-
Content Count
16,912 -
Joined
-
Last visited
-
Days Won
10
Content Type
Profiles
Member Map
Forums
Blogs
Gallery
Calendar
Store
Everything posted by SpiceWare
-
If they work on another Atari then maybe the pins in the controller port got bent.
-
Correction - now there's 3. Short, sweet and to the point. Thanks John!
-
My friends from Corpus Christi and I have already make plans to hook up at Nathan's place in Austin next year to attend. I'll have to see what my schedule looks like, but that certainly looks like it could be fun!
-
here it is lots of step-by-step detail with 16 pictures.
-
atari2600.com shipped the CyberTech S-Video Kit out w/out any problems. Regrettably it's been out-of-stock for a long time. 8bitdomain.com sells something similar, and their Video Mod Board looks easier to install than the CyberTech as the latter required some soldering. I've read a lot about them being slow in shipping, but that they eventually get the Video Mod Board to you.
-
Thanks! If you want to make my day even better, add a review to the Atari Age store I'd recently run across a site with really detailed instructions and photos on cleaning the paddles. Thought I'd bookmarked it, but guess not . Here's a post with a few pictures. Click each picture for a larger image. Takes a little bit of effort, but the results are worth it.
-
Quart is in session
SpiceWare commented on Nathan Strum's blog entry in (Insert stupid Blog name here)
- can't wait to see the full thing I still find it hard to believe it's written in bB. Really shows how far it's evolved since last summer -
hmm - is that a hint that this years holiday cart will support the AV
-
S-Video mod will make your Atari look this good. Plus you can get stereo sound!
-
The ROMs are available for Fall Down and Star Fire, so you can try them out in an emulator.
-
When I started making games on the VIC 20 I did them in BASIC, then started adding small assembly routines(called via SYS) to speed up the routines that needed it. For instance I did a Super Cobra type game, everything in BASIC except for the screen scrolling. You could take the same approach for the 64 - and if you stick with BASIC 2.0 it'll force you to learn the memory locations you'll have to access when you migrate code to assembly.
-
Did you split the PAL source into a separate file? It's easier to use IF ELSE ENDIF and set the value of COMPILE_VERSION based on which one you wish to build: NTSC = 0 PAL = 1 COMPILE_VERSION = NTSC DEBUG = 0; set to 1 for debug info in score and to flash screen if fireball ; skipped due to lack of time for collision processing ; note - 2 extra scan lines will occur when debug mode is on ; to prep the displaying of the time remaining values IF COMPILE_VERSION = NTSC ShieldColor1 = $62; Purple ShieldColor2 = $c8; Green ShieldColor3 = $44; Red ShieldColor4 = $86; Blue WallColor0 = $22 WallColor1 = $24 WallColor2 = $26 WallColor3 = $28 WallColor4 = $2a WallColor5 = $2c MenuColor = $B8; Teal ValueColor = $68; Purple SlctMenuColor = $FE; Yellow SlctBackground = $04; Grey WingColor = $1c; Gold BodyColor = $42; Red OVERSCAN_DELAY = $1b FIREBALL_DELAY = 70; 75 second delay for launch of extra fireball ; (delay * 60) / 64 ATTRACT_DELAY = 19; 20 second delay for going into Attract Mode ELSE ShieldColor1 = $a2; Purple ShieldColor2 = $58; Green ShieldColor3 = $64; Red ShieldColor4 = $d6; Blue WallColor0 = $42 WallColor1 = $44 WallColor2 = $46 WallColor3 = $48 WallColor4 = $4a WallColor5 = $4c MenuColor = $78; Teal ValueColor = $C8; Purple SlctMenuColor = $2E; Yellow SlctBackground = $04; Grey WingColor = $2C; Gold BodyColor = $62; Red OVERSCAN_DELAY = $57 FIREBALL_DELAY = 59; 75 second delay for launch of extra fireball ; (delay * 50) / 64 ATTRACT_DELAY = 16 ; 20 second delay for going into Attract Mode ENDIF
-
Thanks for sharing, though I'll have to say it was odd. FYI for everyone else - the CBR extension is a RAR archive with a bunch of JPEGs in it. On my Mac I just renamed the file to .RAR and was able to double-click it to see the images.
-
27,500 for my first try. The tunnels don't work as well as in the arcade game.
-
I'm on a Mac. Yep, the change for this was pretty short too /* added to TRaCe a known code address. */ } else if (!strcmp(cfg_tok,"TRC")) { offset = cfg_beg; addressq=addq(addressq,offset);
-
I just wish it would work on my display - it doesn't do the sync correctly and rolls. It'd be interesting if a PAL version exists and it has a proper sync.
-
Homebreviews - part 19
SpiceWare commented on Nathan Strum's blog entry in (Insert stupid Blog name here)
Hmm - is your avatar implying progress on Juno First? -
Tnx SpiceWare, I see programmers here use own game as avatar, so I draw it for me. You drew that - wow - that's even more impressive! Don't often see programmers that are also talented graphic artists.
-
Thanks! I debated scoring each game separately like the UA bundle, but decided not to since the games aren't available separately. I decided to mention Go Fish! as it was my favorite 1K game - While I haven't started the review, I can say that you have nothing to to be nervous about. I just realized I've got all your games but Gunfight. I will have to rectify that with my Xmas order.
-
Maker Faire revised their site - Austin's 2008 event will be held in October again, not in May.
-
Guess it was a success - the Maker Faire site's been updated to say the next one in Austin will be held May 18-19, 2008! The next one in California will be May 3-4 in San Mateo.
-
As an aside - way cool avatar!
-
Welcome back! Did you happen to make it to the Maker Faire over the weekend?
-
A forum I used to hang out at would append a link "edit history" to the bottom of any edited message. Clicking that would reveal the prior content(s - if mulitple edits) of the message.
-
2005 Minigame Multicart, 5/5 The 2005 MiniGame MultiCart is a collection of 7 games from the 2005 MiniGame competition. All these games are 1K, with the exception of M-4 which clocks in at 4K. As such, these games are an exercise in minimalism and reminded me a lot of the BASIC games I wrote on my VIC 20(3.5K RAM free!) back in the early 80s. You're presented with a nice game selection screen with some music and a "light show" when you power up the Atari. Move up/down to select the game then hit FIRE to start it. The selected game is highlighted in a dark gray - if you have trouble seeing it you may need to adjust your TV's contrast. There's also a menu option to view on screen manuals for each game. A really nice feature is that instead of having to power cycle the Atari, you can return to the main menu from any game by hitting SELECT(must also hit FIRE in Marble Jumper to due SELECT letting you choose puzzle variations). Marble Jumper, by Zach Matley Marble Jumper is a puzzle game that we've all seen at one time or another, be it with marbles, golf tees, or other objects. Your task is to remove marbles from the board by jumping them with other marbles, and to leave the last marble in the center square. Controls and graphics are well done, and there's even 24 puzzles squeezed into 1K! The only sound is a congratulatory tune for solving a puzzle. Hunchy, by Chris Walton Hunchy's based on an the arcade game Hunch Back. Your goal is to guide Quasimodo through 16 screens to rescue Esmeralda. The screens start out easy, but get quite difficult at the end. You have infinite lives, so if you care to devote the time you can complete all 16 screens. Sadly, you don't actually get to see Esmeralda at the end - instead you arrive back at the 1st screen. Fun game none-the-less, I liked it so much I bought the sequel, Hunchy II! The sound effects are fairly decent. Jetman, by Chris Walton In Jetman you're a gas station attendant in outer space, and it's not self serve. Fly around collecting the fuel canisters to fill the 16 rockets. It's not as easy as it sounds as somebody's shooting at you! First few levels are fairly easy, difficulty ramps up pretty good after that. The graphics may be primitive, but the challenge is not. Sound effects are adequate. Nightrider, by Chris Walton No, this is not the Hasselhoff Experience. You're on a motorcycle fleeing for your life while an enemy helicopter tries to drop bombs on you. Controls and graphics are quite good, as are the sound effects. There's even a score! It's common for 1K mini games to leave off a score as there's no built in character set on the Atari, so valuable ROM space must be used to store the shapes of the digits. Zirconium, by Fred Quimby Zirconium is a 2 stage space game. First you must fly your spaceship through a minefield, then you must destroy every block that comprises the mothership. Each round follows the same format, but with more mines and an even larger mothership. Graphics are nothing to write home about, but I did like the sound effects. The game starts out quite easy, but quickly becomes quite challenging. Rocket Commander, by Fred Quimby Take command of your rockets and destroy the invaders from the Earth's core! You've got a stack of rockets on the left side of the screen and must destroy the invaders as they try to flee past you on the right. Sounds easy, but it's not. The invaders travel at different speeds and you have minimal control of your rocket once it's been released. Points are scored based on how far the invader is, with even more points awarded for the occasion super speedy invader. Score enough points in the round to advance to the next, else it's game over. The upper rockets are challenging, but the lower rockets are just luck-of-the-draw as to wether or not you hit the invader, and that kind of sucks as you lose points for missing an invader. For me the lost points often meant I didn't make it to the next round. Graphics and sound were both decent. M-4, by Bob Montgomery As the only 4K game of the bunch, M-4 should be expected to delivery more than the other games - and it does! There's a hi-res title screen, demo mode and 72 game variation. On top of that, each variation can be 1 or 2 players. In M-4 you're in control of a tank in either a 30 or 90 second round. In order to hit the enemy tank you must first shoot chunks out of a brick wall. The wall can be stationary, scrolling, unbreakable(preexisting gaps to shoot through), regenerating or even non-existent. By default you have to periodically reload your tank, though variations exist with unlimited ammo. I imagine the game's a lot of fun with 2 players, but if you can't find a buddy the AI tank does just fine. The graphics are well done, and include multiple sprites w/out any flicker! That's a very impressive accomplishment as I've often seen 3 sprites lined up in a row(remember, the Atari's limited to just 2 sprites). The only thing I didn't like was that SELECT didn't work to select a game variation - it returned to the main menu. I'd have preferred it if it worked like Marble Jumper. Go Fish!, by Bob Montgomery Nope, you haven't miscounted - there's really 8 games in the cartridge, making a great bargain even better! This is the original version of Go Fish!(an expanded version is available in the AtariAge store) which has been included as an Easter Egg. In Go Fish! you start out life as a small fish and can only eat fish the same size as you or smaller. Eventually you'll grow in size and can take on the larger fish. As you get larger you'll move slower, making it more difficult to avoid the bigger fish and the sharks. The inertial of the fish is very well done. Sound effects are pretty sparse, just an odd noise when you eat other fish. Only problem with Go Fish! is there's no instructions, so you have to figure out how to play on your own. Not having them in the manual is understandable, but they should have shown up in the on-screen instructions once the Easter Egg was triggered. Go Fish! is my favorite of the 1K mini games. If you've not found the Easter Egg just do an Atari Age forum search on keyword "fish" for all posts by "SpiceWare". Next up, Crazy Balloon. I'm going have company in town this week, so it'll be at least a week before this review is up.
