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Tony Cruise

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Everything posted by Tony Cruise

  1. First Beta of EA 70's Arcade Classics for the Colecovision. All three games are merged with a menu selection screen and are working. Just needs a little bit of playtesting, some cover art, a manual etc and it will be ready for release. Gearcoleco 1.1.0 - EA70sArcade-Coleco-240326B.ROM 2024-03-26 20-25-55_1.mp4
  2. EA 70's Arcade Classics will be a collection of three classic 70's arcade games in one cartridge. The three games in the collection are: Lunar Rescue Lunar Rescue a classic early shoot em up game by Taito, ran on Space Invaders hardware. Navigate through the asteroid field to rescue each of the stranded astronauts, then dodge and shoot your way back through the invaders to return back to your mother ship. Depth Charge Your battleship is under attack from squadrons of enemy subs, drop depth charges to take them out before they get you. Time attack game, with extended time gained if you destroy enough enemy subs. Stunt Cycle Very early black and white stunt cycle game, reimagined for 8-bit hardware with a nice splash of colour. There will be versions for Colecovisions, MSX and the original Spectravideo (318/328).
  3. Let me know if you get stuck, I can help with tips for optimizing/moving code to the write place etc
  4. I have a Joy Sensor controller but it doesn’t come in a trapezoid box. NB: also in the middle of the pacific at the moment so won’t be back until the 2nd February.
  5. New project and game for the original Spectravideo, MSX, Colecovision and Memotech MTX machines in collaboration with Jim's Bite Size Games (https://jimsbitesizegames.com). The game is called Asteroid Rescue, with gameplay split into two sections above ground, dodging various spaceships to land on a pad on the surface, followed by navigating a robot through underground caverns collecting fuel. We have completed the graphics design, along with the animation sequences as per the attached video snippet. Working on the game play elements at the moment, another update soon. AsteroidRescue-2024-01-08.mp4
  6. You have a failed/partial install of something else on your system and the temporary files folder has some files in it that are interfering. I would do a Drive optimize space and get it to delete all temporary and system files i.e. from updates. Then run a CHKDSK /F with a reboot and try again.
  7. I am finally getting some actual holidays starting from Christmas, so I may actually have some time to work on some of this (plus finally advance some of my titles).
  8. The final two chapters of my new book "Classic Game Programming on the NES" have been released. - Chapter 15, "Music" - Chapter 16, "Where from here?" Add some atmosphere! You’ve brought your game to life with sound effects, now it’s time to add atmosphere with music, using the Famistudio tool. Then, explore ways to take your completed game to the next level including adding more enemies, granting extra lives, and other fun-fostering enhancements. Order your copy today: http://mng.bz/Jd2p Use the code: au35cru for a 35% discount off any Manning product.
  9. Wrong way around, the name table is the tile map, and the gen table is the patterns themselves. The Gen table is split into Pattern and Colour tables. There are three tables of 256 patterns for each of pattern and colour (unless you muck around with some of the screen settings ;))
  10. The NES book has gone to the production department now, so going through images, forwards, pre-amble etc very close, but will take a couple of months of course. Hoping to have them ready if I get the chance to fly over to the Game On Expo in Arizona in March.
  11. The Kylie signature cannot be guaranteed to be real, but the Tony Cruise one might be
  12. I have an extremely limited number of copies that come signed here: https://www.electricadventures.net/Pages/Shop#!/Programming-Games-for-the-ColecoVision-&-Adam-Signed/p/529931298/category=0 They are of course in Australia, so the postage is quite a bit as the book is heavy. Next year I will put together a revised edition and make it Amazon print on demand.
  13. Version 1.0.8705.41754 has been uploaded to my website. No actual program changes but it is now signed with an EV Code certificate. The old certificate was about to expire (11/11/23), plus the new one will ensure it will be a recognised application and not blocked by Windows Defender and other virus scanners.
  14. I wrote a book with Manning Books and it's available for early access. Classic Game Programming on the NES build your own retro games for the Nintendo Entertainment System. http://mng.bz/1JoZ 45% off code as a thank you: mlcruise (valid thru 19/10)
  15. Howdy I went and had a look at the tool, if you select 'C' output and Hex, it already outputs the sprite data like that There are maybe some options in the Options screen that you don't have turned on. I don't use the C output that often, so let me know if anything needs to be updated.
  16. Sound effects are definitely still in the plans. Almost finished another project then I can have some home brew focus time
  17. Ah I get it now, so group 16x16 sprite patterns for the C output. I'll make it an option to turn on and off etc.
  18. So a list of pattern numbers that comprise each sprite in a set? So in this example, it would generate: PIDX_sprite1_01: db 000,004 PIDX_sprite1_02: db 008,012 PIDX_sprite1_03: db 016,020 PIDX_sprite1_04: db 024,028 It could also generate a table for each Group of sprites i.e. animation sequence. So if you added all four of those sprites to the same group [Green Drop] it would generate: SPR_ANIM_GREEN_DROP: db 000,004,008,012,016,020,024,028,255 or one for each layer: SPR_ANIM_GREEN_DROP_1 db 000,008,016,024,255 SPR_ANIM_GREEN_DROP_2 db 004,012,020,028,255 Is this what you meant?
  19. If you turn compression on for sprites it will output each set of sprites as a single compressed data block. But do you mean output each animation group block of data? I could add an option for that.
  20. None of mine, as they are all converted from my late 80's originals (which are themselves heavily inspired by arcade games that I played back then) for the Spectravideo and MSX and Berzerk is obviously an arcade port. And all my pending titles (bar Pyxidis Ex) are arcade ports.
  21. Finally have some time off from work, and have been catching up on requests for new features, plus some things to assist a new game I have started working on. I have uploaded a new version of the editor with the following changes: finally you can have multiple sets of sprite patterns adjusted the layout of the sprite editor screen on both the sprite and tile editor sections I have extended what it can automatically parse from pasted text, allow binary and skipping lines with labels Note: The file format has changed it will open all old files but when you save it will be in the new file format (which of course won't work in older versions of the program). Download the new version from here
  22. Sorry I didn't read your original post properly. I haven't made the AY version of that code yet.
  23. I have uploaded the Music Demo/Sound Tool that is built as part of chapter 18 of my book here: https://www.electricadventures.net/Content/PGFTC/MusicDemo.zip
  24. Random functions need a seed value to start with, so they need to be started with some non-zero value. I usually use a fixed value at start-up and then use the time that has passed from when the console has started until the user starts the game, and re-seed the random numbers. That way you get some human randomness (chaos) added (and thus better random numbers).
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