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atwwong

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Everything posted by atwwong

  1. Not to forget Mr atwwong! Thanks goes to you as well...can you handdraw or PM me some clipart of the ship and I will throw together and awesome version for you (asteroids-Babylon5 hack) Cheers Thanks ATARI TROLL! I'll get to it after I finish my term paper (due Monday )
  2. I like OOG's Borg hacks too , but I wish someone would make a Babylon 5 hack of the Shadow Wars... Hey, how about with Asteriods?!
  3. Did you ever try? Those emulators today are quite clever! I think Nukey meant a living, breathing, walking, but non-flying emu!
  4. Hi StanJr, Thanks for doing all the updates! There are currently two final versions of Haunted Adventure. The original Haunted Adventure final is here: http://atariage.com/forums/viewtopic.php?p...p=611140#611140 The Boo! final (V1.01) is here: http://atariage.com/forums/viewtopic.php?p...p=624159#624159 (I'll PM you files with better bin descriptors in the title)
  5. Very nice hack, OOG and Neo! Nice gfx's.
  6. Hey, this is awesome and so creative! I feel like I'm in the Death Star Trenches! Terrific work with the coding!
  7. Looking good with the vectors; see my PM regarding colours.
  8. LOL Leave the gerwalk the way it is then! (I taped all the shows when they first came on... so yeah, a fellow Macross fan-a-tic Now have the Japanese DVD's)
  9. This has lots of potential! Go Out_of_Gas, go! (I'm doing my I can't stand my research project procrastination time so I think I'll log onto the AA forums and see what's up mode)
  10. Godmedia, I love Macross; this is a great hack! I like all the little details you put into it along with Nukey's neverending magic; this hack makes me want to pull out all my Macross DVD's and watch them! I can't think of much else to do to improve it, unless you make a Max version with a blue gerwalk!
  11. Nukey, Thanks for keeping me up to date! (I'll try to sneak you into the new "1E" room ) Can this technique be used in a similar way to alter the other sound effects? Maybe I should take a look at the new stuff, first...
  12. Nukey, your coding skills are OUTSTANDING, as always! It's weird transposing notes backwards, but using: ;note frequency data NoteTbl: .byte $11;can be any filler value .byte $11,$0E,$0D,$0E,$11,$0E,$0D,$0E,$11,$0E,$0D,$0E,$11,$0E,$0D,$0E works (nice twilight zone, I may play a bit with the distortion ) when changing the number of notes to 16: BNE MainGameLoop_2 ;If Not Branch.. ;2 LDA #$10 ;Number of notes in table $FF;now 16=0F+1=10 *** NEW ;2 STA $DF ;Set the note count to maximum. ;3 STA $DE ;Set the game to inactive. ;3 LDA #$00 ;Set the noise type to end-noise. ;2 STA $E0 ;3 Note (pun not intended) that I had to add an extra value; for some reason the last note is cut during playtesting so I needed to add one more for a filler. "Glitches" that occur because of this coding are that the Colour-Luminance Playfield no longer cycles through all the colours and the select switch needs to be depressed before reseting a game, but these are VERY minor compared to the positive sound changes!!! Thanks Nukey! (This will be used in my project.)
  13. Since there is already a thread on this, I'd though to post this question here: Is there a way to alter the Adventure win sound to make it separate notes, i.e., like the twilight zone sound in Haunted House without causing cycle problems in the optimized code? ;Noise 0 : Game Over NoiseGameOver: LDA NoteCnt ;3 STA COLUPF ;Color-Luminance Playfield. ;3 STA AUDC0 ;Audio-Control 00 ;3 LSR ;2 STA AUDV0 ;Audio-Volume 00 ;3 LSR ;2 LSR ;2 STA AUDF0 ;Audio-Frequency 00 ;3 RTS ;6 I did change the distortion AUDC0 and note AUDF0 by using Glenn Saunder's 2600 sound chart from the Stella Archives. I added the new values after the color-luminance playfield code. LDA #$0E ;Load 0E for distortion AUC0 ;2 STA AUDC0 ;Set a Noise on Channel 00. ;3 LDA $02 ;Get Frequency 02 ;3 STA AUDF0 ;Store in Frequency for Channel 00. ;3 LDA #$1F ;1F loudest!!! ;2 STA AUDV0 ;Set Volume on Channel 00. ;3 Then I tried adding a delay routine from reading AtariArchives.org Assembly language Programming for Atari Computers (Chap 10) similar to this LDX #50 LDY #0 LOOP DEY BNE LOOP DEX BNE LOOP and turned off the sound to start a new note, but it caused the screen to flip horribly. I read somewhere in the Stella archives about making a note last for 1 second=?cycles, but no mention of how. Could someone please help me with this?
  14. Something fun to do during my study break! Thanks for releasing this!
  15. When you do upgrade, I hope you continue to keep all the old forum messages accessible; there's a huge wealth of info available here and it would be a shame for it all to disappear! My two cents...
  16. Yes, the plan is to make an official cart. I received some preliminary artwork from Rhindle but he's very busy with his new job. I'll try to get in touch with him ASAP to find out how he is progressing.
  17. That...Would...Be...Cool... BTW, thanks for sharing your awesome hacks!
  18. The different hacks you made with Star Gunner are a lot of fun. I'm more partial to your Defender version, but the SI Vector wars is good, too. Does anyone know how many different enemies are in Star Gunner? You could possibly make the whole lot of Defender enemies. The game already sounds like the Atari Defender...
  19. This is really nice! Did you hack some of the code as well? I like the indicator on the bottom that tells you how much "resistance" or shielding (?) that you have left. Hmmm, I want to change those Federation ships to Babylon 5 Shadow battlecrabs...
  20. Your hacks of the classics are really interesting. You must be a huge Star Trek fan. The Borg were the most interesting Star Trek enemy. Did you ever watch Babylon 5? I bet if you were a B5 fan, you would be making hacks with Shadow vessels instead!
  21. "Ghost's" attack causes its body to expand (shock value for first time players); no changes to graphics will be made. I will leave the final version as "fixes01" (4 posts above) with the bin file date of 06/02/2004 2:37AM. (The initial bin release version dated 05/30/2004 08:27 PM has a bug.)
  22. Hey! I loved Raiders! I never thought of that! Hmmm... which looks better? (see below) Depending on comments, I may change the final release to v102 (StanJr's gonna hate me )
  23. There was a glitch in a map in the Storage area that affected gameplay, although you could still win (the error occurred when maps were being moved around to avoid crossing over pages). This has been fixed. Also, the html manual has been updated to give Out_of_Gas credit for naming Haunted Adventure, as well as cleaning up some of the pictures and adding a couple more... This is most likely the final version. haunted_adventure___boo__fixes_01.zip
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