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iesposta

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Everything posted by iesposta

  1. iesposta

    New DK for VCS?

    They are real Stella screenshots running code. Download a .bin file and run it in Stella on a computer or a Harmony cart in a real 2600. All .bin files are in my Blog post (except "how high can you try?). Just mostly artwork, very little game logic, but Jumpman runs and barrels roll and elevators rise. I can get two game levels (3 playfield screens) in the DPC+ graphics data bank. Melody boards can be made with bigger memory chips that could hold all 6 screen data for the 4 levels, but I don't know if batari Basic or visual batari Basic can be adapted to use bigger memory. I will also look into using another bank to hold playfield data, but using it in Basic doesn't look simple at the moment.
  2. From the album: DK 2600 Jumpman

    Newer Rivet Level 4. Ladders redone. Turquoise cage edited to appear not so bright. Rivet cover test (cyan) successful. Screenshot taken without phosphor effect on leaving half a Kong. The whole kong is there and animated.
  3. iesposta

    New DK for VCS?

    Lots of pictures in my Gallery, and pictures and binaries in my Blog! I think this elevator level came out great: JumpmanELe20121108.bas.bin
  4. iesposta

    New DK for VCS?

    Thanks for the suggestions. [Endorsement] I loved the 2600 version of Lady Bug so much I bought the cartridge! [End endorsement] ( I really did buy it, anyone reading this that is thinking of getting it, buy it in the AtariAge Store. it is in the "I can't believe it is this good" category.) I may add an option like Lady Bug's option that flickers less? Personally, I think pink girders are as bad as the color chosen on Coleco's 2600 Donkey Kong. Half of the my game won't flicker the PF as the blue rivet level and the orange pie level are horizontal.
  5. Thank you. Here's my 2nd and last try...
  6. Thanks for making something SEGA Genesis! I just got one this summer, and the Mega Everdrive late summer. I do not have a Sega CD. Will your final game work on just Everdrive?
  7. Decided to blog my progress in creating a game for the Atari 2600. This thread launched this project: http://www.atariage....new-dk-for-vcs/ Asked for a new DK for the VCS, I had done some mock-up screens with the latest batari Basic and posted them. 01-27-2014 The game, now called DK Arcade 2600, has all 4 levels, with the adding of Level 3 elevator screen. Might release a playable demo soon! 10-30-2013 Byte Knight starts coding game logic with my art and sounds, basically starting fresh. In two weeks Level 4 has exceeded what I had coded by miles. Working score, hammers, climbing fireballs are all working. Most recent binary: Jumpman1234_20130217.bas.bin 10-15-2013 Blog name changed to: "DkbBDPC+ 2600 Jumpman" to be more obscure. My idea of PUSHing playfield data to the screen along with routines from bogax and SeaGtGruff have resulted in the opening "horizontal girders to sloping girders" not going over cycle, and therefore rock steady on real CRT televisions! Thanks everyone! Also work done in compressing data has resulted in compression of the data for the Rivet Level 4. Big ROM savings! Kong sprite changed to frowning, then the toothy grin with three "growls" made from only changing audio volume - (I have always wanted to use that effect.) The "How High" screen now has custom score to show 25m 50m etc. (probably only ever one monkey though). Also now drops into the game after the How High tune (before it looped until fire button). Unsuccessful in attempts to flicker playfields in more than one level (runs out of ROM). Ideally Level 1 would have red girders and blue ladders like Level 3 (the elevators). Four playfields do fit, but then there is no room for sprites and color data. Sorry, no binary as Level 1 needs reverted due to unsuccessful attempts at "Playfield Flipping." Latest binary is Level 4 (Rivet Level) found in this post (with source code): http://atariage.com/forums/topic/216037-dkbbdpc-source-code-learn-help-needed/ Latest progress: 01-24-2013 Nobody thought to mention the rivet screen girders were off? (I didn't realize either!) 11-24-12 11-24-12 .I will probably go with this titlescreen, it uses less ROM. 11-20-12 . Started putting all levels in one ROM . Changed 1st level to one Playfield (all red, no flicker) so all 4 levels can fit. . Lots of bugs and sloppy code. Levels 1, 2 & 3 in ROM. . No gameplay logic programmed yet. Get to top to see next bank http://www.atariage.com/forums/public/style_emoticons/#EMO_DIR#/icon_smile.gif . On real hardware Level 2 bank crashes back into Start ?? On emulation you can move to the top to see Level 3. . Note: Making anything playable is indeed a challenge. Ideas can make you run out of bytes very fast! . Note: If I can get this far in batari Basic, in full assembly with an EEPROM chip like Chetiry uses, there would be space for many original levels and music. It remains to be seen how far I can get with run, jump and climb with the space remaining in Basic (and then there are bonus items and hammers I haven't even begun to think about) JumpmanREDORA20121120b.bas.bin 10-31-12 . Fixed girder graphics level end of 1, 2, 3, 4, 5, & end of 6 - they were inverted . Saved hundreds of bytes graphic data by- defining only one Player0 colors for many Jumpman animations Using only 2 values for the 2 playfields' color instead of repeating the same color value for each line (358 bytes) . Lady appears when at top of level 6 . Ladder detection started (proof it will work), can only climb when at ladder X Sprite incorrect when ladder detected, but not climbing X Ony jumps when moving or facing right, jump left broken JumpmanRED20121031.bas.bin 11-03-12 . Made a barrel sprite roll down the girders from top left to bottom left. . Princess version 2.0 JumpmanRED20121103.bas.bin 11-04-12 . Artwork for blue girder level. . Fireball JumpmanBLU20121104.bas.bin 11-05-12 .Level 2 - Pie? JumpmanOra20121106.bas.bin - OLD Tiny changes new: JumpmanOra20121109.bas.bin 11-06-12 Another pretty picture coded: Latest progress: 11-08-12 I was dreading doing the elevator screen. I was thinking it couldn't be done -- that it was too much and should maybe just be skipped. Then I had an idea how to make the elevators work well. The layout went very quickly. The sprite copy lined up perfectly! I was amazed, after having to make a 1 color clock compromise on the pie level moving ladders. More thouhghts below. NEW: JumpmanELe20121108.bas.bin OLD: JumpmanELe20121108.bas.bin .Good news: Levels 2 & 4 ( orange and blue girders ) do not flicker the playfield. Levels 1 & 3 flicker. Sprites 1-9 will always flicker when aligned horizontally. .Four levels (6 playfields) will not fit in the graphics bank. Playfield data can go in another bank, but using it is not so easy. Shouldn't I be able to pass a low / high pointer to this data instead of plotting pfpixel a whole playfield? Melody board can be built with extra RAM / ROM to hold this data, but batari Basic will have to be changed to allow compiling into a larger graphics bank. Help!!!! .Sound is already done for the TIA if you want to use that horrible noise from the 7800 version (groan)...
  8. I went for minimalism. Game label is graphics from the game itself.
  9. From the album: DK 2600 Jumpman

    Atari 2600 Titlescreen Kernel DPC+
  10. When you get it working, don't forget to go into service mode and then hit the fire to cycle through the sprites, and you can see the grasshopper! The grasshopper didn't make it into the game. I remember reading about it, and then seeing it for myself in the 1980's. How geek is that?
  11. iesposta

    IMG 2386

    From the album: DK 2600 Jumpman

    Level 2 Factory
  12. iesposta

    New DK for VCS?

    Every level has at least one white / red line color change mid-line.
  13. iesposta

    New DK for VCS?

    I would love to do the first screen like Omegamatrix does, but his playfield is doing mid-line color changes. If I could program assembly, that's what I would do. With batari Basic I can't do mid-line color changes. Also the extra detail on the Princess and the white "OIL" on the barrel is the ball which changes position, width and colors as it goes down the screen. I don't think that is possible with the current batari Basic. The top text Donkey Kong and Help also use "score" routine with player0 and player1 changing data as the screen is drawn from left to right. Again, in batari Basic that routine is at the bottom of the screen, and apart from changing the 10 number shapes, then there wouldn't be a score at the bottom. If I use "noscore" that area is left blank, I don't think you can use it for play-field for sprite display or anything without a custom kernel part. Addressing modern TV's deinterlacing causing scanline bars, my projecter does this, but only on certain flicker rates. Certain flicker rates cause sprites to display every other line. Pac-Man 4K has no problem. The delinterlacing even smooths out the sharp edges of Pac-Man and looks really good. Keep suggestions coming! I'm still having fun with this project.
  14. iesposta

    IMG 2368

    From the album: DK 2600 Jumpman

    First draft Rivet Level 4 (camera phone pic)
  15. iesposta

    New DK for VCS?

    It is my design decision to flicker 2 playfields. One for red girders, and one for blue ladders. I could make it a static playfield, but then I could only change color every other line. The Pie / Cement Factory and the blue girder levels may be done with one playfield.
  16. iesposta

    New DK for VCS?

    More artwork in my Blog:
  17. From the album: DK 2600 Jumpman

    Newest Princess design
  18. Updates for this weekend.
  19. Wow! That picture is so good in so many ways. It conveys an adventure with the "help" in the distance and the enemies coming toward you as well as the bricks in perspective hinting at scrolling. The prominent castle shown is what you see when you start the game. Then on the back you see an actual game screen instructions and controller options... My only suggestion would be to say something like it's _fully playable_ with either a standard joystick or a gamepad. Again, great job and I don't even think a contest would've come up with nicer work than this!
  20. iesposta

    IMG 2342

    From the album: DK 2600 Jumpman

    November 1, 2012
  21. iesposta

    IMG 3101

    From the album: DK 2600 Jumpman

    Titlescreen kernel flicker demo
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