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Steeler

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Space Invader

Space Invader (2/9)

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  1. Technically, is there any media that isn't "perishable"? I mean, some of the lifespans might be measured in Very Long Times, but it all gets corrupted sooner or later.
  2. People brought up high-performance N64 games, and Banjo Tooie was never mentioned? That game had great lighting and shadows, reflective surfaces, and generally really aesthetic 3D models. And the levels were huge.
  3. Bump. I fixed the scanline issue; fixed version edited into first post.
  4. Any more feedback on the concept/gameplay? And has anyone beaten it yet?
  5. I didn't read all the pages; did anyone mention the 1989 version of Teenage Mutant Ninja Turtles? I got it on XBLA about a year ago... dang, that game is hard.
  6. In response to the OP's initial question, I don't think it would really make arcades successful again. Nowadays home technology moves way too darn fast; if people want it, in a few years everyone will be able to afford a 3D display. Maybe as a gimmick with one or two systems added to a regular arcade, but I wouldn't build a whole arcade with a ton of 3D games.
  7. I believe U.S. copyright law has an exception that makes that legal if certain things are met. But I don't know how long that exception's been around, or if Canada's even ever had it. And the difference between buying used works and ripping off a download is that the number of copies of the work changes in the second case. You're using a copy that the company never got paid for, whereas if you buy used the company did get paid for that exact copy.
  8. How would a helmet/skull/whatever it is walk? More seriously, I think the game would be too easy if you could choose where along your path to jump. And it does look kind of strange... shorter hops or more gravity might have worked better with the cartoon cliche of a hopping skull, but it would've been harder to get a jump like that which could actually clear the bat in as many cases. Unrelated edit: I did some testing and the scanline problem seems to be caused by the bat; it's different for different levels. It doesn't seem to be triggered only by the direction the bat's moving or the position of the bat, but maybe a combination of the two. I sure don't know why... I'll go back into the code later. I tried a little bit of debugging with Stella, but the disassembly didn't quite look like my code, and I didn't take the time yet to understand it.
  9. Kirk Israel mentioned in his tutorial that the timers, which I use to determine when the two non-drawing times are done, had a margin of error... could this be the problem? And does Stella specifically compensate for things like this, or how does it work so much better there?
  10. 31,600 dollars?!? (I'm not using the $ sign because after all the assembly programming I've been doing, I kinda associate it with hexadecimal numbers.) It'd have to be pretty darn awesome to just find something like that in your storage boxes.
  11. This is my first post on this forum; hello! I started learning Atari programming a little less than 2 weeks ago with Kirk Israel's pretty great tutorial. Since then, I've been working on this, and I think it's finished enough to post. It runs on Stella. /*I tried running it on Z26 and the graphics jigged up and down* (and the colors looked pretty bad). I doubt it would run well on a real 2600, but if someone would try and tell me how it does, I'd appreciate it.*/ EDIT: This has been fixed. Anyway, the game has 7 levels. It doesn't have a title screen, and whether you lose or win, you have to close the game and start it up again to restart. *It's done this on Stella too if you lose the last level. I don't know why. Version 1.1 attached: BATPASSR.BIN
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