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Atarius Maximus

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Everything posted by Atarius Maximus

  1. I made another 7800 homebrew, it's based on Kaboom. Why? It just sounded like fun. http://atariage.com/forums/topic/238734-boom/?do=findComment&comment=3245177

  2. He's got an MCP devcart. Made from one of the best hardware developers ever, I hear.
  3. Boom! is a small game I wrote as another sample program for 7800basic, anyone is free to use any of this code for any of their projects or hack it into something else. Please steal this code! The basic gameplay is similar to Activision's Kaboom. There are 5 levels that get progressively faster, once you're on level 5 the speed doesn't change. There is no paddle support, use your joystick to move the bucket(s) back and forth. Your bucket will wrap to the other side of the screen when you reach the edge, it makes it a bit easier to get to bombs on both edges of the screen. You start with three buckets, if you miss a bomb you will lose one. You get 10 points per bomb caught. Once you've lost all 3 buckets you will go back to the title screen and your current score will be displayed. The screen was mapped with the Tiled application, I included the tmx file in the zip file as well as all the graphics files you'll need to compile it. Enjoy! Edit: I updated the zip file a few hours after I posted it as I found a bug - I wasn't resetting the bomb counter so when you restarted the game you'd be on the same level you ended the previous game on. It's been fixed. boom15.zip
  4. The conversion is complete. You can see more pics of the build progress on my website here.
  5. I just ordered my print copy from Amazon. Can't wait!
  6. It's good to know, I always figured it was De-cruh-shen-zo. I was pretty close.
  7. It'll make a whole lot of people smile to see you make a post, Bob. I hope all is well.
  8. Cool, glad to see you picked up a copy. I just bought "byte before Christmas" and KC is next on my wish list. Enjoy!
  9. Thank you to everyone for the feedback. Everyone's suggestions have been great and they are all being considered as we move forward. It may be a little while before the next version is posted but we are still working on it. Stay tuned.
  10. I actually haven't done that at this point. I will certainly reference this thread and try it out on for my next project. Thank you for sharing, I look forward to using your tips as a troubleshooting tool in the future.
  11. You can read all about the gameplay and features in my original post here. Thanks for sharing the video, Trebor!
  12. I wanted to throw in my .02¢. I played it for the first time a few weeks ago having never played the O2 version before. I thought it was great. I'd of course seen screenshots of the original but had no idea that the dots moved, and moved faster as you progressed! I think the original was an incredibly creative way to re-create the pac-man experience on the old odyssey, knowing that they couldn't fill the entire screen with dots like the original pac-man. I couldn't stop playing for at least a half an hour once I downloaded it for the first time, despite having lots of other things I needed to get done. I love it! I don't own a physical copy yet but it's on my list to buy. Edit: I saw the controller discussion. Not sure it matters, but I was playing on real hardware with a Cuttle Cart 2, a Sega Genesis controller and edladdin's adapter.
  13. I wanted to share my latest game in this forum too for those that don't frequent the 7800 programming forum, I posted it there last week (look there for a detailed gameplay guide/instruction manual). It's an homage to the original Intellivision Night Stalker. RevEng and I have been working on this for many months. It has HSC support as well as support for the AtariVox with lots of speech, High score tables for each skill level, and uses the higher resolution 320A mode on the 7800. it's still a WIP but is nearing completion. Take a look! I'd love some feedback. Steve Edit: I added the final version (v245) to this post on 9/4/15, along with the instruction manual. DungeonStalker_1.158.a78 DungeonStalker_1.158.bin DungeonStalker_v1.245.a78 DungeonStalker_v1.245.bin DungeonStalkerManual_1.245d.pdf
  14. I'm reposting the source to version 158. I am asking that anyone who downloads the source code please not post any modified/hacked versions of the game until after Dungeon Stalker has been completed and officially released on cartridge. Thanks. DungeonStalker_1.158_Source.zip
  15. Yes, up and down movement is a tick slower than left/right. I wouldn't call it intentional so much as just saying that's how it works by default when you move one X or Y coordinate per frame in either direction. If I double up the Y movement then Y movement would be faster than X movement, making them precisely the same could be a challenge. It's certainly something I can look at adjusting but it may remain as-is. Thanks for the feedback.
  16. Thanks for the compliment and for the feedback, Chuck. I am limited to 8 unique colors for sprites at once in 320A mode, so the arrow shots need to match one of the existing colors in the game (see the attachment), or one of them would have to be changed to make a different colored arrow shot. I'll give it some thought.
  17. I haven't really used the Stella debugger all that much to be honest. After reading your comments I think it would be a really nice addition that many people would find useful as long as it was well documented how to use it. I've spent hours of time troubleshooting in the past simply wondering what in the heck value a bB variable currently had, and setting specific breakpoints would be incredibly useful. I would certainly use any integrated Stella bB debugging facilities in future projects.
  18. This was a source code release post, and I removed it for revisions. I will post again in the future.
  19. Bankswitching would simply complicate things at this point and isn't really necessary for this game. We'll be able to do everything we want to do with 48k.
  20. Thanks for the feedback, Jinks! While it is technically possible to make all of the sprites shoot in different colors, we're pretty low on ROM space in the current 48k build and plan on staying under that. It would require a fair amount of extra ROM space to implement that and we already have plans for the 3-4k we have remaining for some music and a new gameplay element that I'm not going to disclose at the moment. Hopefully RevEng and I can squeeze in everything we still want to do.
  21. He missed the pre-order, it sold out last week.
  22. Just download it. You'll see.
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