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chesterbr

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About chesterbr

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    Space Invader

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  • Gender
    Male
  • Location
    Toronto, ON, Canada
  • Interests
    Playing and creating Atari 2600 games!
  1. Appreciate the clarification! Two questions: a) If I install a .bin with the "Development" tab, will it run just like a traditional cart (i.e., no Harmony code running prior)? Asking because I want to test a very customized Atari-frankenstein and I'd need my test code to be the onlly thing running upon turning it on (which doesn't seem to be the case, say, if I put the game on an SD card as AUTORUN); b) Is it possible to revert the cart back to non-development mode (so I can enjoy the games on my SD card again)? How do I do that? Thank you!
  2. I really like the graphics on your version - they go closer to Thomas Jentzsch's Three.s than to my 2600 (thanks for the kind words on the other post, btw). They are an eye-opener on how my stubborness (on keeping the playfield "grid" the way it was originally designe) made the colored tiles harder to implement and less detailed than they could have been. Jittering is likely caused by non-standard frames, as you suggest. Best way to debug is to configure Stella to break into the monitor whenever you reach a scanline number that is past the maximum frame size. E.g., for NTSC, something in the lines of: > breakif _scan==#263 This is useful to keep on your configs, since it's something that is so easy to break. Such default breakpoitns are as close to a test suite that you'll get on 2600, I guess Anyway, this is great stuff, keep on going. Also, don't be *too* shy with the source code - of course, you want to tidy it up a bit before going public, but that job is never over, so don't over-stress on it! (I got lots of good advice and patches once I went public, if you need more incentive).
  3. chesterbr

    2048 2600

    Heh, I didn't know it, but had a blast googling and finding this: http://www.atariprotos.com/2600/software/unknown1/unknown1.htm It seems to be a cool concept. And focusing on colors makes life easier (even with the reasonable number of color changes sync-ed with the beam)... makes me think of other possible games in that style!
  4. chesterbr

    2048 2600

    I considered it, but I wanted to keep tiles and digits on the same 256-byte page, to avoid dealing page crossing penalties during the crucial scanline. Right now I have 18 tiles (14 for the game + 4 only used on title screen) x 11 = 198 bytes for tiles, plus 5*10 = 50 bytes for score = 248 bytes. Sure, I could split tiles and digits into separate pages (with a small RAM penalty for using separate pointer tables, or a CPU penalty whenever switching between a score and the tiles), but I'd still need to come with the better graphics. Also, 8x11 keeps them square (in Atari pixel proportions), so I'd have to deal with that also. Anyway, thanks for the suggestion! Cheers, Chester
  5. A bit late on this one, but it worked on my mac Mac (OS X Mavericks 10.9.2, Late 2011 MBP) after installing drivers from here: http://www.ftdichip.com/Drivers/VCP.htm I downloaded the 2.2.18, x64 .dmg, and ran the "FTDIUSBSerialDriver_10_4_10_5_10_6_10_7" installer. No restart required, just closing, reopening and connecting from the Harmony software and it recognized the cart.
  6. chesterbr

    2048 2600

    I had not associated how the Robotron 2084 number is almost an "anagram" of 2048... I spent a unhealthy share of my youth playing the Apple II version
  7. chesterbr

    2048 2600

    And thanks to this thread I found an odd bug, which would repeat the 2048 "party" effect after a reset in certain situations. Fixed and here is the new file (also on the repository) Btw, thanks people for the cart maker suggestions... guess I'll wait a few days till I make one, so these final nasty bugs show up :-) 2048.bin
  8. chesterbr

    2048 2600

    Also, if you want to know what each RAM position does, check the highlighted lines here: https://github.com/chesterbr/2048-2600/blob/f1156e0c574cd4055726cce0b423901c92bd3f14/2048.asm#L282-L356
  9. chesterbr

    2048 2600

    Arenafoot, the first data cell is at $85, so putting the $0A value at, say, $85 an $86 should do the trick (you'll have two 1024 tiles that you can left-shift to form 2048 after leaving the debugger the same way you entered it, i.e., typing "~"). See this screenshot for the right positions in Stella debugger:
  10. chesterbr

    2048 2600

    Cool, if you can add either it will surely be fun! And don't feel guilty: I cheated all the time to test all those things - including the screenshot on the site, which has an obviously impossible (odd) score just to make it clear how fake it is :-) But I may make a video with real gameplay once I get a breath again! Cheers
  11. chesterbr

    2048 2600

    Thanks! That site seems also interesting. It also has a nice guide for rolling your own thing (I wouldn't mind trying, if nothing else for the fun), guess finding a compatibel EPROM and recorder may be the harder parts, let's see what I can come with. Again, thank you!
  12. chesterbr

    2048 2600

    Well, guess I got what I'd call a "final" version (unless I find bugs or get some relevant pull request). Added a high-score for the single-player game (which will last until you turn off the console or switch to two-player). It uses the player 2 display field and shows at the end of the game (to avoid confusion with the two-player). Also added some (lame) sounds, and included my (minimal) build script on the source code (which can be accessed at https://github.com/chesterbr/2048-2600). Now I'm thinking about getting a custom cart (just for fun, as I have a Harmony). Seen that Atari Age has such a service (http://atariage.com/store/index.php?l=product_detail&p=949), wonder if there are other options, just for comparison. Any suggestions? 2048.bin
  13. chesterbr

    2048 2600

    I did an experiment with two lines, but found it pretty confusing to have two scores on the screen. Switching when the game is over may work fine, and changing the color to indicate a record was broken is also nice. Don't think I'll put either in two player mode (because your focus there is comparing to the other player, in particular at the end), but that's fine, because multiplayer scores tend to be lower anyway. Thanks for the suggestions.
  14. chesterbr

    2048 2600

    Another day, another small improvement: now the game has a game over "explosion" and some minor improvements (P1 fire button starts two-player game; either fire button restarts the game after a "game over"; fixed title screen frame count). Get latest at https://github.com/chesterbr/2048-2600
  15. chesterbr

    2048 2600

    2048 is MIT-licensed (and so is 2048 2600, for the record), meaning you can do almost anything with it, as long as you credit the source. Threes is pretty much the opposite of that. In fact, the authors are *very* disappointed with the attention that 2048 got, in particular considering their game was a year-round work and 2048 was, in Cirulli's words, "done in a weekend". See: http://asherv.com/threes/threemails/#letter My personal opinions: a) As someone that also earns a living from for-profit game products: they are missing the strategic opportunity of making their own official web version of Threes - working on non-mobile only and opening the purchase page when on mobile. Would have cannibalized their product *before* 2048, but right now they are simply money at the table. I've purchased Threes to compare, but I'd suspect there is a huge amount of people playing 2048 on their mobiles that would pop the $2 to try the "alternative") b) As someone who doesn't want to go (much) off-topic: I overall find 2048 better (a defined goal, difficulty more balanced, the nerd factor of "powers of 2", the meme factor). And we've seen mechanics transfers that innovate *way* less than that and are not really seen as "rip-offs". The textbook case: Candy Crush, but I also like to mention Nimble Quest, that goes as far as using the game that they got the mechanics from as the first screen on their tutorial (see screenshot) And now, back to Atari...
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