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Gateway

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Everything posted by Gateway

  1. I didn't have the money right away, but Jose was willing to hold a copy for me! Got my GLCB game CIB a couple of months ago and forgot to post here. As in the past dealings with Jose, great communication and prompt delivery and great quality!
  2. I bought the Mini Game Collection 2600 and it arrived promptly. Also, good communication!
  3. @stardust4ever: Wickey has the game in a collection for sale here. This cart is next on my wishlist! http://www.atariage....10-copies-left/
  4. The label and box look great! The only thing I would change about the box would be to remove the Atari fuji logo and "Atari Corp." info on the box. It seems to be taboo around here and probably safe to leave it off as you are already toeing the line with the suspiciously similar "Mario" expy and enemies. I personally like projects based on well-known IPs, but it is probably safe to not bring any extra attention that this cool game has already generated. The word "ATARI 2600" is okay since you are emulating the silver label design.
  5. Not on the 2600, but the 8-bit version of Miner 2049er: Always found it unnerving if Bounty Bob touched a mutant, he started spazzing out and would expand then contract quickly with that weird "swishing" sound. If that wasn't enough, he would sink into the ground and his hat would continue to spaz out for several more seconds! Makes me never want to touch anything that *may" be or ever was radioactive.
  6. Very cool! Thanks for sharing!
  7. Okay, so am I trying to compile your scrolldraw.asm example into a bin file (I changed the colors for the playfield as a test). It wants vcs.h and macro.h. So I found a vcs.h file that seems to work and I found a macro.h file, however it just shows a blank screen in Stella. Are you using an updated macro file? The macro file I have here came with DASM I believe, that was included with batariBasic. If you have a newer macro.h file you are using, let me know where I can access it. Thanks. EDIT: To clarify, I am using your scrolldraw.asm file that includes the whole framework and the only thing I changed was the color early in the framework file (I haven't changed anything yet in the scrolldraw game file itself)
  8. I guess it's semantics. When I first read the article, I was thinking to myself, "Oh great! Another publication perpetuating some of the myths about the 2600 and pissing on E.T. once again. The game isn't that bad. And now more average non-Atari enthusiasts are going to think that their Combat and Pac-Man are worth big bucks!" One of the comments below the article even mentioned they had recently sold a 2600 console with a few games for $150 on eBay. To my knowledge, it was ONE Air Raid that sold for $31,000 and that was a fluke. The next two highest- priced Atari games, I believe, would be the recent Red Sea Crossing, for approx. $13 thousand and $10 thousand, respectively. Again, in my opinion, these are the exception and not the rule. I guess it doesn't matter.. It just irks me, so I am thinking aloud here. Carry on.
  9. LOL, yeah I agree with you. He doesn't have to subscribe here to find some more accurate info. I just did a Google search for "Atari 2600" and AtariAge is the 6th link down on the page( if you don't count the Google Images , it is the 5th ). Calling the Mystique game Custer's Last Stand is just lazy journalism.
  10. While I agree some of the facts listed are a bit obscure, others have obviously been regurgitated from inaccurate sources. For example: the myth about Adventure having the first Easter Egg ever is still passed along as fact. It was the most famous, but not the first ever. Also, once again, E.T. is blamed for the video game crash, as per the article's research from http://www.thedoteat...m/p3_stage6.php And, the article refers to Mystique's game as Custer's Last Stand although the game is named correctly on the DotEater's webpage. Then, there is this gem: My understanding is that was an isolated incident that it sold for that much( with box, IIRC ), and not that all 13 known copies sold for that much! Which leads to some of the funny comments below the article from people saying stuff like "I'm holding on to my 2600 and games waiting until it is worth a lot of money someday" They are gonna be waiting a LOOOONG time!
  11. Already been done. He even got Freddy himself to sign the cartridge. http://www.atariage....n-sleepystreet/
  12. I know, LOL. I didn't realize I hadn't had phosphor mode enabled until after I had exited out of Stella and my game was already over. If I play this game again, I will have to be in the mood to play all the way through and will try to remember to have phosphor enabled. @KevinMos3: LOL, yeah I looked at your map before I started playing, but decided not to use any save states. So I played from memory to the best I could though I ended up searching some places multiple times until I found secret entryways, etc. as I didn't remember exactly where they were marked on your map.
  13. Okay, I finally beat the game tonight (the normal difficulty), but I used a lot of continues to do so. My keyboard has taken a beating with all the jumping using the space bar in Stella. I don't want to spoil the ending for others, so I managed to take a snapshot of the final screen before you find your brother. Note there are actually two enemy ducks on this screen, but they must be on different frames so only one is showing in the pic. Also note that the high-jump boots are selected in the pic, but I actually changed to another object to get successfully passed this screen otherwise you will hit your head easily if you keep the high-jump boots engaged. I managed to get passed both ducks and was rewarded with the awesome ending message. I snapped a pic of that too, but won't post it here. Overall, I found this game frustrating and I was yelling at the screen! But that is how I know that I am addicted because I kept playing another round, ad infintum. I look forward to getting this game on cartridge some day and actually using a joystick this time. Hope to see this game available to buy in the near future. P.S. Along with the one in Adventure , I have developed a hatred for the bat in this game!
  14. Hey fellow travelers! A few days ago, Atariteca posted his interview with me about the Globetrotter World Tour (in Spanish): http://atariteca.blo...y-celebrar.html For a rough translation in English or other language, just click on the Google translate link on top or on the far right side of the page, though the formatting of the article may be offset. I am behind again on the next website update (what else is new? ), but wanted to share this with those still following Trotter's journey. The interview covers questions about how Trotter got started, April Fool's jokes, the involvement with Packrat Video Games and AtariAge, and Travi the Traveler 7800. Trotter is now in Contagem, Minas Gerais, Brazil with AA member Liduario and rough plans are in the works now for Trotter to attend a gathering of Brazilian classic gamers in December. More details as they develop! AA member Sr. Ferraz sent me a photo of some of the attendees from the last get together (July 2012) held in Rio de Janeiro. Unfortunately, Trotter missed this event, but hopes to make it next time.
  15. I didn't recognize this kernel option: set kernel_options collision(playfield,player1) But then, it looks like I need to update my DPC+ files. I have been focused on using the multisprite kernel, so I probably missed a few updates to DPC+. K, thanks, I will try it out again and post if I have any further issues.
  16. What release number of the DPC+ kernel are you using? I am using the version from January 2011. set kernel DPC+ set kernel_options collision(playfield,player1) set optimization inlinerand set smartbranching on set tv ntsc Above is what the first few lines of your code say in both BAS files. Is that a typo? I am still new to using DPC+ ,so I don't know. I tried both of the BAS files posted but the compilation fails. I changed around the kernel options but then it was looking for pfcolors, then bkcolors.. Any help to get it to compile is welcome.
  17. Weird. Only seems to be about 5 or 6 rooms and no collision detection yet.
  18. Awesome photos! Also great to see a bunch of young people there trying out the games and being exposed to the classic systems.
  19. Loving the design of the game so far! My brother and I have been taking turns learning the controls on my keyboard. I have only made it to Bowser, Jr once so far. However, my scores will probably improve if I had a Harmony cart and used a joystick. Hmm. Re: the 2nd quest: Do you mean it would be the same worlds, only more difficult? Or, would the 2nd quest include different enemies to fight and maybe some secret coin rooms to find? If it is the latter, I would say keep it as a "reward" for completing the 1st quest. The difficulty change could be a game variation for experienced players, if you have enough space in the ROM to implement it, that is. Similar to Miner 2049er, Worlds 5 - 8 could be sold on a new cart as "Volume 2" or something (If you are not able to fit it all on one cart). Just my 2 cents.
  20. Thanks for the manual, etc. I will try to give you some feedback in a few days after I play around with it in my free time.
  21. Thanks for this! Very interesting! I am not an advanced bB developer yet, but I can imagine a lot of possiblities with this. So if I understand correctly, the Abstract Assembly Development Kit (AADK) is combined with your asm code before you create a binary file using DASM? (i.e. you write batariBasic code with assembly routines mixed, in, compile it all into an asm file, then apply the AADK to it?) I'm just confused about the order the process will be. Note: I used Alt-P in Stella for the phosophor effect because otherwise the picture is an empty black screen.
  22. Very cool, guys! Crossing my fingers for you Al, that there are no unforseen issues with putting the modified boot binary back in the kiosk.
  23. I can't speak for DPC+, but if you are talking about vertical scrolling, the Multisprite kernel does indeed support it. Below is a sample from the project I am working on, based on code posted by Michael aka SeaGtGruff. I have got vertical scrolling working, but haven't gotten the inventory strip to work quite right yet, so you can ignore those lines in the BAS file. Note that you can change the offset commands with the joystick in the demo by pushing up or down. The playfield I am using is 256 lines tall, but is currently set to stop scrolling at the bottom(1) and 10 from the top(246), otherwise the display gets messed up. 10 lines of vertical playfield are visible at a time instead of 11 because I am using screenheight = 80 so as not to intrude on the score minikernel area. Note this demo also uses the scback command to color the score area. Finally, the pfheight command can be changed (currently pfheight = 7) to lengthen or shorten the playfield size and resolution, but keep in mind that the higher resolution means more of your 256 limit is displayed on the screen, therefore any scrolling will be shorter overall. So if you want a large "level" or "room" for your game, pfheight = 7 is a good choice, but at the cost of detail onscreen. If you want the screen to move up or down on its own, you just need to set the offset command to "+1" or "-1" depending on the direction you want to screen to move. Michael has a more detailed explanation here, toward the end of the thread: http://www.atariage....s-about-batari/ Test_multi_scroll_32k.bas Test_multi_scroll_32k.bas.bin
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