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Sprybug last won the day on June 6

Sprybug had the most liked content!

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About Sprybug

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  • Birthday 08/01/1976

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    Magog, QC Canada
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    Professional Character Animator

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  1. After watching James play it live on ZeroPage, I decided to make the color of the solid blocks in the quicksand area, a slightly different color so you can just make out the difference, so you're not going through it blind while dealing with the different quicksand physics. It'll make it easier. It's by far the toughest level.
  2. Great eye! Yep, it's the only sprite I reused from the past. I wanted a flying robo bat and I thought, well the design for the bat on Zippy worked really well, let's just re-use that. XD I do plan on making an update beta release for everyone to play, I want to work out a few more kinks and then make a beta available for everyone, where it's more of a demo where you can try the levels out, but not able to play the entire game from start to finish and complete.
  3. Will do. You know what I just noticed? Ice and Sky Zone have the same screenshot. XD
  4. I'll be there and if anyone has any questions, I'll be happy to answer. I'll also throw you some tips here and there if you seem to be having any problems progressing. Here's one hint I'll give you right now. It'll actually help in the boss fights. You can tell when the boss is going to jump or shoot by just watching its face when they stop. If the eyes are closed then the boss is going to jump, if they are open then the boss will shoot. This will give you about a second to determine if you need to dodge the missile or run under the bot when they jump. BTW, should I be adding you to the beta tester message group?
  5. Wow! A showcase, I'm honored! I'll be sure to be there! Looks like you beat the intro stage so you can get a screen cap of all those different stages. Congrats. So far my beta testers have had a difficult time just beating the first level. I've played it so much throughout development that I actually beat the game without losing all my HP and had plenty of HP and PP to spare when I finished it and did it in about 30 minutes. When that happened I feared I may have made it too easy. But then I just remind myself that it's new to everyone else!
  6. Thanks. The beta is is now full release and am looking for beta testers. I also slowed down the game too, so Zed is not as touchy, although because of the nature of the scrolling playfield on the Atari 2600, there's only so much I could do.
  7. YES! It's finally made it to this point! The game is pretty much finished, all it needs now is some cool peeps to help out with the beta testing process. For being a beta tester, In return, you'll get a copy of the full playable beta and you will get credit as a beta tester in the game manual! This has been a very tough game and project for me and after many years of changing the game, the mechanics, the ideas, and the engine, I've finally finished the darn thing. So, let me know if you're interested. You can reply here, or just give me a private message. After I get enough interest I'll go ahead and make a group for us to be able to communicate with each other to report those nasty bugs. Remember it's in Beta, so if you get far and the game crashes, well....it's Beta.
  8. ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^ That did it! So, their site is broken! XD Thank you so much, I hope people trying to get this program find this thread so they'll be able to get it and not go insane trying to find it somewhere else!
  9. Thanks, but I tried that one last night. It just links to the original place. There's another one I found that does the same thing too. I find it odd, how difficult it is to find a program to develop the logic for a JEDEC file to program a GAL with, when people still use them. Thanks for the template though. If I ever get my hands on WinCupl, I'll be sure to take a look at it.
  10. Hey guys, I'm currently working on a hardware project that requires some address decoding and I was going to use a GAL to do the decoding. I ended up purchasing some GAL16v8's because it's all I need. It's really just some simple decoding, and thought it would be better to go this route instead of using 3 or 4 74 series logic chips to do it. Easier to have it all in one package. I already have an EPROM programmers that's capable of programming GALs, so I went to get some software to be able to create a JEDEC file. This is where I start running into problems. All signs seem to lead that I should get WinCupl for the task, but it doesn't seem like it's available any longer. I went to Microchip's site to get it. They have the page where you can download it. You click it and nothing happens. I've looked all over the web for an alternative download, and I can't find one. I'm kind of stuck at the moment. Does anyone happen to have a copy or know where an active link to WinCupl is? Any help would be great, thank you!
  11. Interesting idea. How would you work out the 3 dimensionality of the game being that it'll be top down? Would you only be able to dig once in a spot since you wouldn't be able to see the depths that you are going into?
  12. These were songs I wrote 20+ years ago using ModPlug Tracker. Still have the files. When in a tracking program, you know how the sequence is all laid out, and you can visually see the timing, notes, effects, tracks, etc. Makes it easy to see it and then just be able to take that and covert it to what you do in the program data because it's sequential as well. Of course though, you're just limited to two tracks (and notes) on the Atari, so a lot of adjustments need to be made. I know I even transposed a few of the songs in a different key because of missing notes.
  13. Thank you Gemintronic, that did it! I looked at the thread you linked, and it seems I ran across it myself 7 years ago. XD You definitely help save this project of mine that's been going on for years! It's interesting that it works fine with Princess Rescue without the modification, but didn't with Robot Zed. Really weird. I'm making notes now for people who helped me along the way, so that everyone gets credit for it. I'm curious what the point of discharging the capacitors accomplishes and why it might be necessary for games that don't use INPT1.
  14. This is very interesting information. That site you linked is terrific BTW. Definitely favorited! This makes me wonder if one of my kernel options automatically sets that bit on, and if so, I wonder why. Time for some more experimenting! Now I know where to focus my debugging and lets see what happens when I change my kernel options. Something tells me to try turning off my background kernel option. If that's it, then it makes me wonder why batari sets that bit high when you have background colors enabled as it doesn't seem like you would need to have that bit set. I do need that option for what I am doing in this game, and I wonder if there would be a way to override what batari is doing and force that bit to stay low.
  15. I have such a weird problem that was just boggled my mind. If anyone can help, that would be great. So, in Robot Zed, I have Genesis Controller support because it's a game that really needs 2 buttons to be able to play it without it being awkward. I've used the Genesis C Button, INPT1{7} in the past before on Princess Rescue and that worked just great. I basically did the same thing with Robot Zed, but this time it's acting like you are holding down the C button and never letting go. I ran a bunch of different test code to see if I can "unstuck" this, and nothing has worked. I even tried a little inline assembly! The funny thing is, the alternate shooting button if you don't have a Genesis controller is Joystick up, and that works perfectly fine. Note: Genesis_Controller is a defined bit (g{7}). Early in the code it detects a Genesis controller with if INPT1{7} then Genesis_Controller=1 else Genesis_Controller=0 Then when it gets to the part that deals checking the controls for shooting, I do this: if Genesis_Controller then GenButton if !joy0up then Zed_Shoot=0 : Shoot_Debounce=0 if joy0up && bally=Reset_Object && !Shoot_Debounce then gosub ZedFire bank6 goto EndControlCheck GenButton if INPT{7} then Zed_Shoot=0 : Shoot_Debounce=0 if !INPT{7} && bally=Reset_Object && !Shoot_Debounce then gosub ZedFire bank6 EndControlCheck Same code for up if you don't have a Gen controller as you do for C button if you do have a Gen controller. Up works great. C button acts like it's stuck. It'll shoot once, and that's it (while the zedshoot sprite stays). As a test, I changed the code to decrease sc0 on INPT{7} and increase on !INPT{7} Example: GenButton if INPT{7} then sc0=sc0-$01 if !INPT{7} then sc0=sc0+$01 sc0 only increases. Like if it's stuck. I'm not even pressing the C button. This is done through the Stella BTW, and yes it is detecting the Genesis controller automatically. James tried it on the real machine and the same thing happens. I even thought to bypass Batari completely and did a touch of inline to read directly from the INPT1 register. GenButton asm lda $001A sta $00EB end if x{7} then Zed_Shoot=0 : Shoot_Debounce=0 if !x{7} && bally=Reset_Object && !Shoot_Debounce then gosub ZedFire bank6 EndControlCheck $00EB of course being the variable x in the memory map. SAME RESULT. Now I thought, well maybe it's the version of Batari I'm compiling with. So I compiled my old Princess Rescue with it....AND IT WORKED FINE. I really don't know what else to do! Any help would be greatly appreciated!
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