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Cupcakus

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Everything posted by Cupcakus

  1. The game runs in 2 -- 8 map sections. The second 8 maps don't do anything until you get there... but yes, the last few maps of the first section and the last few maps of the second section are redzoned... and most of the sections you get to, you will not be able to fend off the attack in time. Over %50 of Solaris is fighting with reversed controls... Which isn't all that hard to get used to, but it kills you in the corridors later in the game that have 5 doors with reversed controls. I think the link to "I beat solaris" is in the AtariAge links section, great info there on the later stuff of Solaris.
  2. God I love Solaris... any way. Enemy ships move and attack in all sectors, some sectors when you enter them will already have no fed planet, even though you have never been there before. This is my impression When a wormhole moves is does in-deed change the destination Difficulty increases as you move closer to Solaris. The second 8 maps are really tough if you get that far. I've attatched my hacked Rom if anyone wants it. The only way to really win is to cheat, After 10 years of play I almost made it to the end, but lost in horrible frustration. If you just want to see the ending, use the hack. (infinite lives) solarishack.zip
  3. Scince we have seen StanJr post a thread about how great Marble Craze is. Whats going on Stan! Is it too good for you now! (Hopefully I am recieved as being sarcastic)
  4. Just nailed this one, $7 woo hoo. :-) http://cgi.ebay.com/ws/eBayISAPI.dll?ViewI...item=1383099058
  5. Great, Thanks.. Now all I need is the face dimensions for a standard atari cart.
  6. I'm working on the label art for my game and I don't have any 2600 carts here to check. I need to know the label dimensions. Inches or Cm doesn't matter I just want to know how much room I have to work with. Thanks to anyone that can help!
  7. Got a web site for said product :-)
  8. I want to test a game I am writing on the 2600, however the options for doing so aren't working out for me. Here are the options I can find. Supercharger -- I can't find one, at least not one for a reasonable price. The ones on EBay are usually packaged with systems and tons of games and cost way too much. I found some available on the net for $90 new in the box... That's a lot, maybe I have to shell it out though. Cuttle Cart -- Discontinued, I'll never find one of these, damnit! :-) Make my own cart -- I could do this, but I can't find the parts for the price others seem to be able to. EProms cost me about $3.50 and Hex inverters cost more, plus once you make these carts they are pretty much perminently written to. And I need a cart for a deveopment environment. Can someone help me out here? Do you know where I can find a SuperCharger for a decent price? Anyone have an extra one :-)
  9. Super interesting thanks! (hmmm, so first he worked on atomic weapons and then video games, I wonder if it works in reverse...)
  10. I play pocket NES on the GBA, there are some issues that would make the GP32 better. For one, to load games onto the GBA you're going to need a flash card, which is about $1.5 per MBit, and 128MBit is about the minimum you want to own. And the flash linker which cost me about $150 when I bought mine, but it might be less now, which allows you to upload roms into the flash cart via the printer port on your PC. GP32 has native PC connectivity, it's "designed" to be an emulator. I for one would pick one up just for it's multiple emulator support, the GBA is cool for it's own games.
  11. My mom was the Payroll manager for Atari back in the day, I got my first 2600 in '79, I'm not sure if she paid for it or not, but she used to come home with sacks of games from work, no real collectors gems, but it was kick ass as a kid. I was the envy of all my friends. Eventually she was swept up in their massive layoffs and I had to go to ToysRUs for the rest of my Atari days.
  12. Cupcakus

    Need A Vote

    The game runs like a board game. Each player makes their "move" and then the next player gets a turn. Players however have the option to attack each other on the "board", in which case the two players will go 1 on 1 in some sort of mini-game, probably similar to Gunfight or Combat, you get the idea. If players trade off sticks then the minigame will have more dimensions (EG: You can move your character around in all directions), if every player has their own paddle, then the mini-game will have to support only vertical or horizontal motion for each player, which makes a Pong-Style game seem like what will result for combat. Both are cool ideas, I'm just worried players won't want to trade off sticks with other players during play.
  13. Cupcakus

    Need A Vote

    In the spirit of Warlords, I've decided to write a party game, where four buds can get together and have a great time kicking each others butts. The game is turn based. So my question is: I can't decide if I should use the paddle controllers so every player can have their own controller, or if I should use the standard joystick, so when it is not your turn you will have to give it to another player. A section of the game will be a primitive combat game, with joysticks I could make it more like real Combat, however with paddles it would have to be more like Pong. Would it be so bad to give the controller to your buddy when your turn is over? Or would it be better to pong it out instead of duke it out? I can't decide.
  14. I use EditPlus2, it lets you create an Atari ASM template, so when you start a new project all the crap that you need everytime you start a new game will be there allready. It's not the best but it works well enough.
  15. I'm trying to figure out how games write multiple sprites to the same scanline, like in Space Invaders. Here is how I was drawing multiple sprites to the same scanline: I would draw the same object in two different places on the same scanline by interlacing the frames, draw one object on one frame then the other on the next frame, which causes a "flicker". That works fine and dandy for me, except it still doesn't explain how games like space invaders throw several sprites on the same scan line with no flicker. I don't get it. Is there an example somewhere where I can find how this is happening.
  16. I just threw the cart in after about 10 years at least of compounded dust was blown off it. I scored an astounding perfect 5840!!! Oh Yeah! So how do I get on that high score thingy
  17. Thanks a lot Thomas. A couple more things though. #1. I used $D000 myself however there are several JMP's to $BXXX range that surface, this could just be my inexperience talking but why isn't it $B000? #2. How did you come about getting every little segment for the CFG file. I tried that and could not figure it out. Your help has been greatly appreciated!
  18. OK.. (shrug) I came to the conclusion that DiStella can't do Frogger2. If someone can prove me wrong here, I would love it! I successfully disassembelled, assembelled and ran Joust, Raiders of the Lost Ark, and DK Jr. So I know my methods were right, it just seems I can't get Frogger2 to give a valid output on the first file, no matter what ORG i give it.
  19. It's worse than that. DiStella names it's labels after the address of the line of code. So the instruction at $F55E is labeled LF55E, the problem is that there are about 30 or so labels in both files with the same address, thus the same label in each file. When I put the two together I get mismatch errors. How can I configure DiStella to give each file a different kind of label? DiStella(ing) an 8k+ file doesn't seem feasable. If anyone has accomplished this, shoot me the source file you ended up with that compiled. I will most likely be able to compare it to my source and correct the issues. Thanks!
  20. I know it has been discussed many times before, but the only step by step solution given is in this thread http://www.atariage.com/forums/viewtopic.php?t=3214 I'm not sure what you are getting at here Thomas... Here is where I'm at, can anyone help me along? Just for laughs I chose the Frogger2 bin to attempt this. I split the file into two 4k bits, no problem. I discovered the correct ORG address for the first file and dissasembelled it... no problem. Now I have another 4k file, I found the ORG address for this file and dissasembelled it. Now I have two disassembelled files that seem fine. No strange code, no BRK opcodes. In File #1 I replaced the ORG line with an RORG line, then directly above it I put a ORG $0000 line. In File #2 I replaced the ORG line with an RORG line, then directly above it I put a ORG $1000 line. I deleted everything above the ORG line in file #2 (I left that data in-tact for file #1) and then copied everything from from file #2 to the end of file #1. When I compile I get several errors: Mostly "Label Mismatch" and "Branch out of Range" What am I missing?
  21. Hozer's screen shot of this game is not working, can someone post some screens for us, I'd really like to see what the fuss is about!
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