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fantômas

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Everything posted by fantômas

  1. My impression is that the rule on the C64 is to stick to standard memory, although there are a few exceptions like Sonic, which requires a 256K Commodore RAM Expansion Unit. For me, the alternative to RAM expansion is to develop cartridges: I note, for example, that "A Pig Quest" for C64 is only available in 1 MB cartridge format (physical or digital), but runs on a standard C64.
  2. I think there are at least two things standing in the way of an A8 version of Sam's journey: This is a contemporary commercial game (released on December 24, 2017) that has sold over 3,000 copies(!) on the C64. It's not abandonware or an old game that someone could port or tweak themselves. As I see it, only the creator (Knights of Bytes) has the right to make an A8 version. Besides, I think they'll be releasing an NES version soon. I think the game makes full use of the C64's capabilities, so it would be quite a challenge to port it to most 8bit machines without too much downgrading.
  3. Hey, some news. After a long hiatus, I've recently resumed work on the "Abbaye des morts". The last few weeks have mainly consisted of backporting TIX's excellent work for the 7800 version to the A8 version as best we could (the new dragon, for example, is stunning) and adding the hidden level and a cartridge start-up sequence. This hidden level is a tribute to "the Hacker room" in the C64 version, and is therefore also a fast (parallax:) side-scrolling avoid'em-up: I'm not going to give a release date, but let's hope it's only a matter of weeks 🤞🙂
  4. I agree! 👍 I would love to see the road part become a game! Speaking of sound, I've always lamented that all A8 racing games sound the same.... I feel like no one has really figured out how to make Pokey roar like an engine (yet)... Maybe a Formula E game to avoid this difficulty 😉
  5. More like the Polish Lancia Delta I think. (Lancia Delta 1979) What these two cars have in common is the involvement of Giorgetto Giugiaro's Italdesign in their design. Note that Giorgetto Giugiaro has designed so many cars (e.g. Audi 80, Alfa Romeo Sprint, Alfa Romeo Alfasud, Volkswagen Golf, Volkswagen Scirocco, Fiat 850 Sport Spider, Fiat Uno, Lotus Esprit, Lancia Delta, DMC DeLorean, Lexus GS...) that he has been named "Car Designer of the Century" in 1999
  6. Thks. No, just Jean, pursued by crusaders and about to find refuge in "L'abbaye des morts" 😉 (Well, he still has a few weeks to run, but the abbey is getting closer 🙂) very_small_teaser_just_jean_pursued_by_crusaders_and_about_to_find_refuge_in_l_abbaye_des_morts(pal).xex
  7. He hurries... He will be very well here!
  8. Yes the site seems to be broken for me too. While we hope for a solution, we can use the Wayback Machine: https://web.archive.org/web/20200831195020/http://atarimuseum.com/computers/8BITS/XE/xe_protos/65xem.html
  9. I left only a part of page 2 for the system. I was surprised that the modification was so simple (just use some of the "standard" vectors of page 2 in particular). There is of course some loss of cycles but it does not affect the game I think. A disc version was never an option 😉. My initial goal was to produce an XEX for 64K machines but I couldn't get the game to fit in memory. 😞 (Maybe one day an XEX for 128K machines) No more screen teasers until the release 😉 but for the sport (and for the 80's feeling): (I know there are typos but I lost the original file 🙁)
  10. Thks. Now I understand. The Atari version is strongly based on hardware detection of collisions with colors, cf.: There is no calculation for collision detection per se I think
  11. Thank you,👍 and again thank you for sharing 👍 Could you be more specific? What data are put in the binary file?
  12. The third colour is just an OR of the two PM colours, e.g:
  13. 95.5 🙃 The problem is that you save the things you don't like to do for the end... and in the end, you still don't like to do them... With emulators (Altirra, A800), the game runs in 800 configuration. I hope that on a real 800 it will work fine ... Thank you! I hope as soon as possible, but motivation comes and goes... At some point, a "car" file will be available, I think. -----------------
  14. To be honest, I wasn't very motivated the last few months, but I'm happy to say that the project has picked up in earnest the last few weeks. Tix and Synthpopalooza did a great job and they don't rest as they continue to improve graphics and sounds almost every day! The code is 95% complete I think and here are the final specifications : 128k cartridge for 48k A8 As a teaser, here is the wip end scene: Poor Jean!
  15. Hey, Some progress, but as TIX says, there are still lots to do.. Here's a little teaser (captured throw Altirra) that takes place in the ground floor of the monastery to show the screens shared by TIX in game: I hope to have more news soon ?
  16. I think you are right. My old overlay calculation program ends up using all available PMGs for that white color (Of course, it does not use very complex techniques...?). But in mode 4, at the end, there are (almost) 6 colors (blue is the additional color in the picture below). pop-6c.xex pop-6c.g2f
  17. Oops... Thanks for the heads-up! Fixed:
  18. A small preview to wait. I had spent some time trying to get the score line to take on a different colour depending on the screen (here in green). It doesn't look too bad on this little snapshot but...
  19. Don't worry, ROF will be finished. I haven't heard from Ute in a few months, but these things happen and I'm sure he'll reappear with an almost finished version of ROF. Worst case scenario, I'll start from the sources I have and finish it myself (last sentence will end his silence ?).
  20. Several of the screens in the game will have more than 5 colours. In fact, if you look closely, you will see that there are 6 colours on the first screen of the game (green, grey, black, brown, white and blue) All screens are manipulated in G2F, although of course not all possibilities are used. As I write, for the cartridge version (.cart), 64Kb definitely. 48Kb if I have the nerve. Don't worry. All the enemies are there.... Even Satan ? Thanks!
  21. Merci. Ce serait génial! There are no legal obstacles I think (the original license of the game allows it [CC BY 3.0 ES]), but I don't know how to do it and I don't have any contacts... If someone who knows how to do it is interested in releasing the game in a box, let me know... Thks! These snapshots come directly from Altirra. But it is true that I have activated a number of display settings...
  22. Thanks! MODE4 + 3rd color PM
  23. Ok, you quickly discovered that ADM stood for « Abbaye des Morts ». It is indeed a port of the 2010 game to A8. So here are two pictures of our A8 version, the title screen and the first screen of the game (Jean you have to run away!). Of course, these screens will probably vary a bit between now and the first release...
  24. I think that if your label is not global, it proves that it is defined either: in a macro or in a procedure or in a 'local' scope For a procedure or for a local scope, you can use the notation (with the dot) "procname". "labelname" or "localname". "labelname" to use the label globally.
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