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About yllawwally

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  • Birthday 11/27/1974

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    Henderson, NV
  1. I was thinking about a raspberry pi, they start at about 700mA. They contain a powerful processor, lots of storage, network. Everything you could ever want. Easy to obtain and relatively inexpensive.
  2. How much power can the cartridge port safely provide for these types of carts?
  3. All 5 bosses now have some graphics, and can be fought against. They're not complete, but at least they show up, and can be defeated. The screen size no longer gets 5 lines taller when the bosses are on the screen. However that causes a small graphics corruption of the player. Level should now increment properly, and reset to 0, when boss 5 is killed. I was comparing to 5, when I should be comparing to 4. The mummy is no longer skipped. This version has a boss every 4 monsters. This will be changed later, it's just so all the bosses can be fought easily. I think the score is finally fixed, sometimes the last digit would go over 9. Boss 4 is messed up, will need to look into what's wrong, maybe a page boundary problem. Sometimes hitting a monster in one lane hurts another monster in a different lane, maybe related to boss code? Sometimes if player touch boss, especially mummy he gets corrupted. I've seen this before, but can't remember cause. Still need to add bosses special attacks. Will-o-wisp is done(blue ball), mummy is done(just needs color fixed), the other three I haven't started on. Tumulus_39.bin
  4. Are you using a switchbox, with a slide switch for tv and game?
  5. Mylar is a brand name of polyester cap, so that won't make a difference electrically. The shape different, but as long as you can make it fit, go ahead. NTE960 is a replacement for the 7805, so it will work just fine. The thermal paste from Radio Shack is what you're wanting. The .22uf would be correct. The voltage listed is simply the max voltage that it can handle, so as long as it's at least 10v, you should be fine. So technically the 130 would be slightly preferable. Although in use, it would indistinguishable.
  6. I don't have much time to dedicate to it. But this will eventually get completed. New version. Now the sword disappearing on the far right is fixed. Pits should no longer override monsters, when overeyes is active. And a couple minor tweaks, that probably won't be noticed. Tumulus_38.bin
  7. Fixed some of the screen size issues. I believe the only time the screen goes to 263 lines long, is for one screen, when you first start. The sky now only changes color, if the enemy is one you must defeat. Fixed the recently introduced bug of losing the horse if you were touching the horse, while you hit it. The potion no longer makes the opponents act as if they are hit. It simply changes their color, and reduces their life. This change helps with using a potion on a creature you can't reach. This caused them to sometimes stay there forever, and you could never defeat them. Tumulus_37.bin
  8. F4 is the bank switching method. The PLD program can be downloaded from pixel's past, it's called pld code f4. That PLD is used to control the bank switching, it's what allows the atari to see more than the first 4k of the eprom. The PLD doesn't need to be released, however the cartridge will need to have one.
  9. The bankswitching scheme is how you swap between the 8 banks. Does your game need ram on the game board, or only rom? Is the game written already? Can you burn PLDs? Because the board the pixel past had, used a pld to do the bank switching. Since you are doing only one game, you could take any 4k game, and remove the ROM. Then you would have to dead bug connect the chips to the board. It's a pain, but if you want to do a one off by yourself it's probably a good method.
  10. With the way atari games are designed, they would probably enjoy practically any game. There are only a handful of games that need a manual. My kids like to wander around, they found ET very entertaining. Pitfall is another good choice.
  11. Significant reorganization of code. Changing the way enemies are chosen. Switching to a routine to randomly choose enemies. For now, it simply increments through all the basic ones. This saves more than a 100 byes. This is probably the first version, that I think is playable. You can score points, and you can die. Remember to press fire to start. Tumulus_36.bin
  12. TV Shows : Six million Dollar Man, Man from uncle, Charlies angels, Battle of the planets(there was a c64 version), Hong Kong Phooey Movies : Rocky(coleco version), West World, Highlander(spectrum only), Smokey and the Bandit
  13. I hope you enjoy it, sodarun. If anyone sees any bugs, please post them here. I'm trying to stomp them out. A few more fixes, and improvements. Trees and pits no longer change color when you hit them, since you can't destroy them anyway. Pits have returned, I improved the graphics a little. I have increased the shake with the eyes, and turned the pits back on. Potions now decrement when used. This one was completely my fault. At some point for some reason I can't comprehend right now, I had put in code to randomly remove a potion when it was used, instead of always doing it. Don't know what the hell I was thinking, putting that code it. But the offending has now been removed. The game now starts off paused, to play simply press the fire button. And now you can die as well. Removed a few bits of unused code. This is going to be an ongoing thing. I need to find some more space in the rom, for adding more monsters. Still need to create 2 more bosses, and figure out how to fit them sprites into the ROM. At some point I'm going to create a routine to set up the levels. I don't have the room for the levels. This will also make replay a little more entertaining. Enjoy the new version. Also need to fix the bug that causes extra lines when you touch a boss. Tumulus_35.bin
  14. Thanks. I'm hoping to actually finish this up this year. My vision of this game far outstripped the meager 4k I was willing to use. Which slowed progress down. But when down, my first game will work without any fancy bank switching.
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