Jump to content

Lodmot

Members
  • Content Count

    979
  • Joined

  • Last visited

  • Days Won

    1

Posts posted by Lodmot


  1. I saw that weird appearance on my ActiVision carts too.

    I thought it almost looked like the carts were carried in torrential rain at some point, or somebody dropped them in the toilet or something. xDD

    I think you're right though, it's likely the glue becoming older. My Tapper cartridge has that same appearance, and I'm pretty doubtful it's repairable...

     

    My Zaxxon cart for ColecoVision had a really damaged label, and I actually made a new one. The way I went about with it was by printing out a

    re-created version of the label graphic that I found online, carefully cut it out to size with the cartridge, and then I used double-sided tape to

    stick it on there. Then to give it a nicer kind of glossy finish, I put a single layer of packaging tape over the label. It came out pretty awesome, but

    I dunno if that's something you'd want to do.


  2. Well, I tried it, and it sorta works, but the effect is pretty choppy. I think if the TIA had more color options I could create a smoother-looking fade. I'm not really too crazy for the way it looks.

    I kinda wanted it to look like an acid trip sorta. xDD


  3. LOL!!!!!!!!!! 181 you're freaking grrrrrrrrrrrrrrrrrrrrt! 8DDDDDDDDDDD

    xDDD

     

    By the way, I just noticed I put this in the wrong forum... ;w;

    Is there a hardware forum, I come to this section so often I forget there are others? I posted some controller designs here but I haven't been booed or moved by an administrator. I'd hope somebody would tell me my fly is open or I have food stuck in my teeth. ^_^

     

    Regardless I think trying the speaker addition sounds cool as long as the vibration doesn't hurt the 2600 over time, heavy bass and the like. Well you could always add an external port to the 2600 like a PC to plug speakers into ijs. :)

     

    xDD

    Well, I figured something like this would be pretty easy to do compared to other mods, because the heavy sixer's casing already has the speaker holders right in its case, it would just be a matter of finding the right size speaker that would fit in the holder. ^^ I don't think it would hurt the Atari either, because how much bass could the Atari possibly pump out with the type of sounds it makes? I would just like dig through a couple of old pong units that doesn't work and use the speakers from those. That should be more than feasible.

     

    I wasn't going to try this with any of the units I have now, but maybe after I've gotten more experienced with the inner workings of the console itself, I'd give it a shot. :B

    I was never that big on modding systems anyway, because I prefer the idea of preserving the original condition and authenticity of the original console.


  4. As many of us probably know, the Atari 2600 was originally designed to have built-in stereo speakers. I figured since its possible to get stereo sound out of the unit, and theres enough extra space for speakers, has anyone actually tried doing a built-in speaker mod?


  5. Hi,

    I want to try and do this "fading" effect with colors in two of my Atari games, one which I haven't even started coding yet.

    Does anyone know if this is possible?

     

    The effect that I'm trying to achieve is in my original version of Game Catcher right at the titlescreen in the background, which you can see here:

    http://megatoxic.com/Games/Game%20Catcher.exe

     

    If anyone knows if this is possible at all, I'd like to know. ^^

    Thanks!


  6. I stumbled across a strange version of Missile Command.

    The front label has the title in yellow lowercase letters, and the end label is in white lowercase letters.

    If I do a google search for the lowercase label variation, the end label is in yellow letters, but that's not the case for mine.

    I couldn't find anything on a white end label variation of missile command.

     

    Also, according to the rarity guide on AtariAge, the lowercase lettering variation of missile command is the Asian version.

     

    Any ideas?

     

    Here are some pics of the cart:

     

    photobucket-682-1332525242245.jpg

    photobucket-4108-1332525225595.jpg


  7. Actually a cloverfield based game would be awesome (if doable). Another very appropriate game would be one based off the movie 2012. Kinda creepy considering its 2012 right now. XD

     

    Edit: Shit, nevermind. I didn't notice the years of movies you were looking for..

     

    Maybe a movie based off of 2001 a space odyssey?

    • Like 1

  8. Heavy sixer, definitely.

    I bought mine on ebay for 34 dollars in non-working condition, just to see if I would be able to fix it.

    Sure enough, I got the system running perfectly, cleaned it up, and now it's probably worth over 100 dollars again. I now use that console even more than my light sixer because its just funner to play on the first model Atari from 1977!


  9. For me, Homebrew... I'm fascinated by how these guys are pushing the limits on these old machines limitations like never before. So that's higher value to me personally.

    I have to agree there.

    It's not only awesome getting a brand new game for an old system, but I love making games for the 2600.

    It's such an awesome sensation seeing a game I made being played on a 30 year old machine.


  10. This is from the bB page:

     

    "The else keyword might not work correctly in a statement containing &&. The else keyword may also not work as expected when there is more than one if-then on a single line."

     

     

    Also take a look at this:

     

    http://www.randomter...ds.html#boolean

     

    Boolean operators are used as conditions in if-then statements. They are tokenized as:

     

    && = AND

     

    || = OR

     

    ! = NOT

     

    Yeah, but technically in this case we're not using "&&" xD

     

    Instead of using a long list of if-then statements, an on … gosub or on … goto statement can be used. For Joy0, we read the value in SWCHA and divide it by 16 which discards the Joy1 bits and shifts the joy0 bits into the lower 4 bit positons, so we'd use temp1 = SWCHA / 16. For Joy1, temp1 = SWCHA & %00001111 would be used.

     

    SWCHA uses a single & sign. Not sure if that makes a difference, but I just noticed that and thought it was interesting.

     

    Also...

     

    It may be surprising, but the SWCHA method is often less efficient in terms of cycles and space than if-thens. There is a point at which the on…goto with SWCHA will become more efficient. For example, if you are doing something different for up-left than for up and left individually, such as a diagonal sprite, SWCHA may be the better choice.

     

    However here we're not using "on.... goto" so maybe that doesn't apply.


  11. Try compiling the following program as a test. If joystick 0 is *not* being pushed in any direction, the screen should be red. Pushing the joystick in any direction should turn the screen green until you stop pushing.
     loop if SWCHA & 240 <> 240 then COLUBK = $C4 else COLUBK = $44 drawscreen goto loop 

     

    I tried that in Visual BB but it didn't work.. I also tried getting rid of the "else" portion of the sentence and that didn't work either. There must be something wrong with either my compiler or the version of Visual BB that I'm using.


  12. Alright, cool. Thanks. ^^

     

    How would it work if done this way:

     

    if SWCHA & 240 <> 240 then P1_Acceleration=P1_Acceleration+4 else P1_Resistance=0
    

    Assuming I got the if right, that should add 4 to the acceleration whenever the joystick is pushed in any of the four directions, or set the resistance to 0 if the joystick is *not* being pushed in any direction.

    Yes, that's correct. ^^

    I tried the code you suggested, and it gave an error. But thank you for trying anyway. Maybe we have different versions of the compiler or something, because judging by the guide on RT's site, your suggestion looks like it should work


  13. Thank you for the suggestions SeaGtGruff, I think they'll work with what I'm doing here. ^^

     

    There's 3 cars in the game.

    I spent about 3 to 4 hours going through the entire code and optimizing whatever I could, and I got it to the point where two cars can move around and shoot at the same time with it just barely reaching 263 scanlines, but there's still room for improvement when the 3rd car is added to the mix (which makes it run at about 274, give or take).

    I'm using the multisprite kernel, so I'll be pretty limited to how much I can do in the vblank. I'm not sure how much space the multikernel gives there.

     

    Also I tried replacing:

     

           if joy0right then P1_Acceleration=P1_Acceleration+4
           if joy0up then P1_Acceleration=P1_Acceleration+4
           if joy0down then P1_Acceleration=P1_Acceleration+4
           if joy0left then P1_Acceleration=P1_Acceleration+4
    

     

    with this:

     

       if !joy0up && !joy0down && !joy0left && !joy0right then P1_Resistance=0 else P1_Acceleration=P1_Acceleration+4
    

     

     

     

×
×
  • Create New...