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jrok

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Posts posted by jrok


  1. Is there any way to copy a graphic defined in score_graphics.asm into a player sprite? In particular, I was hoping to target and copy some of the extra ($A-F) graphics used with Omegamatrix's modified DPC kernel.


  2. Sort of confused if we're talking about sprite colors or background playfield colors. Your earlier post talked about sprite colors, here you mention background [playfield] colors.

     

    bB DPC+ playfields (and colors) are RAM based, and can be modified, swapped, etc. bB DPC+ players (and colors) are pointers to ROM, which can't be modified. (in theory, you can point them to RAM, and modify the RAM, but I can't get this to work.).

     

    Sorry, I drifted off topic there. Yeah, that was the original question, I just included that sample in case I wasn't explaining the desired (sprite) effect well enough.

     

     

    If you wish to modify the PF background color, change the "DF7HI" index to point to another queue/page in your example. IIRC, it's probably 11 for background colors...

     

     

    Yes, it is. I tried to RTFM for this, but I couldn't find it documented anywhere. Thanks, again.


  3. No worries. Just in case I wasn't explaining myself right, I wrote a little test program a while back that does a similar color swap with the playfield object.

    
    
    set kernel DPC+
    dim PF_line = a
    dim chroma = b
    dim chroma_shift = c
    goto Start bank2
    bank 2
    Start
    playfield:
    ..............XXX...............
    .............XXXXX..............
    .............XXXXX..............
    .............XXXXX..............
    .............XXXXX..............
    .............XXXXX..............
    .............XXXXX..............
    .............XXXXX..............
    .............XXXXX..............
    .............XXXXX..............
    .............XXXXX..............
    .............XXXXX..............
    .............XXXXX..............
    .............XXXXX..............
    .............XXXXX..............
    .............XXXXX..............
    .............XXXXX..............
    .............XXXXX..............
    .............XXXXX..............
    .............XXXXX..............
    .............XXXXX..............
    .............XXXXX..............
    .............XXXXX..............
    .............XXXXX..............
    .............XXXXX..............
    .............XXXXX..............
    .............XXXXX..............
    .............XXXXX..............
    .............XXXXX..............
    .............XXXXX..............
    .............XXXXX..............
    .............XXXXX..............
    .............XXXXX..............
    .............XXXXX..............
    .............XXXXX..............
    .............XXXXX..............
    .............XXXXX..............
    .............XXXXX..............
    .............XXXXX..............
    .............XXXXX..............
    .............XXXXX..............
    .............XXXXX..............
    .............XXXXX..............
    .............XXXXX..............
    .............XXXXX..............
    .............XXXXX..............
    .............XXXXX..............
    .............XXXXX..............
    .............XXXXX..............
    .............XXXXX..............
    .............XXXXX..............
    .............XXXXX..............
    .............XXXXX..............
    .............XXXXX..............
    .............XXXXX..............
    .............XXXXX..............
    .............XXXXX..............
    .............XXXXX..............
    .............XXXXX..............
    .............XXXXX..............
    .............XXXXX..............
    .............XXXXX..............
    .............XXXXX..............
    .............XXXXX..............
    .............XXXXX..............
    .............XXXXX..............
    .............XXXXX..............
    .............XXXXX..............
    .............XXXXX..............
    .............XXXXX..............
    .............XXXXX..............
    .............XXXXX..............
    .............XXXXX..............
    .............XXXXX..............
    .............XXXXX..............
    .............XXXXX..............
    .............XXXXX..............
    .............XXXXX..............
    .............XXXXX..............
    .............XXXXX..............
    .............XXXXX..............
    .............XXXXX..............
    .............XXXXX..............
    .............XXXXX..............
    .............XXXXX..............
    .............XXXXX..............
    .............XXXXX..............
    ..............XXX...............
    end
    data zonelumshift
    $00,$00,$02,$02,$04,$06,$08,$0A,$0C,$0E,
    $00,$00,$00,$02,$02,$02,$04,$04,$04,$06,
    $02,$02,$04,$04,$02,$02,$04,$04,$02,$02,
    $00,$02,$04,$06,$08,$08,$06,$04,$02,$00,
    $00,$02,$00,$04,$00,$06,$00,$08,$00,$0A
    end
    chroma = 16
    WritePFColorLoop
    DF0FRACINC=128
    DF1FRACINC=128
    DF2FRACINC=128
    DF3FRACINC=128
    DF4FRACINC=128
    DF6FRACINC=128
    DF7HI = 10
    DF7LOW = 52
    PFColor
    for temp1 = 0 to zonelumshift_length
    DF7PUSH = zonelumshift[PF_line] + chroma
    PF_line = PF_line + 1
    next
    PF_line = 0
    rem Press and release the fire button to change the color
    if joy0fire then chroma_shift = 1
    if !joy0fire && chroma_shift then chroma_shift = 0 : chroma = chroma + 16
    drawscreen
    goto WritePFColorLoop

    It's been a couple of years since I've tucked into bB, and I forget how I determined the hi and lo pointers for the playfield. I assume I could use a similar technique to color the background, right?


  4. I have related question:

     

    Suppose I wanted to do the following:

     

    - Define the colors for each line of a virtual sprite (in a data statement, I'm guessing? Then push them into the sprite?)

    - Add a multiple of 16 to each line when the code is run.

     

    I'm trying to build a palette swapping function, preserving each line's brightness while shifting the hue.

     

    Thanks again.


  5. As usual, Stella's debug colors (alt + comma) explains much.

     

    post-23476-0-81165100-1364314634_thumb.png post-23476-0-25909200-1364315280_thumb.gif

    (legend courtesy Nathan Strum)

     

    It looks like the player horse and rider are player0 and player1 combined, as are the enemy rider. (flickered when both are on-screen)

     

    Yes, exactly. Any road-based enemy (evil knight, grendel) is flickered at 30hz with the player knight when both are displayed on the screen. Each of those is drawn using P0 and P1.


  6. Status ? Bump

     

    It's been a while since I've worked on this game (or on any VCS stuff, period). I still don't think it's necessarily a fun game, and I'm not sure that adding bells and whistles like the falling princesses will solve that problem. If I can find the time to tuck back into this game, I think I might take a big step back and change some of the fundamental gameplay.


  7. Okay, jrok, that's enough. Time to take the fight elsewhere cause you're coming borderline troling here. :) Just agree to disagree and move on. Really, this is NOT the kind of thing to worked up on.

     

    Thanks for chiming in with your two cents, Soulblazer. That was really helpful, and worth every penny.


  8. There's more of that stuff rattling around in your head again. I wanted to see your playing style. I don't know how many times you fell in a well before you finished the round.

     

    You want to critique my well-jumping style? What are you, the John Madden of E.T.? I don't recall offhand how many times I fell in a well. Hard to count when I'm half asleep.

     

    Your previous posts were coming from a whiny, complaining guy who clearly knew little about the game, then you changed your story at the last second. Suddenly you know everything about the game and can beat it with your eyes closed.

     

    What "story"? What's there to "know" about this game? It's not fucking chess. Weren't you asking questions about this game on a different thread, where I tried to help you understand the concept of writing randomized zones? I guess that's a mistake I won't make again.

     

    Merry Christmas. Get fucked.

    J.


  9. Do you think I'm stupid...

     

    I'm starting to.

     

    Your posts were ignorant and obnoxious. If mine were only obnoxious, I guess that means I win the Internet today.

     

    How mature of you.

     

    There's more of that unnecessary stuff you're making up in your head. What hoops? I just said you should make a video. I didn't say you should take a screenshot, make a ham sandwich, or play a banjo. Assuming I'd ask for more videos is based on nothing but more of that unnecessary stuff you're making up in your head.

     

    Oh, I see. So I guess you're claiming that screenshot I posted is some sort of a lie? How nice. I guess that makes me part of the Lizard Illuminati conspiracy against E.T, HSW Steven Spielberg and "controlled randomness". If you really think it's so odd that someone can pick up E.T. and immediately beat it, I'm not sure what to tell you. It is an easy game, even without collecting candy and getting the part from Elliot. I'm certainly not going to download software and play this turd twice in one day to prove something to a deranged E.T. crackpot with a chip on his shoulder. That's like trying to teach a pig to sing. Wastes my time and annoys the pig.

     

    Cheerio,

    J


  10. For those who don't want to take RT's online graduate degree course in "How to Play a Shitty Game", here's how to beat E.T.:

     

    1. Scrub the ground in each of the pit rooms for "?" marks. Press the button to see if there's a piece in one of the pits, and keep that position in mind.

    2. Scrub the ground for the phone home and pickup symbols and keep those in mind.

    3. Scrub the ground (monotonous, I know) for a roman numeral symbol and keep that in mind.

    4. Make a run at all three pits with the pieces in them, collecting them one after the other. If the FBI guy tails you, stand on the roman numeral and press the button, then continue collecting pieces.

    5. Stand on the phone home symbol and press the button

    6. Stand on the pickup symbol and press the button.

    7. Take game out of Atari and place it into box.

    8. Wait 35 years, then sell.

     

    8)


  11. I think you have things backwards. You're the guy who is suddenly claiming that you can beat E.T. like you're the Atari 2600 version of Neo from the Matrix after you just got done whining about how frustrating and difficult the game is.

     

    Just as I thought. Your "Atari Tough Guy" act is just that. An act. You threw on a Superman cape at the last second in a lame attempt to save face. Didn't you think I would notice when you turned on a dime and contradicted everything you said up to that point?

     

    I know this game is an obsession for you -- not exactly a secret. Obsession isn't necessarily a bad thing (in one way or another, most people in this hobby all mildly obsessive) But at times your passion for it can turn you into a raving jackass. I haven't said anything contradictory about E.T.'s alleged "gameplay." I said the pits are no fun. They aren't. I said the bad guys are more annoying then dangerous. I said that the screen movement is busted. It is. As soon as I fired this junker up, all of that continued to be true.

     

    It also was as easy as I remember. Granted, I just beat it on "A", which is so ridiculously easy it's hard to call it a game. I suppose I could try it again on "B", but whatever added difficulty the faster agents offer won't change the fact that it's just not fun to evade them.

     

    That's not a video.

     

    And wishes aren't horses. But given how obnoxious you are being, why would I want to reward you by jumping through your hoops? I'm sure just ask for another video anyway ("This time do it on hard! Now with Elliot on the screen!").

     

    Basically, this all adds up to a big case of fuck you, RT. I'm sorry you think that "E.T." is so challenging it requires 170 Youtube videos to teach people how to play it. That's fucking tragic, man.


  12. Just for shits and giggles, I just booted up E.T. in Stella. Haven't played this turd in many years... about three minutes later I got this:

     

    post-21152-0-89455400-1356029575_thumb.png

     

    What I didn't get was an ounce of enjoyment... stay home, E.T.


  13. Your other comments were clearly coming from a guy who doesn't know how to play the game and now you want me to believe that you're an E.T. master who finds it too easy? How about picking a story and sticking to it?

     

    Oh my... here comes the Internet Tough Guy! :lol:

     

    Here's a challenge for you: download Bandicam, if you use a PC, record yourself playing a round or two of E.T. with Stella, and upload it to YouTube. Then I'll be able to tell which story is the real story. If the game is so easy that it's boring to you, the video should be a pretty good learning tool for others, so I'll add it to my playlist when you're done.

     

    I've got an even better idea... why don't I smash my skull with a brick for an hour and upload that to Youtube. Far less painful.


  14. Okay, you got me.

     

    I totally did not skip class (multiple times) in order to spell G-R-E-E-D, and have to take Government over again the next semester. ;)

     

    Such a great game. My local arcade actually had both Addams Family and Twilight Zone at the same time. Pinball heaven.

     

    The Star Wars Arcade is interesting though, it came out in 1983. That's quite a gap from 1977. I don't think the developers were rushed too much.

    Product license must take up a huge chunk of resources. The good movie games are few and far between. Even Parker Brothers "Empire Strikes Back" came out in 1982, around two years later than the movie.

    So many movie games are rushed to coincide with the movie's release date, and they show it. :jango:

     

    Yeah, I was just thinking that too. The time care they took in that game was obvious, and though I'm not sure what their total development time was, I'm sure it wasn't comparable to the ridiculous launch schedules most license games operate on.

     

    Then again, Tron -- another great arcade game tie-in -- was launched with the movie, and the programming was so rushed that a major sub-game (the disc battle) had to be left out of the final product, and had to be redesigned and released separately as Discs of Tron. But it was still a great, fun game. Interestingly, KLOV lists both Star Wars and Tron in their Top Ten Most Popular games. That's not a bad showing for such a cursed genre. :)

    • Like 2

  15. The wells are obstacles that can be avoided if a person has good eye-hand coordination.

     

    This is true. And through years of careful, patient study, I have developed a foolproof way to avoid them even better... by not putting the cartridge in the machine.

     

    That's a huge steaming pile of bullshit. There is only one thing you have to memorize in the game and that is the location of the Phone Home Zone. If you are trying to memorize the placement of every zone in the game, no wonder you don't like it. Your mangled thoughts about what you think you are supposed to do are getting in the way.

     

    Yeah, how is it possible that I don't like one of the most infamously terrible video games ever made? I must be that I'm stupid, or uncoordinated, or have terrible taste in video games, or something.

     

    For the record, I've sent that little green bastard home exactly twice (A & B difficulty), and see no point in giving him any more free rides. I know that it's not hard to stop yourself from falling along the way into the pits, or avoiding all but the pits with the pieces in them. Collecting all the candy and avoiding the bad guys isn't hard either. None of it is hard... because E.T. is not a difficult game. It's just a boring, broken one, by a great programmer who tried to bite off more than he could chew. If you want to continue to verbally mate with this stinker of a product tie-in here or elsewhere, that's entirely your business RT. But pretending that the only reason to dislike the game is the inability to play it is the true "steaming pile of bullshit." Plenty of easy games suck ass.


  16. I looked at your sprite sheet; they appear to be either the arcade or NES versions. The Atari VCS really isn't capable of multicolor sprites like this.

     

    The sprite sheet shows the individual 30hz flicker frames that creates the illusion of multiple colors on a line (and so does his demo binary, for that matter).


  17. I'm not going to sit through an enitre film and then complain that it was too boring.

     

    Who said anything about staying until the end? I'm talking about walking out of a cruddy picture and demanding my money back, like that old couple. With "Lady in the Water", I think we walked out at the exact moment that the Shymalan's character was revealed to be the world's greatest writer. This would probably be equivalent to to the moment E.T. players realized that falling into pits was mandatory.

     

    Maybe they were expecting some cute kids game that uses the kid's controller where you have to find E.T. hiding in stuffed animals or maybe it wasn't complex enough? I don't know. With Pac-Man it is easy seeing what people expected but with E.T. it is complicated. When I look at the commercial it appears to be honestly showing what it is.

     

    Commercials for games are pretty limited in showing the "fun factor", though. Showing E.T. falling into one pit (and finding a phone piece there, no less) was different than the reality of steering E.T. through Pittsville and constantly falling into (mostly empty) pits. I get the feeling that the part players hated the most wasn't so much falling into the pits as it was monotony of floating out of them, which was a chore-like activity that would compromise a big part of gameplay. The floating was an attempt to cram a story element (E.T. levitation powers) into the game without a good design reason. That happens a lot in movie license games, and is probably a big part of why so many of them stink. If Activision licensed "A Lady in the Water" game, the suck from that cartridge might cause the world to collapse in on itself.

     

    This game was supposed to be for kids, so the wells were a stupid idea. Making it hard for the average slack-jawed, nose-picking kid to get out of the wells was a very stupid idea. The game wasn't polished enough before it went out the door. Even the countdown clock didn't work properly.

     

    As far as the timing issue, everyone agrees that the dev cycle for E.T. was 100% crazy (which is why they were paying Warshaw such a huge bonus). The sheer amount of work he put into it with so little time deserves respect, and the game's presentation is top notch. But the broken screen navigation leading to illogical player placement and cheap falls isn't just a polish issue IMO, and some of the design decisions were just bad ones from the start. The pits are bad (even for non-nose-pickers) not because they are hard to get out of, but because they are boring to get out of. And get into. Everything about them is dull. Warshaw said something about wanting to include them because they would expand the game world. An admirable goal, but it was a dud gameplay-wise. Just because one of the greatest Atari games is called "Pitfall" doesn't mean that falling into pits is fun. It's kind of depressing. Even sound effect is a downer. Meanwhile, E.T.'s enemies are more annoying then menacing. The FBI Mugger robbing your candy and phone parts is servicable, but the Scientist carrying you to the blue screen is roughly half-an-idea, poorly executed. Running from these enemies isn't very fun, and the only challenge involved is those damned pits, which they can somehow magically float over. The analog might be to re-imagine Pac-Man's gameplay where everything is the same except that 1) the ghosts can move through all the maze walls and 2) if Pac-Man touches a maze wall, the game stops for eight seconds. When they come for you, the only solution is to memorize the Roman numeral locations, wait around for them drag their asses onscreen then press the button to make them go away for a little while.

     

    The windup is that E.T. is less a game than a buggy, luck-heavy memorization test. On Christmas morning, 1982, nose-pickers may not have been able able to put their finger (multiple puns intended) on exactly what was wrong with it, but I guess they knew a stinker when they played one. There are far worse Atari games - buggier, more poorly designed, etc - but despite all it's bells and whistles, E.T. still feels like one of the least fun to play.


  18. No.

     

    Hey, that's okay. Being satisfied with a crappy product isn't a crime. That's why E.T. has apologists today, even though Warshaw himself isn't enamored of it.

     

    They do and they are all members of this site.

     

    All of them? So, every modern game designer with replayability in mind has an AA membership? Do they also support a strict no-refund policy for shitty games?


  19. A game ,like a Twinkie, shouldn't be refundable after consumption.

     

    Haven't you ever been to a terrible movie and demanded your money back? Maybe I can't un-see a crappy flick like "Lady in the Water", but I can surely put that money to better use, or at least give it to a better movie.

     

    Imagine what would happen if instead of people trading in used games to Game Stop, they could beat even good games and get a refund.

     

    Imagine what would happen if designers still made games that were fun to play even after they were "beat."

     

    :ponder:


  20. I'm more interested in the involved in all aspects of the design work part.

     

    From the sound of it, he sat there with a bemused smirk on his face while Warshaw showed him all his flowcharts and astral coefficients, then said something like, "Can't we just do a Pac-Man clone?" Which sounds like a very Spielbergian thing to say actually -- the man isn't exactly known as a very cerebral or original filmmaker, but he has a great nose for what people like and what works.

     

    Or at least, he used to...

    220px-Kingdomofthecrystalskull.jpg

    :sleep: :sleep: :sleep:

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