Jump to content

diogoandrei

Members
  • Posts

    210
  • Joined

  • Last visited

Everything posted by diogoandrei

  1. Hello there, I ran into a crash in Visual bB and I need some help. The programs runs fine and compiles perfect. What is happening is that the Music and Sound Editor just started to crash and won't open anymore. I re-installed the whole thing and it didn't really help. I am on Win 7, using the latest build. Has anyone experienced this? The attached image shows what I am having. Thanks all!
  2. What is left? And please, how much are you asking? Cheers
  3. Nice remark! Makes total sense for me
  4. Warloads, yeah, I've seen that somewhere
  5. The C128 version is really neat. I've been playing around a bit with the song on the 2600 and I am a bit concerned with the tunning (as always). I'll definetly have to take some hours to plan the tunning first. It's always easier to write an original song to the 2600 than to port something in it. But I think we'll have a pretty nice song =) Please, allow me a couple of days to play/test it around then I'll be able to give you a better opinion on the scores. Alright? Cheers
  6. I would like to give it a try (I just need to find some free time in my schedule). It's good material to get used to the Visual bB music editor. Still, I don't think there's need to buy the score. Since we'll have to reduce that to 2 oscillators, it's really SO MUCH better to go by the music. Do you need this soon? Cheers
  7. I can think of several very easy responses to that, but I think I'll take the high road and refrain from posting them. Instead ... to continue on a more positive note, I decided to post the Yars' Revenge album, which I also scanned and transferred to MP3. Here is a direct link, in case anyone's interested (again, this file is about 30 megabytes). And here's the front cover: Awesome, awesome! Thanks for that!
  8. It's pretty clearly influenced by Star Wars: the guy at the controls wearing a Star Wars style helmet, the princess looking on in the background, and so forth. It's not surprising, given that The Empire Strikes Back had been released only about a year earlier. It may not have much to do with the gameplay, but the Missile Command cover art is still among my favorites. I just love the highly-detailed, "montage" paintings that Atari used for their games during the Warner years. Totally agree with the overall Star Wars feeling. Regarding the look of the chick, I think it's more of a cultural reference than a look alike Leia, IMHO =)
  9. Hey there... well, not really sure with they configure as DIP switches. Still, they do switch
  10. Hey, even found a bundle cart of mine with the title... at the bottom you can read "Sexta-Feira 13" - "Friday the 13th" in Portuguese.
  11. Well, since we are talking about horror games, I have a funny/interesting trivia... The Halloween game suffered a "cultural" transition here in Brazil. We don't have a "halloween" day here, but it's a cultural thing that any Friday the 13th is a bad luck day. So, the Halloween game (related to the movie by John Carpenter) was translated to Portuguese as Friday the 13th. Guess what, this kid gets a cartridge called "Friday the 13th" and sees this guy with a knife going around killing girls. Well, for that kid the man is Jason Voorhees (not Michael Myers). To put in a few lines, almost eveybody thinks the Halloween game is about the Friday the 13th movies.
  12. Nice start. How did the recycle bin game came out?
  13. "Our weapons are by design and intention only defensive. Please, one at a time". Sweet cheesy. Thanks for that! ...by the way, the soundtrack is quite funny
  14. I have a version of that album with a different cover, but I'm sure it's the same recording (I scanned it and ripped it to MP3 some time ago). Thirty minutes of cheesy 80s fun. Atari might have changed the backstory for the 2600 version out of fear that, during the Cold War period, a video game about a missile attack on US cities would be too provocative. Changing the setting to an imaginary alien planet was an easy way of keeping the gameplay intact while making it less controversial. Wow, never saw those records before. How do they sound?
  15. Hello, there's seems to be a bug related to the constant *_length for data arrays. It looks like it returns weird values. RevEng was helping me out and he suggested that this might be a bug (here). So, an action like this: a = pixelData_length ...for an array like this: data pixelData 1,1,2,2,3,3,4,4,5,5,6,6 end ...won't return the value of 12. Anyone else experienced that? Thanks & cheers
  16. Should I report this "may be a bug" to someone? What's the best thing to do when running into something like this?
  17. Hello RevEng, what's up? Attached follows the .asm files (there was one for the project and one entitled bB.asm - I wasn't sure so I put both in there). Regarding the _length attribute, I did read about it at Random Terrain, this section. From there I assumed it would be in bB. Can it be possible that this is a small bug? Once again, thanks for your time and attention! PF_pixels.zip
  18. Hello there all, what's up? I am doing this small study on data arrays. I ran into a problem with the _lenght constant of the read-only data. My data has 12 elements and it's not returning this value. Here's the code: dim pixelPointer = a dim pixelTimer = b dim pixelX = c dim pixelY = d pixelPointer = $ff COLUPF = $40 COLUBK = $00 scorecolor = $40 MainLoop pixelTimer = pixelTimer + 1 if pixelTimer = 50 then pixelTimer = 0 : gosub pixelLocation pfpixel pixelX pixelY on rem ******************************************************************** rem TESTING VARIABLES f = pixelData_length score = 0 temp5 = f if temp5 > 0 then for temp6 = 1 to temp5 : score = score + 1000 : next temp5 = pixelY if temp5 > 0 then for temp6 = 1 to temp5 : score = score + 1 : next drawscreen goto MainLoop pixelLocation pfpixel pixelX pixelY off pixelPointer = pixelPointer + 1 : if pixelPointer = 12 then pixelPointer = 0 pixelX = pixelData[pixelPointer] pixelPointer = pixelPointer + 1 pixelY = pixelData[pixelPointer] return data pixelData 1,1,2,2,3,3,4,4,5,5,6,6 end Actually, when I test this: f = pixelData_length score = 0 temp5 = f if temp5 > 0 then for temp6 = 1 to temp5 : score = score + 1000 : next ...the playfield even changes color and the score shows 140. So I had to hand code the value to avoid the pointers going beyond the number of elements... if pixelPointer = 12 then pixelPointer = 0 Any help would be great! Thanks!
  19. No problem. And don't worry, I won't mention Petra, nor Suzie, nor Stella =P Nice, it seems that knowing assembly code is really the way to go! Keep the good work!
×
×
  • Create New...