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SpiceWare

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Everything posted by SpiceWare

  1. Thanks! Aha - the light sixer only needs 1 of the green ones.
  2. The kit's from mojoatomic, who posted this on page 1: I see 6, 1 on the switchboard (a bit larger than the new ones): 1 by TIA: and 4 below the cartridge port(2 on either side):
  3. I think that helps - assuming I've identified the correct parts to replace, the 0>0> legs would be installed going through the holes pointed at in these photos. Now to figure out where green ones go
  4. So I've had this kit since March and I've finally worked up the nerve to install it in my 6-switch Atari(I'm not that savvy on the hardware side). I've replaced these parts, and my Atari still works: However, I don't know where these parts go: I think I know where the blue ones go, one on the switch board just below the right difficulty switch, the other inside the RF shield, but the new parts are a different design. I suspect the 0>0> mark along with its corresponding short leg is important for orientation. Likewise the dark green ones appear to have a leg that is slightly shorter, though not as pronounced as the blue ones, so I suspect there's an orientation to be concerned with for them as well. Photos on where these go would be greatly appreciated, thanks!
  5. Thanks all! Due to the use of samples I won't have space for my usual Credits Easter Eggs, so I'm using the Γ sector for the credits. One of the "D" sectors is for Don, who's working on something that'll be seen at PRGE. Last week was a bit hectic for work so I didn't spend much time on Draconian, though I did get some playtesting done which resulted in some updates to Rules of the Game. Good news - it looks like Chris was able to fix the issue with Draconian not working on some 7800s (this would show up if you flashed the game direct, same as done for stand-alone cartridges using the Melody, as opposed to running it from the Harmony's menu). Bad news - it changed the CDF driver enough that it won't work in the current build of Stella, so I'll need to make an update for it.
  6. Work was a bit hectic this past week, so no update this weekend. I have spent some time play-testing and updated a few things in the Rules of the Game, such as formations can attack during a Red Alert and a Formation can appear onscreen the same time as a Spy Ship. In the games I've been playing the spy ship will cross the screen twice before the Red-Alert Scenario becomes active. I'll think I'll tie that to the difficulty setting so Kids = 4 passes, Easy = 3 passes, Normal = 2 passes and Hard = 1 pass. Does anybody know if there's a way to end a Red-Alert Scenario besides getting killed, as that's the only way it's ended for me! I suspect destroying all the stations will end it, but wonder if there's any other conditions that would end it. One other thing I've noticed is the I-Type and P-Type don't have the division of labor that I thought. During my initial tests I noted that the I-Type would try to Intercept you, while the P-Type was on Patrol and would ignore you. With further testing it appears that both types can act both ways, sometimes the P-Type will intercept you and sometimes the I-Type will be on Patrol. I think I'm going to leave the division in place as associating Intercept with I-Type and Patrol with P-Type just makes too much sense
  7. Not yet, been playing in MAME to get a better handle on the spy ship. Also Nathan might be revising the core images due to the 60fps change.
  8. Though I have been thinking about not having an attract mode and just showing that info on the menu screen. The space saved would be used for better sounding samples.
  9. Station open/core logic revised. Later levels (but not kids) will launch E-Type missiles when the core finishes opening. Updated Γ (gamma) Levels core animation faster (60 fps instead of 30) If you were holding down FIRE at the end of your game, the next game would start right away. You must now release FIRE. For Harmony or Stella (requires Stella 5.0.0 or newer) draconian_20170730.bin Please reference Rules of the Game for what's been implemented and what's to come.
  10. Revised station open/close core logic. Stations will now launch E-Type missiles on later levels (never on Kids, which always has the core open). There are 2 open/close speeds. Revised Γ (gamma) Levels Revised Level Data to use less ROM (saved 608 bytes!) Cores now animated at 60fps (used to be 30) Holding down fire at end of game would result in a new game starting up right away. You must now release fire before you can start a new game. For the open/close core logic I use sector * difficulty to decide when things will occur. Sector is 0-255 (displayed as 1-256) while difficulty is 0-3 (0=kids, 1=easy, 2=normal, 3=hard): // level KIDS EASY NORMAL HARD // 1 0 0 0 0 <- always open for all difficulty levels // 2 0 1 2 3 <- start to open/close for Easy, Normal, and Hard // 3 0 2 4 6 <- start E-Type on Hard // 4 0 3 6 9 <- start E-Type on Normal // 5 0 4 8 12 <- faster open/close on Hard // 6 0 5 10 15 <- start E-Type on Easy // 7 0 6 12 18 <- faster open/close on Normal // ... // 12 0 11 22 33 <- faster open/close on Easy For Harmony or Stella (requires Stella 5.0.0 or newer) draconian_20170730.bin Please reference Rules of the Game for what's been implemented and what's to come.
  11. I took a quick look. I added the 2 WSYNCs but still had screen jumps on my C=1084S. So something else is a factor, but it wasn't immediately obvious. I'm back to working on Draconian.
  12. Question - if you hit an E-Type Missile that's docked in the core, does the station also explode or just the E-Type missile?
  13. Looks great, thanks! I loved it around 4:15 when you realized you could just hold down fire, and a bit later when you realized you could target the enemy from the back of your ship Nice that you eliminated an entire formation at the end for the bonus points That's from a 2600 with the RGB mod, it does look like it could be from Stella.
  14. That's a great image! How does Draconian look? You have a minor typo in my name in your blog entry. It also might make sense to show "Tradução/Translation" above the flags, or to show "Translation" while in Português (and "Tradução" while in English).
  15. Assembly language will let you get more out of the machine. The 6507 in the 2600 is just a 6502 in reduced packaging (it's missing a few features, such as 8K of addressing instead of 64K, and no IRQ support) so you can use most any 6502 reference materials to get started. I recommend working your way through the Easy 6502 tutorial to see if assembly language is something you'd be interested in. The code is compiled and run in your web browser, so you get to see the results right away. The first example is this: After you click Assemble then Run you'll see this, where the 3 colored dots appear in the black display area: If you add a brief bit of code: lda #$0f sta $242 Then Assemble and Run again you'll get a 4th colored dot:
  16. Sure, whoever hacked it needs to fix their VSYNC routine. It's only holding it for 1 scanline, a TV needs the VSYNC signal to be held for 3 scanlines. If you're asking me to fix it, sorry but no. Without source it's not something I could quickly fix, and my plate is full as I need to finish this in time for this.
  17. http://atariage.com/forums/blog/148/entry-11855-medieval-mayhem-manual-scan/
  18. Hope you had fun! Always need more space, especially when digital samples are involved! I have a couple more things to do to finish getting things ready for you, well let you know when I'm done. Can DOOD handle data like this: Shift_Explosion_Player3: .byte HMOVE_0 | 0 ; 0 .byte HMOVE_R7 | 7 ; 1 .byte HMOVE_L7 | 0 ; 2 Or do I need to revise those to be Shift_Explosion_Player3: .byte $00 ; HMOVE_0 | 0 ; 0 .byte $97 ; HMOVE_R7 | 7 ; 1 .byte $70 ; HMOVE_L7 | 0 ; 2
  19. Yep, this is a work in progress - it takes time to implement everything. I'd planned to get the E-Types in place last week; but, as noted in the comments of Disperse Revision, I was sidetracked with some optimizing that freed up 608 bytes in the ROM.
  20. Wrong reason - way back when connections between systems on the internet weren't always 8-bit clean: so you were only guaranteed that 7 bit data would survive intact when sent across the internet. Binary data that lost 1 bit out of every byte is useless. Uuencoding was created so you could send/receive binary data across 7 bit connections.
  21. Nothing's attached. Run the ROM in Stella then hit COMMAND-L (Mac) or ALT-L (Linux, Windows) and check the scan line count.
    1. DrVenkman

      DrVenkman

      I would watch that movie and demand a sequel. In fact, a whole season of ARCHER on detached duty with the Kingsmen, would be golden.

    2. GoldLeader

      GoldLeader

      ^I vote DrVenkman control movies and TV for a while.

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