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Kittenmommy

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Posts posted by Kittenmommy


  1. Heres a small easter egg for adventure... Sort of.

     

    On the game select screen, if you hold down/right on the joystick, the player will appear and you can move around the screen. There is not much more you can do.

     

    Also, if you try to go through the fake passage in the hidden message room and hold up/right you can get to the other side of the message.

     

    Not much you can do there, though. And if a dragon shows up and sees you there, he'll eat you up!

     

    You can also take the bridge into the hidden message room and position it in either the top or bottom (I can't remember which and neither my Atari nor my Atari Flashback are hooked up at the moment) and go through, and you'll appear in the Blue Maze. I... don't even know how that could be. Heh.


  2. My final analysis: it's ok, but I lean towards my FB2. While the FB3 has more games, the emulation is off IMHO. The FB2 is an actual Atari 2600, but the FB3 is an emulator inside a 2600-looking package. Plus the sounds on the games sounds higher than in their original versions.

     

    Kittendaddy bought me one for Christmas this past year, and I haven't noticed the emulation issue or the sound issue... and believe me, I'm very familiar with the games on there, having played them for 30+ years or so! ;)


  3. Heres a small easter egg for adventure... Sort of.

     

    On the game select screen, if you hold down/right on the joystick, the player will appear and you can move around the screen. There is not much more you can do.

     

    Also, if you try to go through the fake passage in the hidden message room and hold up/right you can get to the other side of the message.

     

    If you take the bridge with you into the secret room, you can use it to go right through the fake passage and into the blue maze!


  4. Man, those were the good old days. I couldn't wait until our family got the newest Christmas catalog wishbook from Sears, JCPenny's, Montgomery Wards, etc.

     

    OMG yes. Those were the days!

     

    The OP brought back so many good memories. I wish I had a time machine. *sigh*


  5. This has become a tradition for me in the last few years i have taken to play a game or two of Haunted House for the 2600 on Halloween night.

     

    Was just wondering was anyone else going to do the same or play some other "spooky" game from there Atari collection? :)

     

    No, but I totes should have. We dressed up and handed out candy to the kids as we always do.

     

    And I love your avatar. I have many fond memories of playing with Micronauts as a kid! :D


  6. So.....does anyone out there with a more "electrical engineering" background have any idea how the trak-ball works??? What kind of outputs does it give that it would work on a 2600/8-bit computer, but isn't recognized when plugged into an "emulator" port??

    A Trak Ball in joystick mode should produce exactly the same output as a joystick. Are you 100% sure, you haven't disabled that mode?

     

    Also (and I may be wrong here, I'm using my memory instead of the user's manual, heh) I think Centipede was one of the 2600 games that actually utilized the "Trak-Ball" setting on the controller. Maybe. My memory is like a sieve and I've had a few hundred glasses of wine tonight. ;)


  7. I'm not a huge fan of the Pac-Man sound effects but I have to admit I keep hearing them in movies and commercials. They've become the de facto sounds to indicate "this guy is playing a video game" in a scene. The best one was Febreeze where the mom comes in to yell at the kid but because his room smells nice she becomes happy. The kid is clearly playing a GameBoy Advance SP and yet it is definitely 2600 Pac-Man bleeping and blooping out of it.

     

    This is so prevalent in media that it even has its own TV Tropes entry (Warning: The TV Tropes Wiki is a huge time sink; enter at your own risk! :!: ).

     

    The completion sound in Adventure, puts a smile on my face whenever I hear it :)

     

    Adventure will never stop being my favorite video game. Ever. :cool:


  8. Our local longhornengineer has a how-to page on this - How to fix Atari Paddles

     

    OMG, this looks so complicated. I'm having a small panic attack just looking at the pics of all the little pieces spread out everywhere! :o

     

    I got out my paddle controllers last Friday to play Breakout with Kittengranddaughter. Unfortunately, both of my sets of paddle controllers are jittery like whoa. I guess I could try taking them apart and cleaning them... it's not like I could make them any more unusable than they are now, right?

     

    Btw theres a new link for the guide.

     

    http://www.longhornengineer.com/Fixatarico...lers#paddle2600

     

    The old link will still work till I get around to purging my old pages. Glad it worked for yah accousticguitar.

     

    Wait, those are driving controllers. Are they the same as paddle controllers? :?


  9. Atari sound effects and screens in movies... I can certainly name a couple:

     

    - Airplane: 2600 Basketball on one of the rader screens

    - Airplane II: Yars' Revenge sounds when the guy fiddles with the autopilot machine in Houston Ground Control

    - My Blue Heaven: 2600 Pac-Man sound effects from a NES! (During Rick Moranis's motel stakeout)

     

    The use (and misuse) of video game sound effects (especially Atari/Pac-Man sound effects) is so widespread that it's got its own entry on TV Tropes (see also: Pac-Man Fever). :cool:


  10. Are you looking for Tempest or Tempest 2000?

     

    The arcade game, "Tempest". I looked at the manual for "Tempest 2000" and while the graphics look amazing and I'm sure it's awesome, it kind of leaves me cold. I want the game I played when I was a kid, darn it! :P


  11. The wrap bug is probably unrelated. The "ball" sprite (your character) uses other end-of-screen markers than the 8-bit sprites have (because 8-bit sprites are assumed to be wider than the 1-bit ball). Waiting near a right screen edge while a dragon chases you will cause the collision detection to automatically "bite" when the sprites collide. This collision takes place before it's boundry is reached, but the action resets it's horizontal location to match yours. On the next frame, the program recognises that it's past the boundry, and resets it to the edge on the next screen. The dragon's direction would not be changed (because you are not on that screen)...so it continues to move in the same direction unless it interacts with another object.

     

    Another wraparound trick is to allow the bat to move objects beyond the end-of-screen boundry. Just let it continually swap 2 objects as it flies to the right until the dropped object begins to appear on both sides of the screen. Colliding with the object on the right edge will cause it to be carried far away from the ball sprite.

     

    WHAT.

     

    Warren Robinett, is that you?? :D


  12. The avatar is what Sue might look like on the 7800.

     

    Anyway, I just remembered that MAME OS X might need the updated set. To save you the trouble of looking for it, I'll link a place you can get the lastest version.

     

    HERE

     

    Look under "MAME 0.109 NEW/UPDATED ROMS"

     

    The last version of MacMAME is 103u2. It uses the older version of Tempest. That you can find with google.

     

    Thanks!

     

    And I love the detail on Sue's eyes. She looks like she has eyelashes, or maybe eyeshadow. Very cute!


  13. I remember years ago playing the arcade game "Tempest" on an emulator for Mac OS 9. Is there something similar for Mac OS X? I did a search of this forum, but I didn't find anything.

     

    Any help would be appreciated! :cool:

     

    there is a program called diojag that does a 100% perfect Atari Jaguar emulation of Tempest 2000 for OSX.

     

     

    I never had a Jaguar, but I knew someone who did. It came with a preview of "Myst", and we were astounded. I ran out and bought a copy for my Mac the next week!

     

    The only way I know of playing Tempest on Mac OS X is either using MacMAME or MAME OS X. Now to get ROMs for that, you can use google to get them.

     

    Thank you both! I'm going to check out both of those options tomorrow.

     

    Bakasama, I love your avatar! :D


  14. Thanks. Joe made it look all shiny for me a few years back. (It's good luck to make a cat smile, right?)

     

    Absolutely! :cool:

     

    I think the only way to get a dragon into the Secret Message Room (I'm stickin' to the 1982 semantics, dammit)

     

    LOL, you give me courage to do the same!

     

    I am hopelessly unhip to the lingo. I called my games "tapes" for God's sake!

     

    is to subject it to a "bug" that makes it wrap funny. Yeah...lucid explanation, isn't it?

     

    I could swear that I've had one follow me in there while chasing me. But maybe I'm remembering wrong. :?:


  15. It just has to be moved out of it's starting screen. There's a number of questions that need to fail for the room to appear onscreen as a sprite moves to the right:

     

    Moving the player sprite?

    Did the sprite reach the right boundry yet?

    Is the current room beside the secret room? (room #3)

    Is the dot out of it's starting screen? (room #21)

     

    If all the above are true, the next screen loaded will be the secret room. (room #30)

     

    Note that this should make it impossible for the bat or dragons to enter the secret room on their own, but for some weird reason the first question is occasionally ignored (was this glitch ever figured out?).

     

     

     

    The panel collision with the player is also given a test (if the one of the 2 objects to print onscreen is the dot, the game ignores player collisions with the "missile1" panel). When more than 2 objects are on a screen the display is not always printing the dot, so player movement is still blocked on frames that aren't printing the dot object.

    The 2 missile sprites share the same colors as the 8-bit sprite objects, which is why they change color as objects are moved to the same rooms.

     

    While it's possible to move around the missile panel in this hack (in the regular game too...by "walking" the bridge up or down into the panel's screen, or holding a magnet to the side so that it drags the bridge downward from the blue maze), the previous routine that manually sets the secret room would still fail if the dot is in it's starting screen.

     

    This is all so interesting that it makes me wish I understood the programming language. I am hopeless at math and logic, so I FAIL at computer programming! :P

     

    I'm pretty certain I've had a dragon follow me into the programmer's room before, but I can't remember for sure. I don't think I ever saw the bat in there, though.


  16. You can't get into the programmer's room via your hack, can you? Or maybe I just haven't played around with it enough yet. :?: [/color]

     

    The room below the gold castle has its right wall mapped back to the left unless the dot is missing from the room where it starts. It is not necessary for the dot to be in the room below the gold castle, but it must have been moved out of its starting room.

     

    So you do have to go get the dot to access the room, rather than being able to walk right in via another room. Got it.


  17. One of the first hacks that I did was remove the playfield collisions so that I could explore the game's pathways. But the game's directional map would need to be altered in order to visit the catacombs/white castle portion in game #1.

     

    I'm downloading Stella now so I can try your hack. :D

     

    There are undocumented movements that are possible in the unhacked game too. If you take the bridge into the programmer's room and put it up at the top where the credit disappears into a doorway, you can go through the doorway and end up in the blue labyrinth! There are other ones that I can't remember off the top of my head, but I know my friends and I found a bunch of them just by messing around. If I remember any more, I'll post them (though you probably know them already!).

     

    Edit: Just tried your hack. It's both confusing and awesome, and it really shows how the rooms are mapped out/connected in ways one wouldn't think they are. You can't get into the programmer's room via your hack, can you? Or maybe I just haven't played around with it enough yet. :?:

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