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Tarzilla

+AtariAge Subscriber
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Everything posted by Tarzilla

  1. Sure, but before programmers, let's start with forum billboarders, then publishers, then hoarders, then whiners, THEN programmers...there are few enough that we can just play a few rounds of gunfight with real guns until last man standing. Last one can jump into the Grand Canyon...
  2. Rough status as I know it: Box done Label done Manual almost done Awaiting more of a certain type of PCB Store orders catch-up
  3. I never participated because I'm not a collector/hoarder but how about a prge 2018 mystery box? Everyone brings some stuff to prge, say 3 to 5 things, it all gets put in a box the first morning, then numbers are drawn, then gets each person gets to pull 3 to 5...
  4. I could never get that high on the hardest skill level but this wouldn't be the first game that some people could get in the zone and play indefinitely...or at least until a kill screen or score rollover issue.
  5. Noticing the score, did the copter become invincible at around 2,560,000? Edit:not sure why the Reply button screwed up.
  6. Welcome to the internet... The dot counting problem did not show up in testing in jzintv or on lto for me except after it was pointed out, but I was only able to recreate it in the two player mode, (which I didn't personaly test much and I don't believe 2 player alternating modes are worth a programmer time given how little people actually play these homebrews, let alone two players together) The real problem cropped up on the boards that were produced, directly or indirectly to the fact that JR required 2k of ram on the board. Whether defective ram or Incorrect ram is unknown at this time. All this aside, Anyone expecting bug free games had better stop buying homebrews
  7. Sure, let's just change the box every year and resubmit the same games over and over. I do not believe Sydney Hunter should be included just because the cheap version was released 2 or three months after the first version but in the next calendar year.
  8. As your wife says..."premature as usual..."
  9. Found it thanks to Chrome's auto-translate The Dreadnaught Factor II (13/12/2010) Believe it or not, but I still live. Respectfully enjoying a beautiful winter and sweet Atari does nothing to do. I needed a good break as salt. I moved the new Flop game to the next year, and only weeks later, when I threw Atari completely behind my head, I started to show some activity again last week. I was going to try again in The Dreadnaught Factor. This 1984 Activision shooter is one of my most popular Atari games. For all the difficulties, I managed to finish it until the end, which is especially a level 7 massacre, as it is necessary to destroy 99 enemy combatants. Well, and as I TDF once again broke up, I was thinking of making a hack, that is, adding a brand new dreadnaughty. Disassemble only eight kilobytes of code (yes, the whole TDF with the author succeeded in stuffing the 8KB cart! !!) was a toy, it was worse to figure out how the individual ships are defined. The game runs in the little-used text mode Antic 5 (BASIC Graphics 13), and as soon as you look at the source, you can see that as hard screen data there are not all seven types of dreadnaughts. I searched, and after a while, I realized that the building blocks of the ship are of various size blocks of one to seven characters in length, with the ship always symmetrical in symmetry, so for the description it is enough to have data for the right half. Dreadnaughty are beautifully parametrically defined by line height, each row of the ship being terminated by the element with the lowest bit set to one. Determining your own ships is therefore quite simple. Just draw your own battles and double-click the new data with the conversion table. If it happens that the new data will be more than the original, nothing is happening. Everything is elegantly designed with pointers and free memory is clouds. Eric Nickell, a colleague, was thinking about everything in the TDF encoding. All honor! I just do not know if I'm going to write any editing on the ship's design to the internal data representation, just like I once did when I was deflector II. Meanwhile, for experimental reasons, I crawled the data for one ship I had invented, but in the meantime I changed it a few times, and at any subsequent change I would have to change the pile of numbers again. So far, I'm climbing to first designing all seven boats, and when I'm totally and perfectly satisfied with them, then I'm about to roll the data directly to the source. At this point I have finished three new dreadnaughts, with the design of which I literally cuddle in Paint Shop. I'm still doing something, adding and editing. My new boats just have to be perfect, it makes sense! The whole thing will then be funny to name The Dreadnaught Factor II and come out in the next Flop. Look forward to, the teammates! Finally, I would like to draw attention to the sophisticated engine engine. It may not be much to be seen at first sight, but Eric Nickell was really a genius. Everything that moves on the screen except the enemy ship is just PMG objects. It means your fighter, its missiles and most of all enemy missiles and bombs. And that they can really be blessed at the higher levels, which I can see clearly on the attached screenshot. PéeMGéčka are simply very smart and, without the slightest blinking, they are multiplexed that one wonders how many Atari can show them. Bravo, Eric!
  10. I did a quick google search for Fandal's analysis but was not able to find it...any links.
  11. Then you should probably get rid of the chains and torture rack...among other things...
  12. Between the Canadians and the Europeans I think we out-numbered the USAians
  13. Have you investigated the Intellivision Ultimate Flashback(thread and links in the Intellivision forum)? Either build your own with a used Flashback and some easy to find parts or buy one outright if money is no concern. It meets all your Intellivision criteria now...except cart slot.
  14. Yes, as people have said above...with one of two different adapters from Nurmix. I actually prefer them as they have better side buttons, in my opinion. I bought 2 extra Flashbacks just so I could get extra controllers to use with nurmix's adapters.
  15. What ISN'T already backed up? The copy and paste from word wall of text above is just a regurgitation of your cracker/wafer drive nonsensical manifesto, maybe you can start your own thread "How to overcomplicate the CollectorVision Game Sytem and annoy people with overly formatted forums posts"
  16. Charge for firmware? In the language of my Québécois neighbors to the East...NON, NON, NON, Merde...l'idée est de la merde!
  17. And gets really challenging once all 6 mummies are loose in the maze!
  18. Shoot, now we have to squeeze 5 games in...good thing nanochess has been optimizing all weekend.
  19. Not sure how it would get confused, they look nothing alike
  20. ...and then you can forget it was in your glove compartment for 3 months like Cmart
  21. Another question for you...why are the image, avi's and mvi's not named with the rom name: MySuckyGame.Rom / bin/cue --MySuckyGame_shot0103.gif --MySuckyGame_avi_0003.avi --MySuckyGame_mvi_0002.imv and why does shot not have an underscore after it?
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