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playermissile

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About playermissile

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  1. Oh, as long as you're not a timeline, I'm happy to help out. I plan to have some web pages on hacking with the Jumpman source, so I could use it as an example of how to modify the code or something. It would be great to see Jumpman in an arcade.
  2. Nice! I haven't completed commenting the code, but I'm sure that would be possible. The title screen and attract mode could play, then on the start button could be made to go right into Grand Loop with a speed of 3. You could even have a 2 (or 3 or 4) player start button and have multiplayer. Eventually I hope to have a source version that you con compile yourself, but I'm not at that stage yet. So at the moment you'd have to code up some assembly and hack it into the ATR file. At some point this spring I will have time to get back into Jumpman and complete my documentation. At that point, I should be able to help figure this out. In exchange for a day pass to the arcade at some point, of course.
  3. Here's the level demo for the holiday themed level I demoed at the Atari Party. I'm abusing the 4 missiles to create the snowflakes, using DLIs to reposition them as they fall down the screen. I spent some time making making the display list creation stuff general-purpose, so I'll include this capability into the Jumpman level editor in Omnivore (with the caveat that there's no timetable due to COVID messing up our lives). snowing.atr
  4. I worked on a quick demo for the recent virtual Atari Party.
  5. I'm not even to 1983 yet so I've got a while to get there for the podcast, but if you're interested in being interviewed about your experience with the game, let me know.
  6. I probably won't do an in-depth review of any text adventures, but I will at least try to summarize them if they give enough of a description in the article.
  7. I remember seeing Avalanche but never typed it in. I probably had the pirated Parker Bros version and wasn't going to type in all the hex. But I'll definitely include it when I get to 1984 and your other suggestions when I hit them in Antic.
  8. That would have been in my episode 23. I think because it was for TRS-80 BASIC, I just totally skipped it.
  9. Coming up in issue 12, Oct 1982, so I'll keep a lookout!
  10. For the podcast, I'm realizing I'm glossing over many of the type-in games. There are many reasons for this: most are short and/or poorly described, written in BASIC, and don't have screenshots (my pet peeve!). It's also still early: I'm currently reading August 1982 magazines, and there have been only 6 ANALOGs & 3 Antics, and while Compute!, Softside, and Computers & Video Games have had many more issues, nothing has struck me as super great yet. I fully admit I tend to gloss over BASIC programs in the magazines, so I'm likely to miss more good BASIC games than good assembly games. Some of my favorites are the ANALOG games like Bacterion and Planetary Defense that are in the future in the podcast timeline. What are some of your favorites that I should be looking out for?
  11. Just released episode 24, usual magazine coverage and a small review of Typo Attack. My kids are learning typing and they like this game better than their online typing instruction.
  12. Thanks! And I had planned to talk about Miner 2049er in my next episode, so instead of my own in-depth gameplay review, I will point to your episode. The game reviews are always the most difficult part for me to force myself to produce. And, unless it's Ferg, I like the 2 person banter format better anyway, and I liked your banter as much as some of my other favorites (No Quarter, Ten Pence Arcade, etc).
  13. Enjoyed the first two episodes and looking forward to more! I enjoyed the banter: that the game Miner 2049er allowed me to learn a little about coal mines in West Virginia is a vindication of all the time I spent playing games on my Atari. To my parents I say: "see, I did learn something from playing games!"
  14. There's some support on the observation end of things, like UBYTE *libatari800_get_main_memory_ptr(); and all the CPU state is available through access of a structure, but yes, there does need to be a better interface. The real issue is that this control would only be possible at frame boundaries due to the current design of the atari800 code. There is an example of accessing the CPU state in the source: atari800/src/libatari800/libatari800_test.c
  15. Yep, that's a limitation. I don't understand how it generates samples or how it synchronizes or anything. So, I left it out of libatari800, but it is on my mind and I will figure it out at some point. The way atari800 is written, less-than-full-frame emulation requires a separate thread because the only place the atari800 code returns to a user program is after the frame is complete. I have a multithreading implementation that allows stepping by instruction because that's what I needed to make the debugger in Omnivore, but I didn't integrate that code into libatari800 because I thought it was too specific to Omnivore. But I know the core atari800 folks have talked about a multithreaded debugger for a while, so I will talk to them on the mailing list and see if it could be used as a starting point.
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