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Everything posted by CDS Games
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Nice, thanks guys! Here are four new dungeons as well. WizardofWorCaverns.bin WizardofWorMasters.bin By my count we currently have a total of 18 dungeons, with 6 still left to be done. Let me know if the maze rules are off.
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Thanks iesposta! Question on that actually...can AtariVox run on an original 2600 cart? Does it involve a special chip/hardware?
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Here's a pair of new dungeons from the beginner levels of the arcade version and some quick and dirty spine art for a CBS-style cartridge. WizardofWorBunkers.bin
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Not sure, but the side door walls are always red here, while the regular walls are only red when the Worluk is out.
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Progress has been a little slow on the hacks as there's been a lot going on here, but I did manage to add a couple more dungeons. Here's a new 4k version: WizardofWorColumns.bin
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Wow, really nice John!
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Here are two more 4k variations based on the Worlord dungeons (#8 and above) and the Pit (#13) of the arcade version. Wizard of Wor 3: The Worlord Dungeons WizardofWor3.bin Wizard of Wor 4: The Pit WizardofWor4.bin That brings us up to 10 dungeons altogether.
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I had it in a book of video games as well. Can't remember which one either. Here's where I've been getting them: http://wizard-of-wor-fan.blogspot.com/
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Here is another 4k version with two new dungeons. It's called #1a and not #3 because it's really more a variation of the original, and I'm going to save #3 for one with the Worlord dungeons. Hmm....I'm making this too confusing, aren't I? Well anyway, in total there are now 6 dungeons. These will all go into the 8k version that Nukey is developing, where you'll be able to play them straight through. 1 & 2 - Wizard of Wor (the original game) 3 & 4 - Wizard of Wor 2: The Arena 5 & 6 - Wizard of Wor 1a WizardofWor1a.bin
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Awesome thanks! Yeah, having the movement rules go across the whole screen really threw me for a loop at first. Was not expecting that.
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Sure, I can change that to fix the scanlines. And thanks for the info about the ports...I was wondering why that was happening! I love the expansion idea, but it's way beyond what I can do. I thought of doing a set of separate games with the other screens, though obviously having it all in one 8k ROM would be way better. By the way Nukey, special thanks to you on this. When I changed the maze graphics and saw that the movement wasn't affected, I did a quick search of the archives and found your post explaining the Ms. Pac-man movement rules.
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If you like Wizard of Wor, this new hack starts where the CBS 2600 version left off. WIzardofWor2.bin The original dungeons have been replaced with 3 and 4 ("The Arena") from the arcade version. Otherwise, the game play is the same as the original. Here's the first screen. And here's "The Arena": Hopefully I got all the movement rules right, but let me know if anyone is going through walls. -Claudio UPDATE: Thanks to Nukey Shay, iesposta, and others, this hack has expanded into the development of a full-fledged 16k "Wizard of Wor Arcade" for the 2600. Features implemented so far include all of the dungeons of the arcade game, improved graphics, title screens, and speech functionality for the AtariVox. See the latest posts for the most current versions. A complete Wizard of Wor "Expansion Pack" is also available here. These are all basically just the 4k CBS 2600 version with different dungeons. http://atariage.com/forums/topic/209266-wizard-of-wor-2-the-arena/page-3?do=findComment&comment=2760814
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Broadside: an extensive Combat Hack with 25 variations
CDS Games replied to CDS Games's topic in Atari 2600 Hacks
Thanks Kevin! Yeah, I debated on how many variations to include...at a certain point it's just repetitive. I was also worried that the sloop and frigate games were too alike...same graphics, same ship speed, just a size difference. It's been a while since I messed with the code on this....maybe I'll take a look again. After all these years I am still confused on the whole machine language variables situation, so apologies if this doesn't make sense, but to put it in BASIC terms I need the firing angle to be a variable that can be modified by one of the switches. So I guess I have to STA the value in a certain address that can be LDA out in the firing routine? I'm not real sure of the mechanics of that, so maybe I'll post the code later and if someone has the patience to walk me through it here, I'd appreciate it. I do think it would enhance game play. Though you wouldn't have to use it if you didn't want to, and I think donssword is right that you get used to a fixed firing side pretty quickly. -
Broadside: an extensive Combat Hack with 25 variations
CDS Games replied to CDS Games's topic in Atari 2600 Hacks
Thanks so much! Glad you enjoyed it. One idea I couldn't implement was to have the "broadside" variations fire on either side of the ship. Perhaps using the difficulty switches to toggle between port and starboard. I don't think it would be too hard in theory, but in practice it was still way beyond my hacking ability. I guess you could also do something similar with shooting forward and backward on the bow chaser variations. -
Hi everyone, I've been meaning to share this hack of Combat for a while. Broadside.bin I started out changing the tanks to field artillery and the planes to ships, but ended up scrapping the artillery altogether and sticking with the naval theme. There are 25 variations altogether. In the "broadsides" variations, your fire comes out of the right/starboard side of the ship, which gives a bit of a twist to the original Combat gameplay. Here are a couple of screenshots, the first one of the "brig" variation and the second one of the "frigates" variation with ocean fog replacing the Combat clouds. Finally, here's a preliminary manual with box and cartridge art as well as instructions, a chart with all the game variations, and a list of all the changes that have been made in the hack. And no, I didn't do the art...it's a painting from the early 1800s. Broadside Instructions.pdf Enjoy!
