
  7. I tried to buy it from Amazon USA: shipping was very expensive (more than 15$). I tried to buy it from Amazon UK: shipping was expensive (about 10$). Then I looked for it on Amazon France: book's price was about the same, but shipping was only 0.01€... Better deal!
  8. I bought one from Amazon.fr (France) yesterday. I'll watch the real delay. I'll report here when it will be available/shipped/received. So we'll know. Thanks.
  9. Yesterday's v0.0.3a was the wrong files. Sorry. I took the wrong ones from the usbkey. I've seen that too late, after the uploading. Today's v0.0.4a is the true v0.0.3a. Named v0.0.4a, so it's clearer. (Fixes: number of lines should be good (262). Killed lemmings are the good ones.) Thanks. PS: the shadow project "BST" may eat my free time, so next "F40" and "LEM" versions may be late...
  10. v0.0.3a is now available. Source code is also available. See "what's new" in first post. It's still a WIP, it's still a "screensaver", but it shows progress. (And code is clean). PS: there are known bugs/problems. (Line count is 268; it should be 262) (the Lemmings' fine entrance is not yet done; they appears "at once" and not one by one) (etc) (I think I uploaded the wrong code!) (some code lines are missing) (oops) (v0.0.4a should fix all that) PPS: I have another homebrew still in the shadow, but coming soon (as a v0.0.0a). Codename "BST". In a few weeks.
  11. Using two bytes of ram to remove about one page (256 bytes) of rom... Should I? Let's think... Yes! Rom is now under 2KB. Game is not finished yet (it's far from finished) but rom size goes on the right way. v0.0.3a seems to have no visible progress for players, but inside it will be much more clean. Code will be showable.
  12. v0.0.3a makes some progress. Code is being cleaned. Sources will be readable. Macros are being used for even cleaner code. (Yeah, I now remember the little difference between "lda zp,x" and "lda zp,y"... Stupid... I should rewrite some code...). Stay tuned. Thanks.
  13. Your favorite screensaver is now v0.0.2a. (See first post for changelog and bin). v0.0.3a is already started. (More animations! Better popback effect!)
  14. Wow, I found the damn *typo*. Now it works. I was an idiot. Logic was good, typing was bad, eyes were worse. So, I uploaded "v0.0.1a prototype". It's still a non-playable prototype, but it's closer to final target. With VDELP0 and VDELBL, with clever code, it gains a lot of ram and cputime. I now have enough ram to work with. I have enough cputime left (19 lines out of 192 are "free"; display is 262-lines stable) to add gameplay code. Next version will be better. Thanks. Edit: a v0.0.1a screenshot.
  15. I've already seen this kind of problem: the video signal is "too strong" for the modern TV sets (LCD, etc). Yeah. The TV sets become mad and synchro fails. I do have the same problem with my two French 7800: depending on the TV set, it doesn't work, or half works. The same problem can be found with other Scart/Péritel/RGB consoles (Jaguar, NeoGeo, etc). How to fix? There are a few tips/tricks I've read: - Plug the Scart/Péritel into a VCR (magnétoscope), and plug the VCR into the TV set. The VCR will "filter" the signal, and the TV set will like it. - Open the Scart/Péritel and remove one (or more) pins of RGB signal; the aim is to force the TV set to switch to Composite by removing some of the RGB signal pins. - Open the Scart/Péritel and do some soldering. I've read once (on a French forum) someone adding a resistor onto a important pin. So this pin's signal will be less strong. (I can't find anymore the schematic I downloaded years ago; sorry) (I'll look). Thanks. PS: see http://fr.meric.free.fr/Articles/articlesba/stsurtvplat/stsurtvplat.html PPS: see also http://www.yaronet.com/posts.php?s=147359 PPPS: Other interesting pages can be found with Google.
  16. I put #0 in ENABL, and so the ball is invisible; then, a few lines later, I put #1 in VDELBL, and the ball appears at once; it's not delayed, and that's my problem; as soon as I enable VDELBL, the ball switches to the visible state; it's because of the old/new registers pair system; I couldn't find a way so far; I'll look again later. Thanks.
  17. I don't understand the big difference between PAL and NTSC version of this music. Why the programmers did that? (I prefer PAL music).
  18. - Collisions' detection are half-done. Gameplay begins to show. - Quick and dirty pseudo-random generator is added. It should be better (more random) later. Gameplay begins to show (ie: prototype autoplays by itself) (still no joystick routine yet). - Main kernel routine must be rewritten. It was smart. It needs to be smarter. - Kernel eats 60 bytes of ram for cache (3x20). It's too much. It can be done with 40 bytes (2x20). Clever. Gain: 20 bytes, and some cpu time (less cache filling). - I now use VDELP0/VDELP1, and it works fine. But VDELBL doesn't. Am I a dork? I don't understand. It should work the same way, shouldn't it? (Sources will be available soon, so perhaps someone will find my stupid bugs). - I still don't have a proper title/name for the project. "Lemmings Killings" is the best I could find so far. Pffff. - I found some strange things in Stella; I don't understand. It sometimes behaves strangely. Something is rotten with my computer, perhaps. - I should think about music. DmaDesign/Psygnosis' Lemmings had fine tracks. (Public domain songs?). I should think about sounds. Digits? AtariVox? - Progress is slow, but real. Stay tuned. Thanks. PS: @SpiceWare: your blog is great, your work is great.
  19. v0.0.1a should come in a few days. It should be "less prototype" and "closer to real game". With a little optimization, I went from 266 lines to 251. Three objects per lane took six lines for generic horizontal position; now it's only three lines. So, it makes 3 lines gain for five lanes (first one was already optimized). Gain enables enough free cpu to add many things (collisions' detection, cooldown timers, etc). Then, I'll need a random generator, and joystick reading, and the core will be ready. (Also, I should use "VDELBL", but I still can't figure out how it really works; it just doesn't work the way I think it should work). (I still didn't have find a real/proper title/name for the project yet). Thanks.
  20. A screenshot of v0.0.0a (But it's better "in motion")
  21. My second homebrew is here: https://atariage.com/forums/topic/236687-my-second-2600-homebrew-projet-lem/
  22. My first 2600 homebrew, project "F40", is still unfinished: https://atariage.com/forums/topic/179464-my-2600-racing-game-f40-aka-ferreira-40-kb/ My second 2600 homebrew is just started now: project "LEM". ** About the Project "LEM": ** Changelog/evolution of the project (pre-v0.0.0a): ** Changelog/evolution of v0.0.1a: ** Changelog/evolution of v0.0.2a: ** Changelog/evolution of v0.0.3a: ** Changelog/evolution of v0.0.4a: ** Changelog/evolution of v0.0.5a: Thanks. PS: it's better "in motion" than "in screenshots". It's a nice screensaver too. LEMv005a.bin LEMv005a_src.zip
  23. He does now have a page about them: https://www.facebook.com/groups/AtariMatei/
  24. v0.0.4 is late, because... I'm making another homebrew right now! Sorry for being slow. (Will "F40" be finished one day?) My other homebrew is not even "v0.0.0" now, but it may be cool. The goal is: 4KB, 100% asm, HD (1LK), multicolored sprites, lot of sprites (first prototype showed more than 60 at once on screen; actual prototype shows about 40; I'll decide later). Codename is "LEM". It's not about a moon rocket, or whatever "L.E.M." means. It features some animals (lem...?). Stay tuned. Thanks.
  25. Today, it's http://cinemassacre.com/2015/03/04/wizard-of-wor-arcade-atari-2600-5200-review-by-mike/
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