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Schmutzpuppe

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Posts posted by Schmutzpuppe

  1. Excellent work Bob, it plays, looks and sounds good.

    The only issue I found so far is the garbage at the bottom of the screen when you are using HSC and a PAL device.

    Maybe you should try to clean the HSC Ram like Tep mentioned here http://atariage.com/forums/topic/142139-high-score-cart-source-code/?p=2799264

     

     

    RC3 is here.

     

    Fixed issue Trebor was talking about with the player's shots sometimes killing the player instead of going outward when shooting. It was one of those "I'm an idiot" typos where I stored the velocity of the shot in the wrong index.

     

    As I wrote in the previous post, Frenzy's object collision (i.e. player to robot, robot to robot) does not kill the object(s), only stops them from moving in that direction. Of course Crazy Otto is the exception.

     

    Enjoy! ...and again, if anyone finds anything, please let me know. :) Updated manual included.

     

    Thanks,

    Bop

     

  2. I see, Trebor. I'm starting to think it's a Wii emulation issue with input lag/timing or something...As for Genesis, yeah, it may move slightly faster -- certainly easier to move around than the arcade Frogger, which requires more precise timing.

     

    I recorded a Froggie video using an Atari 7800 maybe you can tell if it looks different with your emulator

     

    • Like 2
  3. Just found this thread while searching for details about RIOT.

     

    I'm more interested in figuring out why they never bothered to connect the RIOT's interrupt line to the IRQ line of the Sally in the 7800 (although this was probably due to timing issues).

    Is this confirmed?

    That means the RIOT can't trigger an IRQ on the 7800?

  4. Is this supposed to work with TIA sound? I tried it on my 7800 with a standard 32k cart and don't get any sound. The only thing I hear is a static belch when I get a frog into one of the slots.

    Thanks for the info.

    So there must be a problem with the pokey detection routine... :(

    You can switch to TIA anyway.

    In the title screen press "pause" twice and use the stick to select "TIA" then press fire.

  5. I doubt it will be in the AA store as it needs a POKEY cart. Unless someone makes new cart pcbs that can utilize the last of the POKEY chips available from best/myatari.

    Of course a non pokey one could be released pretty easily but you would need the xm or x-board to make the most of the pokey effects

    Albert told me that pokey carts are rare these days that's why I decided to improve the TIA sound.

    It turned out that it works surprisingly well (at least much better than I expected).

  6. It's great to see this finished. I like the sprite changes that I've noticed and the collision detection seems much better. Very nice job all around.

     

    I do miss the "ribbit" when you first start the game though. Any chance you'll add that back in?

    I am glad you notice the collision detection improvment, it's really better now.

    Maybe the "ribbit" will come back in the cartridge version.

  7. Ok, thanks for your patience folks, finally here is the finished game.

    My very special thanks goes to gambler172 and Trebor for intensive testing and great feedback.

    Happy Cuttle Cart owner should use banking file 78HSCPOK and startup file HSC so that means the game supports HSC (even on PAL).

    The two a78 files in the archive are basically the same except the different region settings in the a78 header. The game itself is multiregion.

    When using Prosystem emulator the Pokey music is a bit noisy by using PAL and it’s totally broken when using TIA music but it runs fine on the real device.

    With switch P1 you can select the difficulty (number of lives) but only once per startup/’boot’.

    You have different highscore tables for the two modes but only with HSC there is no table without.

    The game should autodetect XM/XBOARD (untested).

    I hope you will enjoy the game, have fun.

    froggie_final.zip

    • Like 11
  8. Hmm,

     

    Sidewinder by Futureware, later by Zeppelin Games; there is a laser barrier which one cannot pass with the helicopter in the original version. A video at atarionline shows this and they also released a patched version, alas I cannot find the topic anymore... (...)

     

    I remember this one.

    The annoying thing was that this happend at the end of the last level.

    I saw the endscreen anyway because I disabled the player that was used for the collision detection.

  9. (...)

     

    it was made with the SOFT CELL demo , entire song + color cycling graphics with 512k+pokey ,

     

    the scheme is 78POK512 and in that case 78QUICK had to be used because it was not signed

     

    Actually the Soft Cell sound is just TIA but you are right that a 512k+pokey scheme for cc2 exists.

    However one of the advantages of the XM is the different Pokey memory mapping but I think it was mentioned before.

    I haven't ordered a XM yet but I wouldn't be worried about my money because I am sure that Curt will do his best to finish it and the XM will surely be a great device.

    • Like 1
  10. (...) By the way, this doesn't happen to mean you're back at work on Froggie, does it? :)

    It has to do with it, I wasn't sure if the given time was to short or if my bonus calculation was wrong (it was the time bonus).

     

    I think that it is Pole Position that you are thinking of. I have that one too. :thumbsup:

    Nice! I always wanted to have this old Atari Vector Star Wars, that was damn cool.

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