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BioForceApe

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Everything posted by BioForceApe

  1. why does the forums not allow you to delete your own threads? that would be nice to do, considering the times people f**k up making their own threads

    1. BioForceApe

      BioForceApe

      and yet people can delete their status. bravo

  2. Then let's do an IP.Board mod! Anyways, get better Curt, you are my favorite hero!
  3. That's really easy, but it could have been figured out a long time ago somewhat but not dealt with. Lets say that Pac is facing left with his Rally-X smoke superpower. We press fire button "1", and this will happen: (zoom to clearly see what's going on in the image) Ah, the joys of relative math you need to learn to make great games...
  4. Being that emulators are now the next best thing, I crippled my 2005 Intellivision NOAC Plug&Play with the power switch glitch. Most of the games crash or produce weird side effects now, hooray!

    1. Show previous comments  1 more
    2. BioForceApe
    3. BioForceApe

      BioForceApe

      And it crippled itself. The ROM or something is overheating from long usage, I swear...

    4. jaybird3rd

      jaybird3rd

      Are you sure the batteries aren't running low?

  5. I suppose 320 Mode will be fine for this since the arcade version has simple sprite palettes, not so edgy for the limitations...
  6. Happy 21st birthday, "Sonic".

  7. http://atariage.com/cart_page.html?SoftwareLabelID=126 The cart should say The Activision Decathlon and the "2600 and VCS are trademarks of ATARI Inc." message. You've got a near-perfect bootleg right there, mister.
  8. A lot of school time has passed through me in this month, so it took me really long to adapt ramcharmap to 16px after figuring out that there is no such thing as a playfield in the 7800. Other than that, little Ninja hasn't yet received weapons, but he can walk on a 12-lined playfield now. Oh, I forgot that his sprites are totally glitched because I took out several unused images. I would fix it but Rev's walk cycle is yet confusing. There is also a bug that can get the main sprite to catch in between the lines of a recognized char thus allowing you to walk in the middle of the tiles. A decent/mediocre fix for now is to make peekchar only read the topmost line of the character that it's peeking instead of the whole 16. When Rev himself implements a way to scroll smooth and vertically, I will give him weapons, maybe put in some enemies too. If I implement enemies they will walk in random for three demos until I actually implement AI. Some advice: The TAB key ruins everything, no matter what. If indentation is important in your language, don't use TAB or it will be furiously hard to trace the error. Palette is kinda offset compared to 1st screenshot but i'm not focusing on that right now. Attachments below.
  9. The addition of playsfx might help stop the hit sound from cutting off.
  10. A sprite for ship 1. It kinda looks dumbed down but it's the 2600, bro.
  11. Turns out that the blank line of tiles was an intended black bar. Btw, it was so easy to spot the line of code I needed to change for so long! I seemed to overlook it. :l I can't perfect the guy by changing heroy into decimals such as heroy/16.7 but 17 is close. The game now reads 16 zoneheight tiles really fine! Sorry if I overreacted, I haven't done BASIC language in a long time, and things are just starting to come back.
  12. That almost went well... The tiles are just one tile off from being in the right place and the character still thinks that he is reading a 24 line playfield... Man this language is fishy... But it's just a beta, it will keep getting easier by version! Besides, I'm still figuring out stuff.
  13. http://pastebin.com/Jhvs6hwk Good game, plotmap. Coding Errors 5, Me 0. If the plotmap line worked fine in adventurer, then why not here?
  14. Oh you, TAB key! You made it hard to point out the error in line 144 for me! o.o

  15. Here. It's basically the same ramcharmap code, a few lines removed (paint block code) but unmodified in the rest. http://pastebin.com/GhuhhaYp Tileset (if it helps) is in attachments. The square is supposed to be char ' '.
  16. What does this mean: alphadata ' ' is missing from alphachars. I have it defined: alphachars ' abcdefghijklmnopqrstuv', now what?
  17. Removing the black&white line from the tileset and one line from the code worked like a charm! It compiles now! For the hell of it, just for fun: Like RGB but actually simulated on a gaming console!
  18. Well if there is such thing as 160c then why isn't it included in the manual?
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