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Posts posted by Yautja
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Could please posts the level passwords?
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I'd be cool if you could make this song -that for some reason reminds me to "Waves" from Alternate Reality:
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First tryout, after who knows how many years:

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Space Harrier for Atari XL/XE is, by far, the best conversion among 8-bit computers.
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1 and 6

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The same goes for Spellbinder, which is featured in Excel magazine N° 4. It cannot be found in Fandal's site -aside from the old demo.
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I'm still working on a final release version of my abbuc 2016 game "Space Fortress Omega".
SFO wip1.png
SFO wip2.png
SFO wip3.pngI've re-written some routines and used the extra ram to add more features, but there are still a few things I want to improve; I need to make some cuts to some items to free up some more bytes as I'm really scraping the barrel.
Think I'd like to make the ship's movement a bit slower and more tactile but then you might not be able to make it so far across the screen - I don't want to sanitise it too much!

So, any idea of when will it be released?
Regards,
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Ours arrived to Peru weeks ago. Superb job, as usual.
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I miss the old title screen.
Ditto.
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Hi,
Does anybody know how to input one's name properly in the score table? I don't catch to get something different than "A"...
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Would you please post a pic of the updated loading screen?
Regards,
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Hello everybody,
I'm releasing updated version of Gunfright (version 1.1). This version features:
- music improved by Emkay
- loading screen updated by Jose
- fix for bandit shooting - now, when player moves before bandit, time for shooting the bandit is longer and matches Spectrum version (fix by Lee)
- fix for original game bug - when unlimited lives cheat was enabled, game panel was corrupted
For instruction from original Spectrum version see here: http://www.worldofspectrum.org/pub/sinclair/games-info/g/Gunfright.pdf. For tips about game strategy see here: http://www.the-tipshop.co.uk/cgi-bin/info.pl?name=Gunfright
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Fellow atarians,
In the latest edition of the (superb) magazine EXCEL #4, they mention Fandal's new game "Spellbinder"
http://excel-retro-mag.co.uk/order-excel-magazine/excel-magazine-4/?v=79cba1185463
Does anyone know when it is going to be released?
Regards,
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Maybe this one,
Or this,
Regards,
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Hotfoot
interesting because it changes the level data, in a less structured way than Grand Puzzle I.
*= $28ff
BRK ; VBI Vector #2: special jumping animation and level manglingLDA $30bd ; jumpman alive?CMP #$00BNE L2961 ; JMP away if JM is dead or dyingLDA $30c0 ; This counts how many cycles Jumpman has been jumping (to 17)CMP #$02BEQ L2914JMP L2961L2911 JMP $311bL2914 LDA L2A13 ; Start jumpy explosion - get current explosion frameCMP #$00BNE L2911 ; if not 0, exit - explosion is already initializedLDA #$eaSTA $305e ; image data LB for Player 3LDA #$29STA $3063LDA #$08STA $3068 ; image data bytes per image for Player 3LDA $306b ; Get ready to mess up the girder JM jumped from. Get Horizontal position of player 1 (shadow)SECSBC #$04L2930 STA $306d ; Horizontal position of player 3 is 4 px leftLDA $306f ; get Y position of JumpmanCLCADC #$0aSTA $3072 ; Y position of Player 3 $a px lowerLDA #$01STA $3077 ; P3 image 1STA L2A12 ; set "do we need to mangle the ground" to 1STA $3059 ; P3 activatedSTA L2A13 ; start explosion frame counterLDA #$01 ; but it's already #$01, Randy.STA $d00b ; P3 double widthLDA #$1cSTA $3040LDA #$2aSTA $3041 ; load hotfoot poof soundLDA #$08JSR $32b0 ; sound driverJMP $311b ; exitL2961 LDA L2A13 ; explosion already set up. Is explosion happening?CMP #$00BEQ L2911 ; exit if it's 0INC L2A13 ; explosion frame counter goes 1-13LDA L2A13CMP #$14 ; shown last frame of explosion?BEQ L29DF ; if so, clean upAND #$03 ; no, still iterating frames of explosion animationCMP #$00BNE L2911 ; exit every 3 frames to slow it downINC $3077 ; increment P3 imageLDX $3077LDA L2A14,X ; table of explosion colorsSTA $02c3CPX #$03BEQ L298B ; after we've shown the 2nd image...JMP $311bL298b LDA L2A12 ; load "do we need to mangle the ground" byteCMP #$00 ; if it's not 0...BNE L2995JMP $311b ; exitL2995 LDA #$00 ; else...STA L2A12 ; set need to mangle to 0LDA $306d ; P3 XSECSBC #$2b ; Convert PM X to level XSTA L29DB ; stuff into prepared level def table segmentLDA $3072 ; P3 YSECSBC #$20 ; Convert PM Y to pixel Y for munging level dataLSR A ;STA L29DC ; stuff into prepared level definition segment.LDA #$d7STA $3042 ; LB addr: level definition table segmentLDA #$29STA $3043 ; HB addr: level definition table segmentJSR $331c ; JSR to the level construction subroutineJMP $311b.byte $02, $00, $00, $00; data for "object" that appears when you jump.byte $00, $02, $04, $00.byte $00, $00, $02, $02.byte $01, $00, $00, $02.byte $00, $02, $00, $00.byte $02, $04, $02, $00.byte $00, $ff.byte $fc, $bd, $29, $fd; segment of level definition table for modifying the levelL29db .byte $00 ; storage for level X dataL29dc .byte $00, $01, $ff ; storage for level Y dataL29df LDA #$00 ; *Shown last frame of splosion, clean upSTA $306d ; Hide P3 offscreenSTA L2A13 ; set no explosion in progressJMP $311b.byte $00, $00, $28, $18; P3 image data.byte $14, $08, $00, $00.byte $99, $08, $24, $1c.byte $1c, $7a, $10, $00.byte $08, $79, $36, $7c.byte $3e, $5c, $34, $22.byte $99, $08, $24, $1c.byte $1c, $7a, $10, $00.byte $00, $00, $28, $18.byte $14, $08, $00, $00L2a12 .byte $00 ; need to mangle?L2a13 .byte $00 ; Explosion frame number or 0 if no explosion in progressL2a14 .byte $00, $54, $2a, $1a; Color table for explosion.byte $2a, $54, $54, $54.byte $01, $8e, $14, $02.byte $01, $8b, $1e, $02.byte $01, $88, $28, $02.byte $01, $85, $32, $02.byte $01, $81, $3c, $02*= $2dffBRK ; VBI Vector #4: check for bullet hitsLDA $3098ORA $309aORA $309bORA $3099AND #$01 ; if any missiles hit JumpmanBEQ L2E15LDA #$01STA $30bd ; he falls to his deathL2e15 JMP $311bSo, how to get the corresponding atr files?
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Work is still in progress. Here is latest video from game
.I will add link to latest game version in video description soon.
Please, post the link

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Hi,
How will you name this device? Because "Atari800 disk drives emulator based on C.P.U. project SDrive" is quite long...
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Gridrunner I will post tomorrow or search here in forum... I forgot to release the "final" yet....
But beware.... it's the VIC-20 original code of Jeff running in a sandbox on a8. Tezz did the title screen.
Here is the link to the thread, sir: http://atariage.com/forums/topic/258136-gridrunner-vic-20-port-final-beta/
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Fellow atarians,
It's proper to start this season with our host´s most recent work: Space Fortress Omega -that has only been available for ABBUC users.

That said, we ~must~ demand our good friend Jason to release the game!

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Remove this comment, please.
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Some "behind the scenes" notes from the author:
http://uridiumauthor.blogspot.pe/2016/08/computer-development-in-30-years.html
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Fellow atarians,
We've just opened this poll in Atariteca: Vote for what you consider the best port, hack or enhanced/extended game developed this year for Atari 8-bit computers.
IMPORTANT: This time we are NOT going to take in account "downvotes" against the entries -haters gonna hate...
So please, feel free to vote for your favorite(s) as many times you want:
Regards,
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It's rather a terminology issue, so you may ignore my remark about The Monk. But what about other issues - why no tenliners?
From my point of view, it was no fair to make tenliners compete with the other games. Besides that, I did not want to make the list too long.
In any case, I'm pretty sure people can find at least one game to vote for among those more than 20 listed in the poll.
Regards,
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I think the likes of Bosconian deserve to be eligible - though not an original concept it's a ground up production. I'd call it more a clone than a port. To call something a port a significant amount of the assets should be used, and usually a good amount of borrowing or conversion of program code. But in this case I doubt there was any reverse-engineering of program code and even the graphics are sufficiently different to be able to be called original.
Hi,
Bosconian will be featured in the next poll.
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Space Fortress Omega should be in there too. Right?
Just added to the list! Many thanks =)

Bad news about myselve (Stormtrooper /Richard Vermeulen)
in Atari 8-Bit Computers
Posted
My humble prayers are with you, my friend.
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