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Everything posted by Trebor
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Atari 7800 game development newbie questions
Trebor replied to Turbo Laser Lynx's topic in Atari 7800 Programming
👍 I'll say it before and I'll say it again...ProSystem being utilized for Atari 7800 emulation, is akin to using Nesticle for NES emulation. Both were great in their heyday, but we have come a long way in emulation since then for both platforms. A7800 has a built-in debugger and very close to hardware accurate emulation, making it an excellent choice for development. There used to be an argument for interface and ease of use between ProSystem and A7800. BupSystem has made that point moot and includes close to hardware accurate emulation as well. JS7800 has brought convenience and accessibility, regardless of OS, to the forefront. Extra bonus with the global high score saving as well as customization of inputs and palettes. It is nearly as accurate as A7800 and BupSystem, much better than ProSystem. -
It gives me a blended vibe of Dirk the Daring from Dragon's Lair and Arthur from Ghosts 'n Goblins dying...love it. Despite the aforementioned are the Protagonist in their respective titles and here we have an adversary.
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Not the timing we deserve...but, the timing we need. It still took a few attempts; however, this time around with each succeeding game, progress was made...until: Thank you, Lewis! It is no cakewalk, it takes practice and patience. The design, layout, eye candy, and gameplay truly make you want to play more. The mini goals and checkpoints are working out perfectly now. Despite the numerous deaths it is well worth it, and with this build I experienced obvious and significant progress through each trial until completion of the level achieved. Difficulty 'sweet spot' found, IMHO. The biggest and arguably most needed adjustment. It makes such a difference. Excellent job! Huge thumbs up here. That Banyan Tree adjustments is especially crucial for those just starting. Even being familiar with it, I saw way too many 'cheap deaths'. The Broom Cupboard adjustment is also a huge plus; especially for those starting out and making allowance for just being within and passing the first few boards. Absolutely amazing how much a 1 second difference makes. It is still a tight squeeze and needs coordinating, but not ridiculous so, anymore. The other adjustments are greatly appreciated as well. Everything that just needed a 'tad' adjustment truly felt received, and the level provides a well-rounded challenge now. The game will never classify as easy, and stating the difficulty is average would be a hard sell; however, that feeling of hellacious difficulty is no longer present either. Still indeed, many will find it to be harder than average, or just plain hard. It is a welcomed difficulty though. And the game comes across as fair playing, just challenging. It's really great stuff. Cannot wait for more E.X.O.! *EDIT: Very minor nitpick...My *cough*borderline*cough* OCD is begging for the "PRESS FIRE" to be shifted one character space to the left, it is slightly right justified. *EDIT 2: Still testing...This happened once with the prior build and thought maybe the emulator or I just pressed something. Evidently I was incorrect as a very similar thing just occurred. What just happened: Dropping down from Memento Mori into Descent To Madness the screen goes black and the game locked up immediately. In the previous build, it was in a different spot (Sorry don't recall the screen names), the screen went black, but shots could still be heard for a bit when firing, then finally game lock-up.
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Atari 7800 game development newbie questions
Trebor replied to Turbo Laser Lynx's topic in Atari 7800 Programming
None currently distributed on a mass level. Concerto and Dragonfly are on their way. Yes, the 2600 Harmony carts (Both original and Encore) work on the 7800. Most retail 7800 NTSC games have a 7800 PAL counterpart. The majority of modern 7800 homebrews auto swap for region, T:ME Salvo is among the auto-switching kind. I know of one being developed privately that uses a 12 color sprite. Hopefully, sooner than later, it will see a public release. I'll leave this one for the programming experts. At the very least though, I would recommend reading up on MARIA, the remainder of the Software Guide, and other guides available from the 7800 8BitDev site. Do not use ProSystem. It is antiquated and inaccurate with many items related to system timings. It may lead to very inaccurate hardware results during your game development. Use BupSystem instead for an interface similar to ProSystem, but much closer to accurate hardware emulation. A7800 has a built in debugger, contains very close to accurate hardware emulation, and is recommended. JS7800 is a Java based online emulator that comes recommended too. Here's a recent vertical scrolling demo under 7800basic, in which the same principles can be applied scrolling horizontally. -
That's me in a nutshell. The game looks so great and the gameplay is enjoyable, just a bit too difficult, too much of a struggle to perform some functions 'just right'. Exactly. I definitely don't want easy. There is no real fun flying through a game that's easy peasy, but currently the pendulum is swung a bit too much the other way. This sounds fantastic! Looking forward to trying the new ROM.
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Having a very tough go at this as well. The difficulty would be perfect for perhaps the third or fourth level, but out the gate, I'm really struggling; worse than the previous build. The thing is it's not that "off". Just needs some tweaking. The timings to make certain spots and speed of enemies if slowed some, I believe would make a very significant difference. Curious, is the development of this game being performed under a PAL system? The reason I'm asking is that 16-17% speed difference between the NTSC (60Hz) and PAL (50Hz) systems typically experienced, may be just the thing needed here. Suggestion of perhaps one or two of the following: 1. Slow enemy, force field, and other timings down ~15-20% (Under NTSC). 2. Allow multiple hits to the player (2 or 3) before the player is destroyed.
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A7800 is much closer to accurate hardware emulation than ProSystem and comes highly recommended. Extra bonus, it inherits a built-in debugger from MAME. However, if you are looking for something with an interface closer to ProSystem but with much better console emulation, BupSystem is next in line.
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Of course, now I have to download and try the 2600 version. *Pretends to not be slightly embarrassed by forgetting a 2600 port exists*
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My pleasure...thank *you*. Very creative - like it. I presumed so, as it didn't seem cycles could possibly be an issue - thanks for making it definite in my mind. Respectively disagree on the color being distracting and believe the benefits outweighs the negatives. However, completely understand and respect the decision. Has there been any consideration or plans for music? Even just a simple melody, such as the attached MP3 examples I put together. Perhaps a simple melody can be played on TIA channel 1 while the effects are placed on TIA channel 2? Nothing extravagant in the attached simplified melodies, just exemplifying the notion of maybe having one to leverage as a main theme/playback loop, the other looped during boss battles. Adjust for TIA of course, as these are sourced from 'PC speaker' playback: KGCD - Main EDIT.mp3 KGCD - Boss EDIT.mp3
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Another pleasurable release to experience and play through, Beta 13 revision D, does not fail to excite. Besides the aforementioned updates to castle walls, change-ups to previous room design are always wonderful to witness. Further, as seen with so many other items, the crate, its design, is pure eye candy. Sure, a 'simple' box with a few lines could have sufficed; however, there is such creativity in the shading and design work that once again I can't help but have an overwhelming feeling of professional presentation along with care and careful consideration: The crate wasn't even close to the end of it though. Gameplay ante was upped. I could be mistaken, but the acid drops appear to provide a little more of a challenge with faster drippage occurring. Knight Guy's coloring appeared a bit richer and it looks like he is now hanging out in $Fx land. Good news for Flat Panel users, as unlike $1x, which typically leans more greenish under those display types and remains that way, $Fx receives more red over time, which will give him more of a gold look as the system warms up. For CRT owners, the original $1x choice is as it should be, presented 'golden'. So with this move to $Fx, Knight Guy will start golden, but will lean towards somewhat of an orange (gold with some additional red) appearance as the system warms up. Regardless, a fair compromise, weighing and considering both modern and traditional display types. Another alternative would be to just pick from $2x. The beginning story with our feline friend though, appears to have retained Hue $1x range for Knight Guy, unless my eyes are playing tricks on me. One item I noticed for this build, that appears to be a change for the worse unfortunately, is the background emphasize of wall pieces. Previous builds have the wall background highlights looking more red/auburn in appearance, but currently is more of a taupe or a very muted green. The emphasis is currently lost to the background and hardly noticeable; ditto with the highlights within the stone work. Before those background highlights really 'popped'. On the other hand, as mentioned before, the wall design update is fantastic: Those bats in Room 13 are moving battier than ever. Love the challenge being upped slightly there as well. And Room 19 - what kind of sadistic medieval weapons are rapidly heading towards our hero now?!? A beautiful upgrade from the 'vanilla' mini-boulders. The enhanced appearance alone has increased the intimation factor of the room, adding to the mental challenge. Their animation is superb. Room 25...I've been avoiding stating something for quite some time; nonetheless, for this boss, any chance of him doing a 'bounce' towards Knight Guy after he hits the floor? Of all the bosses, this is my least favorite and very easy to beat. A 'bounce' (even if a slow one) towards the player after he hits the floor would give it a bit more of a challenge. If no bounce, maybe something can shoot out from it after hitting the floor. The added rooms are fantastic, including the Skeleton with Crossbow one, which was a very nice surprise. The room that follows though, the spheres going back and forth, move quite slowly and do not present much of a challenge at all. Perhaps their speed can be increased significantly (?) The double torture room (Just prior to our pal, Dopple) is probably my favorite of the new ones added. Love the setup and the amount of time provided to succeed is perfect; not ridiculously fast, but no cakewalk either. The star of the release, our dopple buddy, what an awesome surprise and perhaps my first, "Oh, $hit!" moment. That entrance is grand. Something I did notice during our battle, when he prepares to send his sonic wave (lands from the jump - hits the floor - just before sending the 'wave'), the status area below corrupts/jumps. Not sure if that's intentional or not, but thought it is worth a mention. Regardless, the overall execution is fantastic. The gray with red and blue is a nice throw back to the old 3D effects while also reminiscent of the glasses that used to pair with such coloring. It works excellently and creates a very dramatic effect.
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The change is spot on and expected for what is currently selected for the castle walls and floors...hue NTSC $Ax family. Here's a closer look at NTSC $Ax and how it transitions: As seen above, hue NTSC $Ax can teeter between being either more blue or more green depending on console temperature and luminance. For consistent green, it's best to stick with the NTSC $Cx family. For consistent blue, it's best to stick with the NTSC $9x family. Right now though, I do not have the opportunity to dig into playing the latest beta in depth. Nonetheless, *bravo* once again. We're going from polish, to wax, to full on ceramic coating of this game. The 'pseudo' 3D wall effect update is incredible and absolutely love dialing all the way back to the beginning and once again changing up the challenge. We're not hitting our head on a button, we are pushing the crate for the ladder - very cool! *EDIT: Funny enough, gents...I actually did experience the climbing over the crate issue under A7800. Not using the keyboard though. I have an Arcade controller (HotRod SE) hooked up to my PC. I had to double check I wasn't pressing up with the joystick while pushing the crate. Then I thought to myself, wait a second, up doesn't jump, why is he doing that? Regardless, glad to see it was fixed and an update posted. *EDIT2: Holy Doppelganger, Batman!
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Here is where the difficulty switches come into play. Soul that needs rescue... Player 1 Difficulty Switch: A - Cat B - Dog Player 2 Difficulty Switch: A - Male B - Female j/k...sort of.
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So...you're saying the final boss battle is a dragon.
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Take the castle, its background, and screen placement from the Beta 12 title screenshot... ...combine it with the rest of the Beta 10 title screen... ...that's my favorite. *Edit: Represent the water areas. Add a waterfall/moat like effect below the castle in Beta 12, since the game title would be shifted to the left/centered, the castle will have empty available space below it.
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Thanks for clarifying, @juanitogan Best of luck with your current and future endeavors.
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So essentially, the opening post is announcing a PC game in which if it leads to people taking an interest in your other game developments and financially contributing by paying to download them, this PC game may get a port to the Atari 7800 by the end of the year. Additionally though, you recognize that's beyond unlikely, so although there is intent, the probability of this actually becoming a 7800 game seems extremely low, due to the aforementioned, and currently there is no timeline planned for the 7800 port. Am I misunderstanding something? I appreciate the clarity, as I'm trying not to wrongly presume anything or set any false expectations.
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It works exactly as expected. Here's a 2 1/2 minute audio clip. I died a couple of times, a bunch of collisions into the customers and some clean pickups and drops offs as well. Love there's variation in the voices. Great job! Cosmic Cabbie 20200906 AtariVox Only.mp3 Everything else is working beautifully as well. The physics are almost exact to the C64, although I do believe the aforementioned is a bit more forgiving on the limits of how hard and fast you can land. This port is slightly more sensitive; which is not necessarily a bad thing.
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The game's itch.io page indicates: The highlighted piece in part states there needs to be "enough interest to bother getting around to" porting this PC remake to the 7800. What defines "enough interest"? How is it being measured?
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A Couple Questions: drawhiscore && Paddle Support
Trebor replied to fultonbot's topic in Atari 7800 Programming
It is quite fantastic. Don't forget to hunt for the Easter Egg - Unlock Santa. Also, it supports both one or two controllers (Robotron style). Or just let that title screen/theme melody play - hard to believe that is "just" TIA. There's some real magic there. -
A Couple Questions: drawhiscore && Paddle Support
Trebor replied to fultonbot's topic in Atari 7800 Programming
TiME Salvo (20160910).a78 It's also a part of the included games list for the JS7800 emulator: https://raz0red.github.io/js7800/ *EDIT: Whoops...RevEng and his quicker response just edged me out. -
Here's the whole kit and caboodle... Main/Repeating Melodies: Sounds 01-07 Sounds 33-38 Short Effects: Sounds 08-32 Arcade Popeye.zip
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Here is the recording (x3) if needed. There is a total of 38 "unique" sound sample tracks (Includes both Music and Effects) from the Arcade game. If something else is desired to be heard/isolated, I can record and post it as well. Arcade Popeye Sound 0x2 - AKA Spinish Power.mp3
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KevinMos3 Double Dragon (enhanced graphics version) available to purchase?
Trebor replied to aaron1677's topic in Atari 7800
Imagine those graphics and the sound gets bumped to POKEY... -
KevinMos3 Double Dragon (enhanced graphics version) available to purchase?
Trebor replied to aaron1677's topic in Atari 7800
The 2-in-1 cart does not contain the latest Double Dragon updates. It's actually several revisions behind, though still a very nice improvement. That cart was created around RC4. The latest is RC7b. See the complete history here:
