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Staalwart

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About Staalwart

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    Space Invader
  • Birthday 03/19/1976

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  1. Well, this actually sounds fun! It certainly beats a Mandala coloring book for me! Where do we submit the entries?
  2. Hello everyone! I need to make sure that I'm testing my XEGS power supply correctly. Most pinout diagrams on Internet don't specify if the pinout is viewed from the connector's point of view or from the console's plug. Using the pinout configuration displayed on the guides, I get -5VDC instead of 5VDC in the respective pins; therefore, I assume that the guides show the pins reversed (i.e., shown from the console's plug), but I want to make sure if I'm doing the right thing. Any words of wisdom?
  3. Well, I was repairing one dead VCS of mine, which turned out to have just a couple of old solder points worn off, and grabbed the first cart I found to test it: Megamania. Using a 7800 joystick to test it, I was able to get my first "modern" patch (and above all VERIFIED, 'cause back in the days I never took a pic of my 330k score circa 1985)... Nice! Although I'm sure I would've done better with a proper 2600 stick.
  4. Hello everyone! I presume an actual console and cart is required in order to achieve these "virtual patches"? I mean, no emulation allowed in playing?
  5. Hello everyone! I recently purchased an XEGS with 4 carts, keyboard, light gun and original PSU, for about US$70 on eBay. Unfortunately, i was DOA (Red Screen of Death), but the seller promptly refunded me and allowed me to keep the item! So, I intend now to try to fix it, being that it is now literally free... By doing some research, I understand that the first suspect for this RSoD is the RAM chip(s). I already ordered a couple of Samsung 64K x 4 RAM chips for a couple of bucks each (same class as the original ones, although I read that the Texas Instruments were more common), but I thought that maybe a field service manual for the XEGS would come very handy on this, and any future, repair. However I've found service manuals for almost any other 8-bit Atari computer but the XE Game System (I found just the owner's manual). So, anyone have a PDF dump of those that could kindly share?
  6. My recommendation is, be creative with current gaming options. Have you heard about "demaking" in homebrew game design? Try to envision how "Plants vs. Zombies" would look in the VCS, for example, or maybe something ambitious like Metal Gear or Resident Evil. And don't be scared about those huge blockbuster titles! You could try a very simple, yet playable, version of something huge, like Ed Fries' "Halo 2600", an excellent example of demaking a very bug and complex modern game. Of course, the other option is "hacking", which I personally only would advise on newcomers into the homebrew developing world, and only as a means of trying and experimenting different graphic options, sounds, etc., out ofd already proven games. Naturally, be careful with the licenses! You don't want to hack a licensed game. Fortunately, there're several free options out there for you to use. And once you've got the hang of it all, you could try something completely original! A new "you" version of some kind of game that you have in mind, after seeing all that's out there! Frequently, those ideas come to us during a demaking: we start with versioning a modern game for the 2600, and end up with something entirely new and original. Inspiration over all! I concur with several members here with starting new ideas with bBasic for its simplicity; after that, and when you (inevitably) reach the batari BASIC limitations, you can jump into DASM, and enhance what you've already started with the good ol' bBasic. And again, experiment, experiment a lot with the samples already existent, download their .BIN files and play them with your favorite emilator, and keep a notebook handy. If you have a grid notebook, better (for sketching your sprites, scenery, etc), and if you have millimeter graph paper - available in any Office Depot or such - even better! Keep on it, ask a lot, research a lot, and eventually you will have your game. :-)
  7. Looks like an idea similar to "Superman"... Not entirely, of course, but definitely the goons part and the multiscreen could be adapted from CX2631. And what about creating a little showdown with the Joker at the end, instead of just jumping over it and climb a ladder? (Unless, of course, you must "outmaneuver" the Joker in order to climb the ladder in the first place, or adding an additional hazard to the environment). Again, following the ideas in "Superman", you could even just drop entirely the Joker showdown part, and just "prevent" an attack perpretrated by the Joker - such as disabling a toxic gas bomb - or "fix" something up - like recovering pieces of a Joker's domsday machine -, thing like that.
  8. Sure thing! Thanks! I'll be in touch when I have questions!
  9. Oh, another thing... There is another game based on ballistic trajectories, although much less known than Human Cannonball: Xonox's "Artillery Duel".
  10. Yeah, that's precisely what I have in mind! I mean, the Xj=Xi+n and Yj=Yi-m, where j is i-frame+1, n is the initial horizontal speed (to be estimated by the actual initial speed and the elevation angle, I know I can't do trigonometrics in 6502) and n the "gravity" constant. For To (initial state), Xo=0 and Yo=an initial value, again to be estimated by the initial given speed and the angle. At least I think that's how it's made in Human Cannonball - and hence my initial request - but naturally without the benefits of subpixelling. Am I correct in my reasoning? By the way, Dracon, I can't see your video... :-(
  11. Hmmm... But, Dracon, isn't this principle an example of linear movement instead of parabolic movement? Although I could use a combination of horizontal (constant) and vertical (non-constant) speed to achieve the effect, using the "speed" of the projectile as the constant X variable and the "angle" as the Y variable factor...
  12. Hi, Wickey! I'm interested specifically in the part that controls the physics of the human cannonball himself. That is, the ballistic trajectory function generator. A pity no one has disassembled and commented this game, being one of the few (if not the only one) of the original 2600 carts that relies mainly on this particular aspect - the ballistic trajectory of a projectile, in this case a human cannonball.
  13. Anyone, guys? I disassembled the original game, but as I was saying it's pretty hard to separate the code that I need. Gosh, what I would do for ASM-to-bBasic translator!
  14. Hello everybody! It's been a while! I'm about to start a project in Atari 2600 that requires from me a study of the "Human Cannonball" (CX-2627) disassembly source code. Anyone knows where to find it? So far my search has come dry, and I would like to have a commented version of the code instead of an uncommented, very-heavy-to-understand disassembled code generated by myself with Distella... Please help! BTW, I own the original cart...
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