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disjaukifa

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Posts posted by disjaukifa


  1. What an amazing product. Batari has really outdone himself on this one. I intend to be able to play the harmony cart for a period of time today with Lord Thag. I bought one and I am very, very, happy that I did.

     

    Batari creates such wonderful products, I am truly impressed. He has supported our shows for many years and I hope that he does well with this product. I feel honored that he chose our show to do it. To all who still play on thier 2600, or want to create 2600 games, this is a must have.

     

     

    Thanks for the quick review!!! I'm glad to hear you are happy with it!!! Can you give a pictures of the cartridge all the way around?

     

    -Disjaukifa


  2. There are a few pre-production, numbered Harmony carts left over from the show. I gave them to Albert and he will be selling them here when he returns to Texas. Price is 79.95, plus $5 shipping in USA/Canada and $10 elsewhere. If you wish to reserve a cart, send me a PM and I will keep track of the list of names until Albert gets back.

     

    As for the pre-order list for the production carts, I'm working on getting that together. Check back shortly on that.

     

     

    There are a few pre-production, numbered Harmony carts left over from the show. I gave them to Albert and he will be selling them here when he returns to Texas. Price is 79.95, plus $5 shipping in USA/Canada and $10 elsewhere. If you wish to reserve a cart, send me a PM and I will keep track of the list of names until Albert gets back.

     

    As for the pre-order list for the production carts, I'm working on getting that together. Check back shortly on that.

     

     

    PM sent.

     

    -Disjaukifa

     

    PM Sent

     

    PM sent!!

     

    HAHAHAH that didn't take long at all!!! Hey Batari how did the Harmony sell at the Expo? Was it received well?

     

    -Disjaukifa


  3. There are a few pre-production, numbered Harmony carts left over from the show. I gave them to Albert and he will be selling them here when he returns to Texas. Price is 79.95, plus $5 shipping in USA/Canada and $10 elsewhere. If you wish to reserve a cart, send me a PM and I will keep track of the list of names until Albert gets back.

     

    As for the pre-order list for the production carts, I'm working on getting that together. Check back shortly on that.

     

     

    PM sent.

     

    -Disjaukifa


  4. There is nothing wrong with simple!!!

    Agreed. I like simple. :)

    I have to admit I can't seem to get over 63 on your game however.

    It gets challenging once there are 5 moving objects on the screen, but they still keep coming until there are 8 moving objects thanks to the multisprite kernel.

     

    Hey,

     

    I think I could do better if I was playing it with an actual Atari Joystick, I am just using the arrow keys on my keyboard through Stella and its just not the same.

     

    -Disjaukifa


  5. I think it would be awesome to release this as a cartridge, the design above is simple yet really good. I have been playing this game for the last I don't 20 minutes, and my thought was wouldn't be awesome to have this game on a real cartridge!!!!

    Yes, that would be awesome. I've been working on a title screen for it. It's the multisprite kernel, so it won't be too fancy.

     

    Hey.

     

    There is nothing wrong with simple!!! The easier something is, the less there is to break!!! Good example the Atari is what 24 ~ 32 years old depending on when the console was built, and you can have them stored in attics and just horrible conditions and 9 times out of 10, you can air can the machine to get it work perfectly. Simple. Now look at the Microsoft Xbox 360 . . . which has a 54% failure rate . . . its not a simple machine and it blows itself up.

     

    Simple is looking pretty good to me :cool:.

     

    Can't wait to see the title screen!!! I have to admit I can't seem to get over 63 on your game however :x. My first attempt I got 8! Not sure I should be boasting that . . . .

     

    -Disjaukifa


  6. post-3832-1246831275_thumb.png

     

    post-3832-1246834764_thumb.png

     

    accousticguitar,

     

    I think it would be awesome to release this as a cartridge, the design above is simple yet really good. I have been playing this game for the last I don't 20 minutes, and my thought was wouldn't be awesome to have this game on a real cartridge!!!!

     

    Amazing game!!! I hate to admit it but I wish I could think of a game that was this cool!!!! Its so simple yet so complex!!!

     

    I took the image from the above post and made an atari label for it. I like the more original looking labels personally:

     

    94779044-main.jpg

     

    94779044-top.jpg

     

     

    -Disjaukifa


  7. I'm made two games in batari Basic and I have yet to fire a missile. I guess I'm just non-violent. :D

     

    Hey I'm not violent, I just like to see stuff blow up :roll: .

     

    I'm actually thinking about scraping most of my code I have up till now and starting over with trying to get everything to work with subroutines, I really made a monumental mistake be trying to program everything in the main program loop and it is now haunting me. I have made back ups of my code every single time I got something major finished, and I just backed what I have done now.

     

    I think tomorrow I will scrap everything except my player ships and my enemy ships and rewrite the rest. I really think I have made the code way to complex, I am connivence that it can be done simpler.

     

    I'll keep ya'll posted!!!

     

    -Disjauifa


  8. I just meant being able to fire three shots in quick succession, one from each gun.

     

    Edit: You might be able to do that by using missile0, missile1, and the ball.

     

    That is an interesting idea, I hadn't thought about yet . . . I am trying to make subroutines for everything I have done, and I am having major difficulties with my Missile Fire, whenever I try making it a subroutine, everything just goes to (#*$*(&$ missile wise, and I have no idea why . . . I just finally reverted it as I am tired of it.

     

    -Disjaukifa


  9.  

    I thought about getting an EPROM Programmer, Socketed 2k/4k PCB board and 2732 EPROMs but it was cheaper and easier to just wait for the Harmony.

     

     

    And you wouldn't be able to play as many games as the Harmony can, as there aren't PCBs for many of the more obscure bank switching schemes readily available for purchase ;)

     

    Yeah I know that, it was more for make my own Cartridge for Homebrew games I am working on, I thought it would be fun to make the cartridges myself but yeah the Harmony is turning out to be alot cheaper and way easier!!!

     

    I can't wait for the Harmony!!! I working on a game now, and testing it on Stella is nice, but I am a true believer that testing in an emulator is not the same as the real hardware. I know what my game does in stella, but it doesn't feel like I am playing an Atari 2600 game.

     

    -Disjaukifa


  10. So who bought one today? Anyone want to share pictures or videos? :)

     

    I'm curious as well, I'm still hoping that there will be 4 or 5 left so that I might get buy one tonight or tomorrow :cool:. Even if there isn't, I can wait for the pre-order list, I have money in my account ready just for the Harmony.

     

    I thought about getting an EPROM Programmer, Socketed 2k/4k PCB board and 2732 EPROMs but it was cheaper and easier to just wait for the Harmony.

     

    -Disjaukifa


  11. I think the center fire cannon is fine unless you want to have 3 shots at a time coming out of the base ship. That would be some heavy duty firepower.

     

    I was trying find a way to do that, however I haven't, I know I could mess with NUZIS but I haven't gotten around to you yet. Right now I have missile0 cycling positions three positions. I am still thinking about making just the center canon, it would reduce the amount of code significantly. I haven't decided what I am going to do yet.

     

    Right now I need to go through the code and add goto statements, essentially making methods in OO programming, so once I get around to making to making the other enemy ships and possible flickering them, having all the goto statement setup will make the rest of the programming much simpler .

     

    Let me know what you think about the latest bin!!!

     

    Thanks

    Disjaukifa


  12. Hey,

     

    Well it might only look like I have add colors and a like animation to the one enemy ship, in reality I have now got my homebrew working with the multisprite kernel, and messed with the enemy ship falling after being destroyed. Decided to make it so the enemy ship can't fall in this game, I sure I could get it to work but I might just save that for Earth Invaders 2 :D

     

    Ok to the good stuff. Here are some screen shots and as always the bin has been attached.

     

    Screen%20shot%202009-09-20%20at%207.00.29%20PM.png Screen%20shot%202009-09-20%20at%207.00.44%20PM.png

     

    Screen%20shot%202009-09-20%20at%207.00.56%20PM.png Screen%20shot%202009-09-20%20at%207.00.57%20PM.png

     

    Screen%20shot%202009-09-20%20at%207.05.18%20PM.png

     

    I will not post another update till I have the other 4 enemy ships designed/animated/programmed so the next update will be a while. I am also going to attempt to re-arrange my program with goto statement so that I can reduce the amount of redundant code that will happen when implementing the other 5 sprites and flicker. I don't want to use too much flicker but if I can do it and its not noticeable I will.

     

    Let me know what you think!!!

     

    PS: Please let me know if you think I should keep the cycling canon!!!! As of now I think I am going to keep it but I would still like get feedback from ya'll!!!

     

    Thanks

    Disjaukifa

    earth_invaders.bas.bin


  13. Batari and I are assembling the Harmony carts in my hotel room right now!! Here's the first labeled and tested cart!

     

    post-3-125340219482_thumb.jpg

     

    Get to batari's booth early because these will surely go fast!!!

     

    ..Al

     

    That looks awesome :lust: . I hope they sell well!!! I also hope there are a few extras that can be grabbed maybe afterwards as well :evil:

     

    -Disjaukifa


  14. Hey Guys,

     

    I just noticed that my ships changes size or something when you move it to the left of the screen. Is this a bug with the multisprite???

     

    Nevermind, I had a weird variable setting. I have question about flickering, you won't notice a flicker as long as its not in the same Y-axis meaning the following:

     

    Y Y Y no flicker

     

    Y

    Y

    Y Flicker

     

    Correct???

     

    Thanks

    Disjaukifa


  15.  

    That link was very helpful . . . this is SO impressing . . . I forgot to set the color, so the ship was always there . . . it was just the same color as the backgroud. So YEAH thank you so much for all the information, I am noticed my code does not utlitze goto but so far that hasn't been an issue . . . . but that might change.

     

    Thank you so much for all your help!!!!

     

    -Disjaukifa


  16. You'll sometimes find that a syntax error elsewhere will trigger this kind of odd error. Without the source code its hard to say more.

     

    Ok I have attached my code. Here is how I define player1 without the multisprite kernel

     

    if hit=0 then player1

    %00111100

    %01000010

    %10011001

    %10011001

    %10011001

    %01000010

    %00111100

    end

     

    Then you can move it and do collision detection with it on the screen as well.

     

    When I do that for the set kernel multisprite I can seem to get player 1 to show up on the screen, HOWEVER I was just messing with it and I can hit player1 which is of screen sometimes I just noticed because my points counters goes up. I have attached the binary and source.

     

    Let me know what you think. I have posted my code as well, its kind of a mess but I have tried to label everything.

     

    What I don't understand is am I suppose to define player1 sprite with _NUZIS1? I have tried doing that and I get a syntax error.

     

    Thanks

    Disjaukifa

    multi_earth_invaders.bas.bin

    multi_earth_invaders.bas


  17. since you don't let me choose my dactar 007 maletta, it will be the heavysixer of course ;)

     

    I've never heard of that, just googled that and it looks like one very interesting system!!!! I've never seen it or heard of it before!!! I have to admit, I am supprised that now one has voted for the Sears Video Arcade 6 or 4 switcher.

     

    -Disjaukifa


  18. Hey Guys,

     

    I thought I would give you an update on what I have. I'm also going to ask you which you think is better. However lets get to the what has been worked on!

     

    I now have my one enemy ship moving on the screen at about 1/3 the speed of the players ship, I also have damage being shown if you hit the enemy. Here are some screen shots:

     

    Screen%20shot%202009-09-20%20at%202.05.10%20PM.png Screen%20shot%202009-09-20%20at%202.05.10%20PM%201.png

     

    Screen%20shot%202009-09-20%20at%202.06.24%20PM.png Screen%20shot%202009-09-20%20at%202.06.24%20PM%201.png

     

    Really thats it . . . I thought it was more but its not.

     

    Now its your turn to help me decide what I should do. With this post I have attached 2 different bin files. One is with the cycling canons and the other is just a single center canon.

     

    The bin with the cycling canon has 1976 bytes left after I compile the code where as the single canon as 2336 bytes left.

     

    I like the cycling canons, I think its neat and it presents both an advantage and challenge to the player. However that being said it takes up an addition 400bytes of information which when you only have 4K to deal with is significant.

     

    Let me know what ya'll think. I am also doing research at the moment into using the multisprite kernel which will solve several problems, however I am having issues with it at the moment. I will post an update once I have more working!!!

     

    Thanks

    Disjaukifa

    earth_invaders.bin

    earth_invaders_1canon.bin


  19. Hey I was just messing with that set kernel multisprite option and now I can't seem to get my player1 enemy ship to appear on the screen anymore. Do I have to put player1 symmetrically on the screen as well?

    The symmetric thing is only for playfield data.

     

    The multisprite kernel doesn't use the same variables for player1 that the regular kernel does. You're probably not using the right variables...

     

    From RT's online copy of the bB guide:

    ...The virtual sprites also are given their own virtual color and NUSIZ registers. COLUP2-COLUP5 and NUSIZ2-NUSIZ5 correspond to sprites 2-5. For sprite 1, use _COLUP1 and _NUSIZ1. Although these look like TIA registers, they are not; they point to the 2600's RAM. The actual TIA registers COLUP1 and NUSIZ1 can be set but they will probably have no effect in the multisprite kernel...

     

    I just read up on that, and I think that is what my problem, however I can seem to get the code to compile, I changed my player1 to _NUSIZ1 and everywhere I use _NUSIZ1 it tells me its an unknown variable. I have the set kernel multisprite set, so am I just doing something blatantly wrong here?

     

    Thanks

    Disjaukifa


  20. There was a Tawain Heavy Sixer by the way. For one month in July Atari continued to make the heavy sixer while in Taiwan. This quickly became the light sixer, but they foreign made Heavy Sixer does exist. I should know since I have one. I also have the American made one as well! :cool:

     

     

    See all this good information, stuff you learn every day, its fantastic!!!

     

    Thanks for all your your replies keep them coming!!!

     

    -Disjaukifa


  21. Or you could only use player0 for the player and player1 for the enemies and simply flicker it in different places as if you are using many sprites. I am doing that in a game I am working on and it works fine.

     

    Hey if you get a chance please send me that code on how to flicker the image, I think it would be good to know regardless

     

    Player0 and Player1 can be on the screen at the same time. There's no need to flicker it if you want only one ship.

    I would go with the multisprite kernel on this if you want more than one. Just put in "set kernel multisprite" at the beginning at the program, then use players 2-5 as if they were players 1 and 0. Of course the playfield must be symmetrical, but you appear not to have any pfblocks in your program, so that doesn't matter.

     

    Hey I was just messing with that set kernel multisprite option and now I can't seem to get my player1 enemy ship to appear on the screen anymore. Do I have to put player1 symmetrically on the screen as well?

     

    Thanks

    Disjaukifa


  22. Good Animation icon_thumbsup.gif

    Is Good Start!icon_mrgreen.gif

     

    Yup that is my thought as well. I have to admit, I want to get the rest of the game working first, animation, sound, and colors are going to be the last on my list because at that point I consider that just fine tuning and clean up of what you already have, the base game is ready to go.

     

    Other might argue otherwise, and there are valid points to both approaches but I like doing that kind of stuff last. However with the animation I might have to do it sooner, as I have a neat idea one what I am going to do with it :cool:. I'll put an update on tomorrow so that ya'll can see how Earth Invaders is coming along!!!

     

    Thanks for all the help and support!!!

    Disjaukifa

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