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Everything posted by 5-11under
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It looks like the boxes are about 5.4" x 7.4" x 0.9", according to the template. That seems small, and, unfortunately, I don't own any to double-check. Does someone know the actual size of a typical Atari box? Thanks, 5-11under
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Hi there, I've got a video mod request, and I'm wondering what video connectors are normally used in the PS/PS1, PS2, and PS3? Composite? S-Video? Other? Also, did it vary, depending on when it was bought or case size? If anyone could help out, that would be appreciated. Thanks very much, 5-11under
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The Krokodile Cart works with the adapter. 5-11under
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I received this card in the mail at work, and decided a few yellow dots would fit nicely: Merry Christmas, 5-11under
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Sounds interesting! Good luck, 5-11under
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Who wants to be paid to program a ColecoVision Game?
5-11under replied to retroillucid's topic in Homebrew Discussion
$500 seems a bit low, but isn't too bad I guess... if there's money up front, and it's a game you would enjoy programming. However, a lot of things can go wrong: the project would likely take a lot longer than usual, and possibly never get done to his/her liking... unless the ground rules were laid out quite completely from the start. This sounded intriguing to me at the start, but less so now. I'm relatively slow at this, and wouldn't be able to handle the expectations of someone else who is calling the shots. That's just me, 5-11under -
Woo hoo! I received mine today... in Canada! It works great. Thanks, 5-11under
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Great, glad to hear it arrived in Australia safely! ..Al Since Canada is so much further away than Australia, more oceans need to be crossed, and we've got a free trade agreement, I'll be expecting mine in about 1.5 to 2 weeks. Long live Canada Post! 5-11under
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Activision proto found with system bought off ebay, need identification
5-11under replied to Muzer's topic in Atari 2600
Off-topic perhaps, but are there protoypes of Pitfall 2 that exist? Thanks, 5-11under -
I guess I got stuck on not having the cosine function, which, I think would be needed to do a true gravity based ballistics trajectory...and I just say that because gorilla.bas and most sci calculators expect it, but...but in truth the way you put it...I can do something and fudge the numbers until it looks good on the screen.... I really find the input around here to be excellent...thanks again. If you're starting with an angle and a speed, the sine/cosine table (or math) can be used to figure out initial x and y velocities. From there you can use the math I've already described. Do a forum search for "gravity" or "subpixel" for more good reading. Have fun, 5-11under
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Hi Robert, For the parabola, a couple of things might help: 1. For a cannon or whatever shooting at an angle, remember that the x velocity will be some value, and will remain constant, and the y velocity will start at some rate up. Acceleration down will be constant (gravity). Subtract the constant acceleration/gravity from the y velocity every frame. Also every frame, add the y velocity to the y position, and the x velocity to the x position. Then print to the screen, based on the current position... 2. Use a 16 bit number for the x and y locations, and when it comes time to print to the screen, divide by a number such as 256 (or whatever works) to obtain co-ordinates in the proper range. Precision will be increased (so you can have a speed such as 1.5 pixels per frame... one frame it'll move 1 pixel, the next it will move 2 pixels, then 1, 2, etc.). Thanks, 5-11under
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FreePCB works fairly well, IMHO. The price is right! 5-11under
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I like "Independent Release", but don't have a problem with "homebrew". Some of the other options listed are just bad (can't remember if it was the original "post", or the comments). 5-11under
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Hi Mark2008, Welcome to the boards, and to world of ColecoVision programming! It'd be great to see a work-in-progress ROM. Thanks, 5-11under
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Interesting question... I haven't really followed the Jag homebrew scene, at least lately, but I'm guessing that the development tools aren't that comprehensive, and easy to use. Also, it's still early in the Jag homebrew scene. We'll have to see what's going on 5 or so years from now. I'm guessing that this is a first effort, and that future projects will use more of the Jaguar's power, and look/be more impressive. Also, being more complex than other Atari consoles, it'll be difficult for one person to create a large game on their own. Either the games will be simpler/smaller, take longer to make, or require teams, which is quite a different model than a lot of homebrewers are used to. Just my 2 cents Canadian. Thanks, 5-11under
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Wrong Way! for ColecoVision - very early WIP
5-11under replied to 5-11under's topic in Homebrew Discussion
Hello all, Just so you know, this game is on indefinite hold (ie. pretty much killed). Besides some technical issues regarding processing speed (high number of characters and sprites "scrolling" smoothly... and not wanting to reduce the frame rate or smoothness, or get into sprite flickering), the game isn't turning out to be as much fun as I had originally envisioned. Fortunately, the game I've just started thinking about will use part of the same game engine... it just won't be a drive-fast-and-avoid-the-cars game. I'll keep you posted... but probably not until at least the basic gameplay is functioning. Thanks, 5-11under -
Maybe the graphics chip is getting too hot. I've had one that messed up sprites after it warmed up. Try some gentle freeze spray on it occasionally, to see if the display stays on longer. If you're lucky, you'll just need a bigger heatsink. Thanks, 5-11under
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How about here? I could do it, depending on what you need, of course. There's probably plenty of other people here who could, too... especially if it's video game related. What is it? Do you have a schematic? Thanks, 5-11under
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Wrong Way! for ColecoVision - very early WIP
5-11under replied to 5-11under's topic in Homebrew Discussion
Thanks, everyone, for the responses so far. I'm not too keen on adding gas cans and other bonuses, though. Mostly, I just want to drive, and beat the clock. Maybe I could add time bonuses along the way... . This would be as good as fuel, but simpler, in that I wouldn't need to add a fuel indicator & keep track of it while driving. Scott, as far as the driving controller goes, the problem is that it only has one button, typically used for acceleration. I'm more inclined to (try to) add Super Action Controller spinner support, in which case I would have access to buttons for both acceleration and braking. I could set up the driving controller to accelerate on first press, then after a release, the next press would be brakes, and so on, but I'm afraid I couldn't be responsible for people driving into things in real life... . Thanks, 5-11under -
Wrong Way! for ColecoVision - very early WIP
5-11under replied to 5-11under's topic in Homebrew Discussion
Hi Kojote, BTW, what does pdr stand for? Thanks, 5-11under -
Wrong Way! for ColecoVision - very early WIP
5-11under replied to 5-11under's topic in Homebrew Discussion
Thanks, and welcome to AtariAge! 5-11under -
Wrong Way! for ColecoVision - very early WIP
5-11under replied to 5-11under's topic in Homebrew Discussion
Hi Ikrananka, Yes, I've thought of some of those, but there's a few new ones there, like sidewalks, music, and side streets. BTW, you can get the cars to go at a different speed by pressing a different number at the start. Pressing 1, like you did, makes the blue cars at at standstill. Pressing 2 or higher at the start makes the cars travel faster, relative to the lane markers. Thanks for your thoughts! 5-11under -
Wrong Way! for ColecoVision - very early WIP
5-11under replied to 5-11under's topic in Homebrew Discussion
Screen shot: Thanks, 5-11under -
Hello all, You're driving down a 5 line highway (well, 6 in this version, which is a week old ), minding your own business, when suddenly a barrage of cars start driving toward you. Soon you realize that you're going the... Wrong Way! Here's a very early (ie. barely functional) WIP for a potential future release of a ColecoVision game. Timeline is unknown, because I'm trying to approach this project very methodically, and I'm not working on this all the time. As this is a very early WIP, I realize there are a bunch of bugs, idiocyncracies, etc., and that the other cars are merely blue rectangles. Anyway, at the start, press a number from 1 to 9 for the speed of the other cars, then use the joystick to go left/right, as well as accelerate/brake. Alternately, you can use the left fire button to accelerate, and the right fire button to brake. Arrive at the destination in time, and you can play the next stage... which is exactly the same (WIP, remember). I'm thinking this will be mostly a game of avoiding the vehicles and other obstacles, but feel free to make gameplay suggestions. Thanks, 5-11under Car025.zip
