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yllawwally

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Everything posted by yllawwally

  1. Tumulus_5.bin5 digit scoring is now complete. Changing hit detection, to allow enemies to have Hit Points. Pony can now be in any slot. Have not looked at the sword not always appearing issue. Trying to find the cycles to change Sizing based on enemy type.
  2. Sounds like an infomercial. I've never played the intellivision Horse Racing game. What's the game play like? Do you control the horses, or just buy them and watch them race?
  3. Tumulus_4.bin Preliminary Scoring Added BUG : Sword does not always appear. Should I use 2 button genesis controls, or make it use only one button. Does anyone have an opinion on this?
  4. Tumulus_3.binI've added the ability to get on a horse, and get knocked of the horse now. Bugs: The main player gets graphics corruption, when too far to the right. My line count goes to 263 every third screen.(I suspect movement calculations go over) Shouldn't get knocked off horse when hitting pits. Future Add Ons Implement damage to player. Health bar system. Finish Score Display Pause screen, before primary enemies go too far left. Wish List Have enemies throw weapons.
  5. Is PAL and Secam the same? Just different colors?
  6. Thanks for the info SpiceWare. That's exactly what I was looking at. I'm not using fractional positioning. I'm not sure I can free up that much extra RAM, I would need 17 more bytes of data. Do most people just leave the extra lines blank, if it was originally for NTSC? Twenty percent more screen space, is quite significant.
  7. What things are different in a game for PAL? The game I'm working on is NTSC. What would I need to do differently to make it PAL compatible?
  8. Der Luchs made the music with the batari keyboard. It's great music isn't it. Then he gave me the note output. I put that into a data table. I was able to compress it because the note durations, audio tone, and audio volume where all the same. Also the my code is at http://atariage.com/forums/topic/210937-a2600-music/page__st__75?do=findComment&comment=2759611. I changed it a little to do the compressions, and allow for a 255 note song. If you interested I'll put the new code here, for asm.
  9. Tumulus_2.binHere's a new version. Fixed scrolling. Was using too many cycles. Changing internal memory structure, to make enemies selectable. Now only allows a palette of 12 possible color schemes for enemies. However since there will probably never be that many, it's a good trade off. Saves 12 bytes of Ram, and also saves some cycles in the kernel.
  10. I save the collision data, and then clear it, before I display each sprite. I load it twice right now. So I can differentiate between the pits and the sprites. I'm not sure where to find enough cycle to read the other collision registers. It would be nice if you could load 2 registers that contained all the collision data, since it's only 15 bits of data.
  11. Here's a screenshot. The bin is in the first post.
  12. Tumulus_1.bin You are an adventurer, out to stop the fiends coming from Tumulus. This game is inspired by Golden Axe. It's currently a WIP. Music is by Der Luchs. I've been working on it, for a long long time. I think finally nice enough to let others have a peak. It has a long way to go still. Here is the most recent version. Tumulus_39.bin Tumulus_38.bin Tumulus_37.bin Tumulus_36.bin Tumulus_35.bin Tumulus_34.bin Tumulus_33.bin Tumulus_32.bin
  13. It's easy to check the 7805. On the main board there will be a 7805, it has 3 legs. You need to check the voltage, between the center leg and the other legs. One leg will be about 9v, and the other will be 5v. If it's below 4.95v, then the 7805 should be replaced. Here is a youtube video showing fixes.
  14. The power plug you have should be adequate. The RCA to Coaxial converters, usually work great. Try cleaning the cartridges. It's difficult to clean the socket on the atari. You will probably have to open it up. There are some capacitors that go bad, and a 7805 that will often go. Do you have a multi-meter to test the components?
  15. Ok here's the code I'm using to play the song. It sounds like music but it doesn't sound like the scary theme you started the thread with. The song you listed is the same as the one you played in the first sample? DEC duration bne GotMusic ldx musicData lda musicData_begin,x inc musicData inx STA AUDV0 lda musicData_begin,x inc musicData inx STA AUDC0 lda musicData_begin,x inc musicData inx STA AUDF0 skipL052 lda musicData_begin,x inc musicData inx STA AUDV1 lda musicData_begin,x inc musicData inx STA AUDC1 lda musicData_begin,x inc musicData inx STA AUDF1 lda musicData_begin,x inc musicData inx STA duration GotMusic lda musicData_begin,x cmp #255 bne resetx lda #0 sta musicData resetx musicData_begin .byte 8,4,23 .byte 0,0,0 .byte 15 .byte 2,4,23 .byte 0,0,0 .byte 8 .byte 8,4,26 .byte 0,0,0 .byte 11 .byte 8,4,23 .byte 0,0,0 .byte 11 .byte 8,4,21 .byte 0,0,0 .byte 9 .byte 2,4,21 .byte 0,0,0 .byte 8 .byte 8,4,23 .byte 0,0,0 .byte 9 .byte 2,4,23 .byte 0,0,0 .byte 8 .byte 8,4,26 .byte 0,0,0 .byte 11 .byte 8,4,29 .byte 0,0,0 .byte 9 .byte 2,4,29 .byte 0,0,0 .byte 8 .byte 255
  16. Here is a make article to build a clone. http://blog.makezine.com/projects/pixelmusic-3000/
  17. The game I'm making is similar to single player golden axe. Since it's in asm, I can't just drop the basic into it.
  18. How difficult would it be to take the Bb code for music and place it into an ASM program? I've working on a game for a long time now. I'm at the stage where I would like to add some music and sfx, but I'm not great with music.
  19. Any Atari item is rare to find in the wild nowadays. I haven't seen too many sears. The most recent find was a rainbow, and that was several years ago.
  20. The label seems unusual. It's very similar to the release label but not the same. It seems unusual to have a graphic label, instead of a sticker with something written on it. What's the label quality like?
  21. The buttons did sometimes stick, and the ball did fall off. But it was the only arcade style stick for the NES you could find easily. It worked rather well, and was reasonably priced. I still have mine, and it works great.
  22. You could get a Gameboy flash cart. They're alot harder to find now. But this one from tototek seems like it would work. http://www.tototek.com/store/index.php?main_page=product_info&cPath=40&products_id=142&zenid=n80j8lhmqthej6dh3crd693rg2
  23. If the 2 7800 controllers are working they are worth about 10 dollars each.
  24. It makes no difference, which side of the LED you attach the resister to. As long as there is a resister in series you will have no problems,.
  25. It's relatively inexpensive to make boards at home. Under 100 dollars to start. At jameco they have everything to start. http://www.jameco.com/webapp/wcs/stores/servlet/ProductDisplay?storeId=10001&catalogId=10001&langId=-1&productId=2113244 Is a 50 dollar kit with the chemicals you need. Then the PCB you will need is 4 dollars http://www.jameco.com/webapp/wcs/stores/servlet/Product_10001_10001_169309_-1 Then you will need to cut the boards. A dremel with a cutting disk should work perfectly. If you want someone else to make the PCB http://oshpark.com/ They charge 5 per square inch, for 3 boards. How big is an Atari PCB about 3x2 inches. That would work out to 10 dollars per board.
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