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iesposta

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Everything posted by iesposta

  1. I think 0,0 is still onscreen unlike before. I heard it is best to make y value below the bottom of the screen.
  2. Sure. DF4FRACINC = 255 changes the asymetrical playfield color. You would think you could set a color for each scan one, but the playfield blocks only change every other line, so you only need half the data DF6FRACINC = 0 bkcolors: $45 end Will make the background all red. DF6FRACINC = 255 Will let you pick a color for each scan line. Around 176. In Food Fight example there's a $92 blue line at the top and one above the score. The other color changes are covered up by an all black playfield, with the yellow pits peeking through and a bit of background red behind the watermelons - I was testing an idea at the watermelons. There was a table that showed what combos work best. 255 wasn't supposed to work at all, but it does <evil grin>
  3. I forgot that speaks! Does the bin I have speak? I'll have to try it. Any other games not on the AtariVox store list? Instant replay in StratOgems is neat, and Man Goes Down is the best. I'll have to make a YouTube of that.
  4. I like to think I'm the basic optimiser the way Thomas Jentzch is with assembly Change this: Init xmove = 70.0 rem direction = 0 velocityx = 0.0 counter = 0 score = 0 counter = 1 width = 13 Oilstart = 43 crash = 0 crashflag = 0 To This: Init xmove = 70.0 rem direction = 0 counter = 0: score = 0: crash = 0: crashflag = 0 velocityx = 0.0 counter = 1 width = 13 Oilstart = 43 Compile and see if there are more bytes free! If there are, I'll explain why, ok? Whoa there is a rem there in those zeros. Basically put all same values on one line separated by :
  5. As long as the virtual sprites are seven lines apart vertically, there is no flicker. When 2 or more align horizontally intelligent flicker kicks in. Edit: Of course a virtual sprite can be doubled or tripled horizontally without flickering with NUSIZE. Edit2: Player0 never flickers. (Unless of course you program it to I guess.) Player0 and Player1 won't flicker. Only player1 thru player9 if defined will flicker only when horizontal from each other.
  6. This was as far as I got, he he Still needed a way to change the SpeakJet baud rate. Behold The PerfBoardVox!
  7. Yes. He sent me a preprogrammed PIC (socket kind, not surface mount)
  8. Here is the dip switch sticker:
  9. Blue level? Walk or jump over 2 spots on every level. -------_--------------------_--------
  10. DPC+ has 10 sprites, 2 missiles, and ball, playfields from single line up, all without "lines" PF color changes up to every other line, background color changes up to every line. I haven't got to testing collisions, but sprite0 with playfield worked, and virtual to virtual sprite worked. (see bB Food Fight for virtual to virtual)
  11. Here is a mock up example using batari Basic 1.1d. Titlescreen was made with Titlescreen Editor DPC+ The inline assembly was from the example "Move Sprite on a Slope" It uses single line playfield resolution. Unzip the file to your projects directory. Ask if you have any questions. Food Fight.zip
  12. No. There are 256 additional bytes in addition to variables a-z
  13. I know nothing about the multisprite kernel or Version 1.0. Why not read the whole thread? I have, many times! http://www.atariage.com/forums/topic/176401-next-version-of-bb/ The last thing said was this: "Here is the latest build. ;It fixes many of the issues that have been reported since the last release, and adds some requested features in DPC+ I added: multiple player definitions (untested) (note: works for me -iesposta) pfpixel, pfvline and pfhline Collision detection: * Pixel-perfect collision(player#,player#) where # is 0-9, for any two real or virtual player sprites (doesn't support NUSIZ changes yet, sorry.) * A kernel_option controls an in-kernel read of a standard hardware collision register (example: set kernel_options collision(player1,playfield) will return the y-coordinate where the first such collision occurs, so you can later figure out what sprite it was.) Value is returned in temp4 after a drawscreen. Smooth scroll in from left or right (upper two bits of NUSIZ control this.) (note: don't know what this means -iesposta) There is more, and I'll expand on that later. Attached Files &#160;bb11d.zip &#160;&#160;180.23K &#160;&#160;203 downloads Edited by batari, Thu Jul 28, 2011 2:41 AM." Question #1: Possible, yes, scrolling it was being added. No DPC+ has no scrolling commands. #2 Don't know #3 Don't know #4 DPC+ collision explained above. DPC+ playfield drawing has: pfpixel, pfvline and pfhline. I don't know multisprite kernel. #5 RevEng says above #6 See #5 #7 See #5
  14. Gone quick. Is vgeauctions Sean Kelly? Because the ones from Nov. 2011 were skelly-etc whom you would assume is Sean Kelly.
  15. I have my original Arcadia Supercharger. Why modify it? _All_ the 2600 games that will play on it have been hacked by Nukey Shay so they will play on an unmodified. I have them all in iTunes and my original 60GB iPod. Used it a lot before my first Harmony arrived. With I could find the cassettes, they're misplaced, and were stored together but vanished The best thing would be a not bB game because the Supercharger is 6K RAM and can self modify code or use part as a display buffer, things you can't do in batari Basic unless someone shows how or extends bB. It would be great if you could make Multi-load games. It would be neat to have a game on cassette for nostalgia. If you have a Supercharger and no Harmony, it is a way to play a 2K or 4K binary file on the 2600. You should start a Poll thread.
  16. Original vision fulfilled! My best time: 1:04.3
  17. Any info on these??? I ordered 3D Genesis from the PayPal button on the digitpress site, and 30 days later it was refunded untouched. I e-mailed, and that e-mail bounced. ...nobody's home
  18. I figured that one out for ya. To get arcade only colors, just play in black and white mode -- the real machine is black and white -- and make an overlay for your screen! (I didn't say it was easy ) [select switch -> NTSC -> PAL -> B&W]
  19. Heard both ending tunes. Good work! Made me smile. I don't recall the second tune, and I have played machines that say, "How high can you try?"
  20. I guess that's best then. Another one to compare. I just played a bit myself and it does have 4 variations, keeps score, and A difficulties makes it harder and even worse!
  21. Please don't put any on eBay Al. Of all the prototypes I have tried, this is HORRIBLE. Anyone getting this not knowing what it is will be disappointed and it will make Atari 2600 and AtariAge look bad. If you can get it pulled, do that instead of putting a repro up.
  22. The only "inline assembly" would be the "Titlescreen.asm" code that shows the Monkey and "How High Can You Try?" And I made that with the Titlescreen Editor. I'm leaning toward posting the basic source with the hope that this community could help implement gameplay. The most complicated routines are the PFPIXEL writes that Bogax proposed, and let me move most of the playfield data into each ROM bank. Since I can only have 2 playfields in the graphics data (bank 7) ideally I would like to use an extra memory chip to copy the playfields into the graphic data bank for each level. Then I would have all the 5 banks for game code.
  23. I love this expansion idea... because you can play it right away! I'm all for this. There is a thread on here where some were remaking WOW from scratch. I guess it was abandoned and I don't remember any ROM files. I want to remake this also to use AtariVox 2 speech.
  24. Oh wow. A year ago I won an eBay auction for cart & overlay for $34.99, & thought that was high for Fortress of Narzod.
  25. When I think of a pure "twitch" game, the first thing that comes to mind is Lead: http://www.atariage.com/store/index.php?l=product_detail&p=932
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