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Pat Brady

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About Pat Brady

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    formerly bizarrostormy
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    Madison, WI, USA

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  1. I have the binaries in this thread (post #83 and #87, August and September 2019) and also the ones in the zip file of your games. The zip file binaries are different and have April 2020 timestamps. What's the difference?
  2. I believe R&V used a custom mapper in addition to its sound chip. I'm not sure what R&V has to do with Gauntlet anyway. Very different games with very different demands.
  3. The current diagonal animation looks nice and does evoke a butterfly. It's way better than "mostly OK." My suggestion was just brainstorming. Anyway, thank you for trying and explaining. It makes sense.
  4. There is another possibility: different people have different tastes. The first time I saw SMB I was completely blown away. That was not from marketing. I didn't know anything about it when I saw it at a friend's place. (Thanks, Scott!) A whimsical, brightly colored scrolling platformer with a vast scale for its time and great music (and carefully tuned mechanics, though I didn't recognize that until much later), it looked, sounded, and played like no other game I knew. Nowadays it's a bit dated, especially the one-way scrolling, but so are many other 8-bit games. I still like to play it occasionally. Not everything that's popular is Britney Spears.
  5. Okay, but both this butterfly and the diamonds are looking really good. Is it possible to orient the butterfly horizontally, like your diamonds? Then you'd have 7 pixels across the wings.
  6. The obvious way to do it is: for each zone, check whether each dynamic object is in that zone and if so, write the headers for those objects. It is O(zones * dynamic objects). I have not tested how this actually works. It's not great in principle but should be fine for "Hello, world" purposes. Figuring out a better way felt, to me, like a rite of passage for programming the 7800. I don't want to take that away from anybody, but I also don't want to be coy. So I'll put my solution in a spoiler block.
  7. The entire point of developing for any old platform is to see what you can do with certain constraints. Cartridge capability is one of them. IMO a large ROM makes sense for something like E.X.O., whereas for 7ix — which does now use cart RAM, necessary to push this game beyond the resolution shown in the old demo, but already a luxury that BITD might not have been granted to a port of a moderately-popular arcade game from 1981 — bankswitching would feel extravagant. I guess that counts as "matter of principle." Just to be clear: I am not criticizing or second-guessing anybody else's choices. Filling up a large ROM is a valid choice, just not the only valid choice.
  8. It's really a bug. The file is what I provided. It was supposed to be 32k, but since I didn't actually put anything in the bottom 4k, dasm cheerfully (and correctly, I now understand) omitted it. Anyway, there should be a new version before Trebor's next ROMPack release.
  9. I believe the "Kassar" level reward is RevEng fires all the engineers then buys himself a yacht.
  10. Consider Moon Patrol. One channel plays the background music constantly. The other channel plays sound effects at arbitrary times when various things happen in the game (such as: the player shoots or jumps). Clearly that's possible on the 2600 — Moon Patrol is proof — but AFAIK neither TIATracker nor Music Kit can do it. They both feed both channels deterministically from whatever song is playing. Again, I hope I'm wrong.
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