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Ute

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About Ute

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    Chopper Commander
  • Birthday 05/18/1972

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    Utah
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    Fallout 76

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  1. Oh that's weird. I only posted 1 video. I did edit the post, I wonder if I screwed something up?
  2. I hope Fantomas doesn't mind, here are the bytes. Display are reversed from the bytes. PM110: .byte $00 ;........ .byte $00 ;........ .byte $00 ;........ .byte $00 ;........ .byte $00 ;........ .byte $00 ;........ .byte $00 ;........ .byte $04 ;..#..... .byte $08 ;...#.... .byte $0C ;..##.... .byte $78 ;...####. .byte $7C ;..#####. .byte $38 ;...###.. .byte $7E ;.######. .byte $FE ;.####### .byte $FF ;######## .byte $81 ;#......# .byte $00 ;........ .byte $44 ;..#...#. .byte $6E ;.###.##. .byte $E7 ;###..### .byte $C3 ;##....## .byte $66 ;.##..##. .byte $E7 ;###..### PM111: .byte $00 ;........ .byte $00 ;........ .byte $00 ;........ .byte $00 ;........ .byte $60 ;.....##. .byte $78 ;...####. .byte $3C ;..####.. .byte $7C ;..#####. .byte $7C ;..#####. .byte $7C ;..#####. .byte $7C ;..#####. .byte $7C ;..#####. .byte $38 ;...###.. .byte $7E ;.######. .byte $FE ;.####### .byte $FE ;.####### .byte $FC ;..###### .byte $FD ;#.###### .byte $FD ;#.###### .byte $FF ;######## .byte $E7 ;###..### .byte $C3 ;##....## .byte $66 ;.##..##. .byte $E7 ;###..### PM112: .byte $08 ;...#.... .byte $08 ;...#.... .byte $04 ;..#..... .byte $04 ;..#..... .byte $85 ;#.#....# .byte $8D ;#.##...# .byte $89 ;#..#...# .byte $FF ;######## .byte $FF ;######## .byte $FF ;######## .byte $FE ;.####### .byte $7E ;.######. .byte $7C ;..#####. .byte $7C ;..#####. .byte $7C ;..#####. .byte $00 ;........ .byte $00 ;........ .byte $44 ;..#...#. .byte $6C ;..##.##. .byte $6C ;..##.##. .byte $44 ;..#...#. .byte $44 ;..#...#. .byte $6C ;..##.##. .byte $C6 ;.##...## PM113: .byte $39 ;#..###.. .byte $FD ;#.###### .byte $FF ;######## .byte $FD ;#.###### .byte $7D ;#.#####. .byte $7D ;#.#####. .byte $39 ;#..###.. .byte $7F ;#######. .byte $7F ;#######. .byte $7F ;#######. .byte $FE ;.####### .byte $7E ;.######. .byte $7C ;..#####. .byte $7C ;..#####. .byte $7C ;..#####. .byte $7C ;..#####. .byte $7C ;..#####. .byte $7C ;..#####. .byte $7C ;..#####. .byte $6C ;..##.##. .byte $40 ;......#. .byte $40 ;......#. .byte $6C ;..##.##. .byte $06 ;.##..... PM114: .byte $00 ;........ .byte $60 ;.....##. .byte $70 ;....###. .byte $D0 ;....#.## .byte $F0 ;....#### .byte $F8 ;...##### .byte $78 ;...####. .byte $38 ;...###.. .byte $3C ;..####.. .byte $6C ;..##.##. .byte $6C ;..##.##. .byte $2C ;..##.#.. .byte $78 ;...####. .byte $60 ;.....##. .byte $04 ;..#..... .byte $04 ;..#..... .byte $6C ;..##.##. .byte $EC ;..##.### .byte $CE ;.###..## .byte $6E ;.###.##. .byte $26 ;.##..#.. .byte $62 ;.#...##. .byte $42 ;.#....#. PM115: .byte $04 ;..#..... .byte $7C ;..#####. .byte $7C ;..#####. .byte $F8 ;...##### .byte $F8 ;...##### .byte $F8 ;...##### .byte $78 ;...####. .byte $78 ;...####. .byte $7C ;..#####. .byte $7C ;..#####. .byte $7C ;..#####. .byte $3C ;..####.. .byte $FE ;.####### .byte $FC ;..###### .byte $3C ;..####.. .byte $3C ;..####.. .byte $7C ;..#####. .byte $EC ;..##.### .byte $CE ;.###..## .byte $6E ;.###.##. .byte $26 ;.##..#.. .byte $62 ;.#...##. .byte $42 ;.#....#. PM116: .byte $00 ;........ .byte $06 ;.##..... .byte $0E ;.###.... .byte $0B ;##.#.... .byte $0F ;####.... .byte $0F ;####.... .byte $1E ;.####... .byte $3C ;..####.. .byte $3C ;..####.. .byte $6E ;.###.##. .byte $6E ;.###.##. .byte $7C ;..#####. .byte $3E ;.#####.. .byte $06 ;.##..... .byte $20 ;.....#.. .byte $20 ;.....#.. .byte $36 ;.##.##.. .byte $37 ;###.##.. .byte $73 ;##..###. .byte $76 ;.##.###. .byte $64 ;..#..##. .byte $46 ;.##...#. .byte $42 ;.#....#. PM117: .byte $20 ;.....#.. .byte $38 ;...###.. .byte $3C ;..####.. .byte $1C ;..###... .byte $18 ;...##... .byte $18 ;...##... .byte $18 ;...##... .byte $3A ;.#.###.. .byte $3A ;.#.###.. .byte $7C ;..#####. .byte $7C ;..#####. .byte $3C ;..####.. .byte $FF ;######## .byte $7D ;#.#####. .byte $3C ;..####.. .byte $3C ;..####.. .byte $18 ;...##... JumpYamo.mp4
  3. In two player mode the person who controls the Yamo can climb up and down ladders and jump as well.
  4. In post #217 I already stated the XEX was NOT intended to run on real hardware. Please use the ATR if you want to run on real standard hardware. As far as future versions releases, there may be more demo/teasers released as an XEX, but we cannot guarantee any final versions will be an executable. More than likely they be a disk image(ATR) because of size constraints from such things as loading screens, music, more levels, etc. However, if you are hell bent on using an XEX on real hardware with a standard load configuration, then there are other efforts that could be done, like releasing a 130XE/Entended Memory version - But that is also a lot of extra effort, so there would have to be a lot of demand.
  5. Initially there won't be a direct conversion. One day(I hope) we will do a %100 conversion. This will probably either need a hard refactor of the game engine, or start a new one from scratch. I was thinking soft sprites myself, but open to suggestions. Anyone is welcome to help.
  6. The definition of 3D would be something that makes computations for width, height, and depth - or something that computes the X, Y, and Z axes. Typically this involves many calculations and the use of connected polygons to create shapes. A printer makes use of the X and Y Axis and prints a very convincing picture that looks like it has depth. But that doesn't make it a 3D printer.
  7. Yes it was but for no specific reason, continuity mostly. The original boot screen was done in Antic Mode E, so we just reused the same idea, with most of the elements from the original screen. The biggest difference being more color on screen and Bruce's face is from an actual picture. The one above is the PAL screen shot, NTSC is a tiny bit narrower.
  8. Thanks for testing and checking those out Doc.
  9. The XEX version was never intended to run on real hardware. I would suggest one of the ways The Doc mentioned, RespeQt, or SIO2SD. The ATR uses a custom boot loader we made, and it SHOULD run just fine on real hardware, - I emphasize should because I have no way to test it myself right now(My Atari's are put away while I sheet rock my basement), but it is not that different from other images I have made that do run. It may need to be padded out to 90k. But all of that is beside the point, this was just a little demo release with bugs and other problems and wasn't really intended to be official or anything. The only reason we put a boot screen on it was because Solaris104 asked. Someday it might get fixed, bugs and all, but that is probably a ways down the road. I can't speak for Fantomas, but with what very little precious time I do get to work on this project I would prefer to spend it on BL2, ROF, Etc.
  10. Thanks Paul. Hopefully this one is a bit better. We would like to save the nice screens by Philsan, Jose, and others for BL2, ROF, etc. EelEcurb.xex
  11. Ok, this is the best we can do on short notice. Press any console key to begin - except reset. Eelecrub.xex
  12. And in case anyone is interested, here is the source. It's ugly in spots and there is some code duplication. Eelecrub.asm
  13. Kind words, Thank you! Fantomas and I both really like a lot of scenes and elements from BL2 and ROF, I particularly like the moon and its lake reflection on one of the night screens from ROF. We would like to make both if possible. BL2 is more work with the biggest challenge probably being the soft sprites, BL2 screens are also 8 pixels higher than the Atari screens, so we are trying to strategically remove 8 lines from each screen without it being noticeable. But we are working more on BL2 at this point. Another option could be to just start with elements from both BL2 and ROF and make something completely unique for Atari Age. And then there are other things we would like to add such as a Player 2 controllable Ninja, a Yamo that actually chases Bruce up ladders like the C64 version, a difficulty setting, etc. While disassembling Ron's original code it became clear the he did most things to save space and be more efficient. Most of his code is table driven, he uses RLE to store level data, and only uses three character sets for the entire game(Technically 4 fonts, 2 fonts for the wizard screen). I assume he used ANTIC 5 for the same reason: 480 bytes/screen. Thanks for the kind words Paul! We love it too, and will continue to work on it as time/life permits. Yeah that's the idea. More of a demo/poc than anything while we work on BL2 and a couple of other ideas, but hopefully it's enjoyable as well All that said, we welcome all comments, ideas, and help!
  14. I've used painters blue tape to cover them, then use a razor knife to carefully cut around the lens, and them remove the remaining tape - If that makes sense. I've also just painted over them and then scraped the paint off very lightly with a razor blade / Exacto blade.
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