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Everything posted by johnnywc
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Looks like Thrust! and Galagon are tied! 😮 When I refresh, sometimes Thrust! shows up as #10 and sometimes Galagon.
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Hi Steve! Hmmm, I probably won't be tackling Galaxian any time soon (I think Atari did a great job on that one), but you'll be able to play a smaller version of it in stage 3 of Gorf Arcade!
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Eesh - is it that time already?!? I better get to work on Gorf Arcade stat! Thank you James for hosting Champ Games in the Developer Spotlight - I'm looking forward to it!
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Thanks Darrell! I certainly owe a lot to you with your help with getting me up to speed on DPC+/CDF/CDFJ to make these games in the first place! Both Draconian and Thrust! are masterpieces IMO and I am honored to have Galagon ranked amongst them. Galaga(on) benefits IMO from name recognition (and it's a pretty good game too) which probably explains why it has gotten to #11 in about a year. I'll be impressed if Galagon every overtakes Lady Bug (currently at #3!).
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That is correct, RobotWar:2684 (it's new *official* name ) is 99% complete code-wise, but since Zoo Keeper and Avalanche were delayed to December (they were originally planned to be released earlier in the year), we decided to spread out the releases and move RobotWar:2684 to Spring of 2021. Al is hoping to do multiple 'smaller' batches of releases in 2021, including the Spring release. We're also planning on releasing Gorf Arcade sometime in late summer (possibly to coincide with PRGE 2021 if it happens) and maybe even another game in November.
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Champ Games - Wizard of Wor Arcade - 2600
johnnywc replied to johnnywc's topic in Homebrew Discussion
That looks great James! I need to work with my brother Paul @PaulChamp about getting some cool T-shirts in our Champ Games store soon! -
Champ Games - Wizard of Wor Arcade - 2600
johnnywc replied to johnnywc's topic in Homebrew Discussion
Sounds like a cool feature! Can you remind me, what was the other bug? My memory is failing me... -
Some 4 player joystick games (Quadzerk, anyone?)
johnnywc replied to madscijr's topic in Atari 2600 Programming
Hi! I worked with Nathan (aka @gauauu) on the QuadTari (there was some misinformation about the name, it's no longer called the QuadraStik ). He has the final enclosure signed off and is currently working on the PCB, so it should ready for production soon! 🤞 In short, we use multiplexers and the select line is D7 on VBLANK. 2 joysticks can be hooked up to each port. If you have any specific questions, feel free to send me a PM! -
Hi there! @Albert has had some delays in the current run of games but is working hard to get them in the store by the end of the month. I'll let him add any specific details. Thanks! John
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The Video Game Critic has posted his review for Galagon for the 2600.
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Thanks to Steve and the Stella team for this! I've been testing for @DirtyHairy and can confirm that the voice in Wizard of Wor Arcade works great! Also, if you configure the first controller port to be QuadTari*, you can now play 2 player WITH voice if you have the AtariVox hooked up too! Thanks Christian! (and thanks to @Thomas Jentzsch for the QuadTari support ) *For QuadTari support, you'll need to map the P2 joystick controls to your 2nd joystick.
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Thanks! I must admit I'm not the biggest fan of Qix.. I don't think I ever played the arcade game but did enjoy playing on the Atari 5200. It certainly is a different type of game from what we've previously worked on so we're looking forward to the challenge! Good one Steve, sounds like a good marketing tagline! Thanks for your confidence! The biggest challenge is the limited horizontal resolution if we use the playfield, so the playable area becomes 38x96 which is much less than the arcade. We (well, TJ) have done some experiments with bitmaps to try to achieve 96x96 but it flickers pretty bad. We are looking into maybe a monochrome version with patterns that would flicker less, but IMO wouldn't look that good vs. a PF version with sprites. I think that a 38x96 playfield would play similar to Qix with different strategies and may be 'Qix enough' for players, but until I can put together a POC it's all speculation. I plan on working on this a bit in early 2021 as right now our focus is getting Gorf Arcade playable by 11/27 for it's reveal and finishing up Robotron (aka RobotWar) for an early 2021 release.
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Champ Games - RobotWar: 2684 (aka Robotron:2084), 2600
johnnywc replied to johnnywc's topic in Homebrew Discussion
Thanks for the feedback, I'm glad you're enjoying the game! I agree, the mutant does move a bit slower to accommodate the smaller screen vs. the arcade/7800 version, but I can easily speed it up a bit if needed. I'm not sure what you mean by shooting when changing directions feels a bit slow; there is a small delay in between shots, but perhaps that should be removed if you're firing in a different direction than the last shot? ie. If you shoot two missiles to the left, there is an 8 frame delay between shots. However, if you shoot up and then quickly shoot down (using two sticks), perhaps it should do so without the 8 frame delay? I agree; it's definitely Robotron but with the unique 2600 look and feel. There are a couple bugs in the demo; most notably I think on wave 9 if you are in the far right and shooting up or down, your missiles are invisible (I've fixed that in the latest dev version). We've tweaked the game a bit since then and have logged about 10 hours of playtime and have not found any major bugs yet. Thanks in advance for the testing! Thanks and you're welcome! We were originally planning a holiday 2020 release but since Zoo Keeper and Avalanche have been delayed in the store (plus we're still working on the artwork for RobotWar, being done by David Exton), we're pushing the release to early 2021 (not sure exactly when yet). I've been playing extensively on real hardware (no slowdown of course ) and spent a lot of time optimizing the code to eliminate screen rolls, especially on level 40 expert with 100+ enemies. 😮 Thanks! Excellent idea - I was thinking the same thing! However, adding in a different skill level is tough code wise (not much left) and also I would need to take up more Savekey slots to store Expert high scores (I try to keep it to 2 savekey slots to save some for everyone else! ). I usually add those type of features using the difficulty switches, but those are currently being reserved for enabling Autofire. With that said, I think being able to shoot the humans sounds cool but in the end I think it would be frustrating for players, especially on the harder levels where you need to blast stuff blindly just to survive for a few seconds (same with shooting your partner in co-op). I'll think about it though; thanks for the suggestions! That makes sense - I'm glad you're getting used to it and enjoying it! Oh okay, that makes sense. Once you get your Harmony back and play it on real hardware (no lag ) I'm sure it will play even better! 🤞 Thanks - I'm glad you're enjoying it! We've had fun making it (and playing it) too! Thanks again for the feedback! John -
Atari 2600 Homebrew Completed/WIP in 2020
johnnywc replied to ZeroPage Homebrew's topic in Atari 2600 Programming
Thanks! Sounds good, thanks James! There are a ton of changes to ZK since the March demo but I want to keep some surprises for the full version. With that said, I think it's complete enough for people to judge it properly. I may release another "nomination demo" prior to voting (I assume that will take place sometime in early 2021?). Thanks for the info! John -
Atari 2600 Homebrew Completed/WIP in 2020
johnnywc replied to ZeroPage Homebrew's topic in Atari 2600 Programming
It was supposed to be a surprise. -
Atari 2600 Homebrew Completed/WIP in 2020
johnnywc replied to ZeroPage Homebrew's topic in Atari 2600 Programming
Hi TJ! You made the credits in the manual. so you should be listed here also. @ZeroPage Homebrew James, can you also add Lee Kebler (aka @keebz) for Additional Music and Testing? FYI, both Zoo Keeper and Avalanche will be on the Completed list for 2020 awards, as soon as @Albert releases them in the store. Are the current public demo ROMs of Avalanche and Zoo Keeper sufficient for consideration? The latest ZK demo is from March 2020 but the last Avalanche demo is from December 2019 (little has changed since then). Thanks! John -
Champ Games - RobotWar: 2684 (aka Robotron:2084), 2600
johnnywc replied to johnnywc's topic in Homebrew Discussion
Hello all - Has anyone been able to give the latest demo a run thru? Any feedback on game play, difficulty ramping, bugs, screen rolls (if playing on real hardware), etc. is greatly appreciated! Thanks, John -
Thanks for the suggestion Darrell! I ordered a small fan (I don't have one handy) and will try this as soon as it arrives.
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That sounds like a plausible explanation! Hmmm, being a software guy with my only real hardware experience being the QuadTari , this is probably a bit out of my league. I have a multi-meter, but I wouldn't know where to start or what to measure as far as power consumption is concerned. 😕 I may be able to install a small fan on the CPU if given explicit instructions. Thanks for the info!
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Thanks for the suggestions and quick reply! Apologies if it wasn't clear, but I experience slowdown even on 6.1 (no QuadTari support) when using 2 joysticks hooked up to the 2600-dapters, so I don't think it's specific to the QuadTari support (although it's most likely that using it on 6.3 with 4 joysticks and QT support will slow it down even further). Perhaps it's the overhead with using USB controllers vs. the native R77 ports? In my tests, Robotron experiences no slowdown when using 2 joysticks hooked up to the R77 ports; only if you're using USB joysticks. I went to try this on my PC but alas it seems that one of my 2600-dapters has crapped out on me. 😕 I do have some Legacy Engineering USB controllers that I'll test with also and see how it goes. One thing I'll test is using 1 controller hooked up to the R77 and one USB joystick hooked up through the 2600-dapter DB9 and see if that has any slowdown. Thanks for the suggestions! John
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Hello all, Has anyone tried using joysticks with the 2600-dapter and experience slowdown when playing games? My son and I were playing 2 player co-op Robotron this weekend and we typically use the standard joystick ports on the R77. Unfortunately, I have found that the connection isn't that good in that the joystick connectors are a little loose and we'll have situations where you can't move in certain directions unless you really press in the joystick. To get around this, I hooked up 2 joysticks through 2600-dapters to a USB OTG hub which have a much more snug fit. The controls work great, but for some reason the games experience intermittent slow down (slow audio, choppy movement). This only happens when using the 2600-dapters; I never see slowdown using the joystick ports on the front of the R77. Any ideas? Is it possible that it's the USB OTG hub causing the slowdown? Eventually I would like to use 4 joysticks for 2 player co-op Robotron (each player uses 2 joysticks) using Stella 6.3 that has QuadTari support so having all 4 joysticks working without slowdown would be ideal. I have been able to successfully configure 4 joysticks using the pre-release 6.3 build (thanks @DirtyHairy!), but the slowdown is too annoying to enjoy the game. 😕 Any help is appreciated! Thanks, John
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Champ Games - RobotWar: 2684 (aka Robotron:2084), 2600
johnnywc replied to johnnywc's topic in Homebrew Discussion
Thanks! Both. Demanded by @Albert. -
Thanks so much TJ for your hard work adding this support into Stella - I really appreciate it! 👍
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Yes, it works with 4 driving controllers you can also use 8 paddles but it only recognizes the buttons of course.... maybe a four player competitive pinball game? 🤣
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Champ Games - RobotWar: 2684 (aka Robotron:2084), 2600
johnnywc replied to johnnywc's topic in Homebrew Discussion
Hello all, It's been a while, but I am ready to share the latest demo of Robotron: 2084 for the 2600. There are literally hundreds of changes since the last build so I won't list them all, but I can say that this is about 99% done with the main focus now on game play difficulty ramping. Major changes: The name has been changed to "RobotWar: 2600". 2 player alternating mode has been added (disabled in the demo) 2 player co-op has been added: 2 players each control a mutant (purple and orange) using their own controller. The 2 players share the score and # of reserves. A maximum of 4 missiles total are active for both players (they share the # of missiles). This is done to balance out the difficulty. Working together as a team you can quickly figure out ways to overcome this 'limitation' When 1 mutant is hit, he will stay on the screen and flash. The other mutant can revive him by making contact with him. At this point, the 'revived' mutant is invincible for 1 second so they can escape to a safe area (note that they cannot rescue humans during this time). If the other mutant is hit before rescuing the first mutant, a life is lost. A mutant can be rescued once per wave. If a mutant is hit twice, they will disappear for the remainder of the wave. Enemies track both players when they are active. When a mutant is disabled (or removed), all enemies will then track the remaining mutant. Both mutants are revived at the start of the next wave. A '+' sign appears before the player's initials in the high score table to indicate that this score was achieved in a co-op game. Control schemes supported: 1 joystick with no autofire (left difficultly on B) In this mode, use the left joystick to move your player and press the button to fire in the current direction. You can continually fire in one direction by holding down the joystick button and move in another direction. To fire in a different direction, release the button and move in the new direction you wish to fire and then press the button. To fire in place (fire without moving), center the joystick and hold down the button. You can then fire in any direction by moving the joystick in that direction (your player will not move). Release the button to move your player. If you have a Genesis controller connected, you can press the second button to fire backwards (opposite direction that your player is currently firing). 1 joystick with autofire (left difficulty on A) This is similar to the no-autofire mode except your player automatically fires in the current direction (no need to press the button) If you have a single button controller: To change the fire direction, press the button and move the joystick to the new direction. Release the button to continually fire in the new direction. You can also "fire in place" by centering the joystick and pressing and holding the button. In this mode, you must fire by moving the controller in the direction you wish to fire (your player will not move). Note that your player will not fire if the button is held down and the joystick is centered. If you have a Genesis controller (gamepad) connected: Press Button B to rotate the fire direction counter clockwise Press Button C to rotate the fire direction clockwise To change the fire direction, press both Button B and C together and move the joystick to the new direction. Release the buttons to continually fire in the new direction. You can also "fire in place" by centering the joystick and pressing and holding both buttons B and C. In this mode, you must fire by moving the controller in the direction you wish to fire (your player will not move). Note that your player will not fire if the buttons are held down and the joystick is centered. 2 joysticks (preferred, left difficulty on B) If you have 2 joysticks, you can use the left joystick to move your player and the right joystick to fire, just like the arcade. There is no special settings that need to be done to enable 2 joystick mode since the buttons aren't used. Note that you can also play a co-op game by having one player move and the other player fire! QuadTari support has been added so that both players can each use 2 joysticks in a co-op game or 2 player alternating game (the QuadTari is an adapter being developed that allows you to connect up to 4 joysticks to the Atari, available in late 2020/early 2021) High score saving to Atarivox has been added (disabled in the demo) The player can select the wave they want to start at at the beginning of the game (01-40). (for the demo, you can select to start at wave 01 or wave 11 only) Full animated intro story with scoring added (only first 2 pages available in demo). The demo is full functional with the following features disabled (they have all been implemented and will be included in the full version): 2 player alternating play mode is disabled High score saving to Atarivox is disabled Player can only select starting wave 1 or wave 11 for a 1 player game (in the full version players will be able to select waves 01 - 40) Once 10 levels are complete, the game wraps back to the starting level. The scoring instruction screen only shows the first two pages of instructions. I estimate the game to be about 98% done (7 bytes left!) and we're shooting for a release in the AtariAge store sometime in early 2021. Here is a playable demo if you would like to download it and give it a try. It works on real hardware (recommended), the latest version of Stella and Stellerator, and will also work on the Retron77 with the latest community build. It will *not* work on the Flashback Portable. Also, it should be noted that the ROM will not work on very old Harmony carts as it uses a part of the ARM that contains a bug in older revisions. If there is a demand for it, I may try to put together a build that can work on old Harmony carts with some features disabled (the issue is that the ARM feature is required for the later levels when there are 100+ enemies on screen 😕 ). Of course, the released cart will contain the latest Melody board which will work on all Atari 2600 models. Any feedback is appreciated! Have fun! John robotwar_20201004_demo_NTSC.bin robotwar_20201004_demo_PAL60.bin
