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CapitanClassic

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Posts posted by CapitanClassic


  1. Official rollage. 
    I still say I prefer the Atari 800 version of this game, although the 2600 version isn’t bad (floating eggs is weird though).

     

    Funny thing is, at about 600,000 I needed handle something outside the game. I left for about 4 minutes and expected to be dead (only had about 4 lives in reserve), but when I came back I had only lost one bird and 4 Pterodactyls were on the screen. Because only two types of sprites were allowed per zone, it kept the blue vulture outside the spawning zone, and the Teryis were flying above my head.

     

    PS I would guess that the maximum Pterodactyls on screen is 5. Sort of how on the invincible Teryi level, only 5 blue vultures spawn to make room for Teryi sprite.   

     

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    • Like 3

  2. 1 hour ago, zzip said:

    I don't know either, but Atari started shipping 8K carts not long after Pacman released, and if there was any game that should have had 8K, it was Pacman because it was such a high-profile title! 

    Yeah, but if the difference in cost is $1, then you just saved Atari Corp. $27 million, and earned yourself a huge bonus. ;)

    God bless the bean-counters.

    • Like 1

  3. Wikipedia thinks they are often used interchangeably, but are technically different.

     

    A port of a game would be if the same source code was reused/recompiled for the target platform. With new libraries for the target platform that handle the differences used to display graphics/sound/etc between the original and new system.

     


    https://en.m.wikipedia.org/wiki/Video_game_conversion

    Quote

    In video gaming parlance, a conversion is the production of a game on one computer or console that was originally written for another system


    https://en.m.wikipedia.org/wiki/Porting#Porting_of_video_games

    Quote

    In software engineering, porting is the process of adapting software for the purpose of achieving some form of execution in a computing environment that  is different from the one that a given program (meant for such execution) was originally designed for (e.g., different CPU, operating system, or third party library). ...Porting is also the term used when a video game designed to run on one platform, be it an arcade, video game console, or personal computer, is converted to run on a different platform. From the beginning of video games through to the 1990s, "ports", at the time often known as "conversions", were often not true ports, but rather reworked versions of the games. However, many 21st century video games are developed using software (often in C++) that can output code for one or more consoles as well as for a PC without the need for actual porting (instead relying on the common porting of individual component libraries).


    I suppose if you wrote some game engine for the 6502, and individual handlers for the difference in sound/graphics for the a800/c64/appleII/NES. Then if you wrote a game for this engine, you could port it to the various systems, rather than convert it. (Huge doubts if such a thing could be created. The differences in graphics/sound hardware would mean that you would need to write the engine for the lowest common denominator)

    • Like 2

  4. Because P2-P9 are virtual sprites (and actually share P1 sprite), you cannot do simple collisions with the playfield like you do with P0. (why aren’t you using player0 for first player, and player1 for second player)

     

    What I did was set the kernel option to improve collision detection with virtual sprites.

     

    Quote

    set kernel_options collision(player1,playfield)

    Then I track the x/y position of the virtual sprite against the “on” playfield pixels.

     

    ; get player position with respect to playfield pixels
    ; temp2 will contain the P1 sprites upper-left location in 4x4 pf pixels
    ; temp3 is P1 upper-left y position in pf pixels
    temp2 = (player1x - 16) / 4
    tenp3 = (player1y/4)
    
    ; did some other math here,
    ; because my spites are bigger than 1 playfield pixel
    
    ; check for collisions
    if pfread(temp2,temp3) then goto __handleP1PfCollision

     

    https://www.randomterrain.com/atari-2600-memories-batari-basic-commands.html

    Quote

    When a virtual sprite collides with the playfield, you won't know exactly which one did it without coordinate checking.


    PS: you must drawscreen before doing any collisions.


  5. 4 hours ago, TheActivisionary said:

    @CapitanClassic Nice score! How long did it take to roll?

     

    I technically didn't roll it, but it takes about 45 minutes - 60 minutes I think. The game isn't that hard after playing it for a while. The egg levels are the fastest. Just stay to the left and collect the two eggs at the bottom, then flap up to the middle and Collect two more, finally catch the last two at the top before they hatch.

     

    The vital thing to do is to always kill the top two vultures on each level if you can before you die. Flapping to the top is hard with 6 enemy sprites fo dodge(you can technically bounce your head below the platforms and take out the bottom ones, but it is harder to do). The Ptueradactyle will also not go to a zone with 2 of something already in it, so you can let the top eggs fly around until you can collect them at the same time with the Tyri on screen on a lower zone.

    • Like 2
    • Thanks 2

  6. 7 hours ago, cvga said:

    All the Atlantis 2 carts have the "night scene"

     

    I'd say $100 to $150 sounds right as a package deal. I'd recommend including a coax adapter so they won't have to mess with a switchbox.

    This is important. No point in selling this machine to someone and them complaining they cannot connect it to their tv. Most TVs will have a Coax(female) on the back of their TV, making the switchbox useless for any TV that isn’t 40 years old. Amazon sells these, Coax(m)-to-RCA(f) for a couple of bucks.

     

    41CMuYUjH4L._AA500___44368.1491100804.12


  7. For a 4-switch woody, I would normally pay $35. If it is tested and working, maybe $50. A set of paddles is worth about $8.

     

    Not sure, but it doesn’t look like you have anything super-rare. There are some good uncommon late releases like Kung-Fu Master, Solaris, and California Games. It’s also a good collection of good, must-own games for the system. I rarely see 2600 loose carts sell for less than $2, and Albert buys common carts in good condition that are clean for $1 in store credit so he has stock for homebrews (requires some elbow grease for 40 yo games)

     

    I figure between ($100 - $175)

    $50 + $8 + $34 (34x$1 per game) - Great Deal

    $35 + $8 + $72 (34x$2 per game) - Good Deal

    $50 + $8 + $102 (34x$3 per game) - Ok Deal

     


  8. If you go by the prices on VideoGamePriceChart, these games might be worth as much as $100+ each.

     

    The problem is going to be how to unload 1500 copies? If you check the sales numbers, these games sell maybe 1-2 copies per month. Are there really over a thousand people who want a NIB copy of a game made for a system that is over 40 years old? 
     

    At the current rate, let’s say you could sell 5 per month. It would take you 25 years to unload all 1500 copies. You also are going to need to store the games somewhere (and possibly insure them, as most home owners policies don’t cover “collectibles” for more than $2000 without an additional rider in the policy specifically covering the collectibles.) The return on investment wouldn’t be bad if it keeps that  rate, ($100 for each $10 per game), but since the market will eventually be flooded with these 1500 copies, and the people most interested in owning them will be slowly dying off, I don’t know if you will actually make back your investment.

     

    If you do decide to buy them, be sure to meet in a dark alley and carry all the money in cash.

    • Like 1

  9. Technically the games are optimized for the new Atari Wireless Classic joystick, for the VCS. There would be some amount of engineering effort to get the games to operate correctly with the new twisting joystick (racing/paddle controlls), and dual-button support. It also ismr clear if the LEDs on the joystick react to the game, or if they are a product of some internal mechanism in the joystick itself.


  10. 2 hours ago, keilbaca said:

    I really hope you take this rollage. I really tried to get a death between the 9900 range.

     

    I was in the 9700 score range, 5th life. I had no choice but to collect the last few balloons. As soon as I hit 9900, I killed the character. Sadly, the counter kept going to 0007.1312101488_CircusAtari.thumb.jpg.04c2a4ebaba606b3fc6cf65b5f3ba9ad.jpg

    Additionally,  it should be noted that your score is impossible WITHOUT rolling the score. You scorescored exactly 7 points with 1 blue balloon and 2 white balloons. But, each time your clown starts a new life, you score 1 point for bouncing off the black borders. So, with a minimum of 5 (or 4 points, since your 5th isnt dead yet) points, you can not have only 7 points without rollage and those 3 balloons popped.

    • Like 2

  11. 2 hours ago, keilbaca said:

    I really hope you take this rollage. I really tried to get a death between the 9900 range.

    Quote
    
    GAME 5 is similar to Breakout Circus, except the balloons do not "restore" after the full row is popped.  
    All balloons on the screen must be popped before you receive three new rows of balloons.  
    At this time you receive 170 bonus points and an extra clown.
    
    GAME 6 is the same as GAME 5, but with the additional row of barriers added below the balloons.

     

    Rollage for this game (especially this variation) is too high at 9900 points.

    Since you score a bonus 170 points, the rollage score should at a minimum be 181 points less than 9999 (9818).

    I would even give an additional ~50% of one rack (max points =170), and call it an even 9700.

     

    You have to clear 29 racks (minus the number of see-saw hits), so the difference between 23 or 24 racks is negligible. 

    • Like 3

  12. ROLLAGE - Circus Atari G6(A/A)

     

    After about 5 more games, and 10 RageResets, I have rollage.

     

    The key is to keep it near the right-hand platform. When the game starts going fast, hitting the platform slows it down (usually). You do have to get good at the quick button press and flip the see-saw. It also helps to time your big jumps/close to the edge when the first of the three green blocks are about to go by, as they can sometimes block a quick drop to the hard hard ground.

     

    good luck, keilbeca.

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    • Like 3
    • Thanks 1

  13. ROLLAGE not really - Circus Atari G6(B/B)

     

    Since my first paddle controller is mushy, I decided to play on player 2. I made to sure to set the difficulty to (A/A), which isn’t documented on the Atari Flashback 5 in the manual.
     

    I thought it was pushed in is A/Expert, but it seems that that is revered (Combat shows short missiles on button up). Vocelli, please disregard my previous score this round.

     

    Frustrating.I actually thought I was doing well. I had 2500 points and hadn’t lost any man (and 9200 before I lost a non-bonus man on purpose). I died on purpose so I could get a pick and not accidentally go over 9999. (Each rack is worth about 500)


    Back to the drawing board.

     

     

     

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    • Like 2
    • Sad 1

  14. The key to this game is to only lose a man when you are about to clear all rows again. If you do, you will get an ‘X’ life as a bonus. Your next death will remove the X rather than one of your 5 lives.

     

    Going to attempt to roll, just to be safe.
    3423 - Circus Atari G6(A/A)

    9123 - attempt 4

    PS. If you don’t die of boredom, you can also just go for 9999 trampoline hits.

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    • Like 4

  15. 2 minutes ago, Mr. Postman said:

    That’s a good thing, right? I mean, given the speed of the PAL music and gameplay. The PAL versions of the game are pretty slow to the point that the music is unbearable to my ears. 

     

    Also this NTSC version isn’t as fast as your conversion, is it?

    I think Thomas Jentzsch was speaking of the ROM differences when compared to each other using CloneSpy or similar tool. Usually the point of these tools is to see what if anything might be different between different dumps of a cart.

     

    Greater difference is a good thing. It means that this particular version was likely not dumped before, and the other 98% similar versions are likely the same as each other with small graphical/insignificant changes.

     

    Tools like CloneSpy can be used to identify prototype carts that are significantly different than the official releases, or identify official releases that had changes after release that were never documented.
     

     

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