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SIO2 last won the day on August 5 2018

SIO2 had the most liked content!

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About SIO2

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    Atari - any flavor. Pac-man, Ms. Pac-man, Jr. Pac-man and virtually any variant or version of Pac-man.

    I can not rave enough about Tep392's Pac-man arcade.

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  1. SIO2


    In giving it more thought, I think that the burdensome way Frogus handles the cars has to go. I like the randomness of it but, it is too heavy of a load for the old machine. I have done some testing with a pre-generated field of cars and it runs much faster. I have also done some experimenting with a second player. My idea for that is: the frog vs a ms. pac like creature or perhaps the mouth from my game Sick Pickles. The field of obstacles will be a mixture of cars and ghosts. The frog will race to collect flies while the ms. pac like creature will race to collect fruit or perhaps pickles. Whoever eats more before the timer runs out wins the round.
  2. Strange the seller would list a valuable item like this on an account with only 6 feedback all as buyer and 5 of those more than a year old.
  3. SIO2


    I will PM you. Thanks.
  4. SIO2


    Interesting comments. Here are my thoughts: Regarding the sprites: I am satisfied with the sprites that I have but am curious to see examples of what others might prefer. I have this philosophy about the 7800 where I see it as the ultimate evolution of the 2600. So primitive or large and low color count sprites are fine by me as long as they don't flicker. If the objection to the cars is mainly that they are hard to jump between, that is sort of intentional. I tend to prefer a twitchy fast and difficult game that surprises me. Frogus spends a lot of its time randomizing and determining where it will insert sprites. That means that there is not much horsepower left over for frills. I am no expert on Frogger but versions that I have seen appear to generate a field of obstacles that remains constant during each level. This lessens the burden on the processor and frees up cycles for other things. Having a constant field also allows the player to plan to catch a ride on the log next time it comes by or jump between cars next time they come by. That is the way Frogger plays but not the way this game plays. I am wanting to avoid this becoming a clone of Frogger. As Frogus is written now the flys are sprites that could theoretically move in other than straight lines. Moving in other than straight lines takes more processing time. When you say flutter about do you mean outside the lanes? If so, the fly sprite would either potentially cross a car sprite or need some sort of AI to avoid hitting cars. I suppose the fly could also be killed by hitting a car. That could be interesting but adds another collision detection so, more processing time. The bottom line is: Anything is possible but most things are improbable because as written Frogus is strapped for time. I think that the program is doing what I am asking of it fairly efficiently at this point, it just has a lot to do. Unless I simplify the process for it, I can't add much to it. I would be interested to see other sprite proposals though. Also if there is anyone that does TIA sounds and wants to propose some music or sound effects, go for it. Even if I don't use it here in Frogus - other game developers may pick up on it through this thread. One thing I want to do is have different sounds for the timer ticks and the eating of a fly. Right now, I think eating a fly sounds about right but the timer ticks should sound different to avoid confusion.
  5. SIO2

    Baby Pac-Man

    Press Start bar/arcade in Rapid City South Dakota has a barely playable machine. No sound and the monitor is washed out but it is playable. Their Super Pacman machine looks and works great though.
  6. Thanks Bob and Al. I also used $1982 for my game Sick Pickles as stated in an earlier post in this thread dated October 28, 2017.
  7. SIO2


    I do not know why either. The high score module is written by RevEng and we know RevEng's work is awesome and others have used this module and it works. Somehow though when I put it into my programs, I end up stepping all over it. I have not been able to put my finger on the cause. So until the game is about finished the high score part is the least of my concerns. What I am posting below is a slight update that hopefully addresses the issue of cars appearing out of nowhere on the left. They now move in from the left but still are pretty quick so watch out. Also, I took a stab at the incremental scoring designed to encourage players to stay out in traffic and collect more flys. Each additional fly is worth more than the previous one. It is not exactly working yet. It looks like the tenth fly reverts to the base value? Not sure. I will have to do more testing there. Other than that, there was some more work on trying to lean things up and get it to process faster. I played a few games on my red system and did not have any issues with the high score this time but your results may vary. frogus06222019.bin frogus06222019.a78
  8. What! Again! Don't you all have something better to do?
  9. I tried the June 20 version on my red 7800 console. Looking good. When I tried it at first, I had a 2600 joystick in the left port. Looks like this game will not support 2600 joysticks? I switched to a 7800 compatible game pad. Then it worked. I don't know how but somehow, I managed to activate pause a few times. Really cool game. Thanks for bringing this to 7800.
  10. SIO2


    In my testing, it works most of the time. Not sure why it sometimes fails. It may be a timing issue. I just don't know.
  11. SIO2


    Thanks. That is what I am aiming for.
  12. SIO2


    Today's buggy update. Caution: It has savekey support but I haven't been able to test it well. Not responsible for loss of data or damage to your savekey or atarivox. Proceed at your own risk. Pressing up on the joystick at the title screen will now access a single item menu where you can choose from 3 traffic density settings. I prefer dense because while more cars come out, also more flies come out. frogus06162019.bin frogus06162019.a78
  13. Reserve $1983 for my game Frogus please.
  14. SIO2


    First update in nearly two years! Still a lot of work left. In the version from an old post if you got 10 bonus flies you got a free frog. There was a counter displayed showing how many flies you had left to get but I have that counter disabled at the moment and will probably do away with it all together as I found it confusing and would rather see that space used for something else like a level counter display. I am also thinking about making the flies ramp up in value like first one 50 points second one 100 points third one 150 points, etc. That would encourage the player to hang out in traffic as long as possible to collect as many flies and possible. The version attached here corrects a couple of typos. One caused sound corruption. The other could have set up a recursive loop under certain circumstances. There was also a substantial amount of optimization done. Let me know how it works for you. frogus06142019.a78 frogus06142019.bin
  15. SIO2


    I need to do some more work on it before it is ready for a video I think. It was passing emulation but not running on real hardware. My first thought is that it is just running out of cycles. I leaned up the code a bit and got some good performance increases and when I take it to real hardware now - it plays without crashing. However, I am still getting very badly corrupted sounds. Not sure what is happening there yet but I am looking forward to working on it some more soon.
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