-
Content Count
490 -
Joined
-
Last visited
Content Type
Profiles
Member Map
Forums
Blogs
Gallery
Calendar
Store
Everything posted by Gernot
-
to your request revolutionika. If that is wanted yes, or maybe a slightly altered hack, i guess the potsmoke66 presents i the starting screen goes a little to far. but this takes only minutes to compare them in a hex editor and create a new one only with the shortenet endurance. I know it would be perfect for a cup or match of some sort between many players, because it's short. to play every game 2x45 mins would be far to long to have a match i.e. here. I will do that for you (all of you, i can see already a championship here, coolest would be right in the browser, but we will see), it's a sneeze. ah, yes i even changed all strings to german, i guess that won't be suitable, but wait i should have a very first version, that should be fine. (It opens with "Potsmoke66 Super Fussball" and Home/Guest is Heim/Gast, keeper/kicker i kept because we call it the same especially in switzerland, goalie usually, if i say keeper everyone would guess of hockey) here we go, i had to make a new one, i chose this time "World Cup Football" (Was that wanted to name a soccer "football"?), my other hacks are based on "Super Soccer" i'm not sure if there is a difference at all between them, but the code is different so there must be a difference, the release is latest and i simply assume it must be somewhat better else it wouldn't be slightly different. Also i had problems to make from the existing .bin a .rom and took because of that a already converted version, what i wonder now how does bin2rom "know" or get hindered by a change at position 0x0552 from 0x2D to 0x0A? However it works, that's what counts in the end. The file is still named World Cup Football, maybe you like to change that to something unique, recognized it will be as a different rom because it has a different chcksum. World Cup Football (1985) (Nice Ideas).zip
-
Maybe something more retro inspired: Gernot, oh sorry his name is Gernot as well, ok "Hello Kitty"'s comment (developer of GACK and G(ames)L(overs)Basic) "Du lässt ja Gack richtig Grafik auskotzen" (you let GACK vomit graphics). I even was so free to copy a game as good as this is possible with GACK, but i cancelled that after level two, because i had different ideas what to do with it. But check the level Boss, it's the maximum you can get out of GACK, and it needed a good plan to make this animation even if it looks very sloppy. To make this Alien type monster alive i had to imagine the games screen different, i tiled it (of course it is already tiled) for the whole animation, that was some 24 quads if i remember this right each quad is playing back his own little animation of the level boss, that's the trick behind, else such a large object wouldn't be possibe to animate with GACK. A sprite is limited to max 64x64 pixels. the sfx are handcrafted as well, you can't import a waveform to GACK, you have to use the built in synthesizer, first it has annoyed me like many, but then i thought "yeah cool, that's individual". might look very familiar... was that "Mooncresta"? - no it's a level from "Galactic Invasion" in which you find reminescenses to old space shooters, "Moncresta", "Galaxian" and "Phoenix". This is finished and works as a standalone game just say i want it and i will link it. It would be even possible to play them in a browser, but i didn't own the full release of GACK and "Hello Kitty" was already so kind to offer me a special version for free. Just because he likes my style. Following was the last project and it should have turned into something real special (for GACK, it's a sort of "Battle of Midway" over european territory), but i have to say i left it unfinished, it's boring sometimes to place endless enemies, really, at least to me, Background and sprites are all ready i can spend weeks to create a few planes, i just have to place the path for some levels or have to refine them. This is to me the biggest leak of GACK, i can't select a level to test it, above level three it really gets boring to repetively play through the same shit over and over, invulnerable or not. the goal was to copy a game without to copy something simply as a complete opposite to what i did with "Cyrapi" (piracy ) Right that's no "Spitfire" that's player two "Mosquito" but not enough shoot 'em up's, jump & run ok but can i get more out of it, how far i can go with this tool? I always liked "Frog Bog", let's see i thought if i can't make something similar, erm well it turned to a platform sort of jump&run not bad and tackling to catch the insects with the short as a shot tongue oh sorry i thought i have made a clip of this little game, but it looks like not. another thing, you might know "Choplifter", well i have seen this Game right a week ago for the first time (but i know one similar existed as a coin-op), nonetheless i had a similar idea. What about a copter without weapons and a lot of mean enemies? The goal is (yeah you know it) to save the poor injured soldiers, but also i cancelled this project, i don't know it's good for a level but somehow... and you gain to many lifes in GACK, i can't (or yet for the version i used back then) give you points alone for a bonus, i can only give life and points. But he changed this already and as you can see by the date it must be already three years ago when i made "Radars Nightmare". another idea was to say "ok GACK is easy to handle, you can edit levels one after the other but i assume many haven't the graphical talent. why not make a game which would be easy like 1,2,3 to create new levels? something systematic" neither that is new and it's certainly leaned on games i knew from the past. for this one i copied myself and re-used the sprites and sounds of a different older project named "Adventure", in Adventure the "Cowboy" would be a enemy in the western world, here he is to see as adventurer, it's a maze game and the trick is for GACK to keep the screen small, else the enemies are to easy to predetermine, (this i worked out already for adventure where the screen is even smaller, you shouldn't see what's ahead or only less as needed). I wouldn't have named it "Adventure" when the character wouldn't be a archer, maybe nonetheless, but the archer was the basic idea, instead of heavy guns or flamethrowers, his shot frequency is low though you don't have to waste shots even if you have endless arrows. You can't let a enemy follow you, it's all only made with fixed paths for the enemies, but like you see in the example for "animation and movement and conjunction" one can get a lot out of that if used clever. In this game as well as in adventure enemies disappear and re-appear this makes them less predictable (you have seen the "men eating" plants in Cro-Man, they are from Adventure as well, to ones surprise in Adventure you will have some which only appear/disappear and some similar looking can walk, already the vanishing plants are mean in adventure, because all what you see of them is one single pixel, this pixel i needed to place them else i would know where they are when i place them, shitty yeah i should have started the animation vice versa. But nonethelees even i walk often into them, and i made it, strange no?) Even for this one i need usally a few tries before i make it to the last level (so far, it could have "endless" levels, the only thing hindering is this missing level selector). and for how it's called "Castle of Doom"? i even wen't a little meaner with the walking men-eating plants they additionally vanish, three of them and i tell you you would assume it's random, but it's not. Sorry for the name "Minotaur" sounds very familiar, but it's greek mytholgy and it can be used by who ever it likes to. Shorter as "Castle" in levels but more challenging, it really only would need some random stuff and it would be (almost) perfect, in the second level you see four doors when you enter the wrong one you are... Doomed! How it is now at least after the third turn you know which door to take, but imagine if this would be randomly, the chances would be 3:1 you enter the wrong door. that is mean and would be even meaner in the final level, when you played the game nearly to the end and loose because of some random shit. I was thinking about to give hints to the player that's why you see this roman number "II" on a wall in level 3, similar it could be made in level one to show somewhere a hidden "III" and a attentive player will know rightaway which door to take. If it wouldn't be GACK and would be a specific engine it's easy to imagine to randomize the number a level before it's used and one could show the randomly selected number. Yes "Indy" inspired me to this and one could hide the numbers even more, maybe in a sort of riddle, i like such, or you have to count something rather uncommon, three chickens in a window or something else you don't expect immediatly it's a number. Of course in attempt one and two you would fail before you would know that maybe a little detail has changed, e.g. like the three chickens from three to one or five or whatever is the "magic number" you will need in the next level. Play a tune maybe, this is one of the best ideas in "Indy", play a tune and this tune changes each time you play, though you have to learn it each time new. take this as inspiration, like i said i'm a shitty programmer but i'm quite good graphics and i know exactly what i like to see in a game. Someone else ever thought about a "malus level"? However that's cool and for Adventure the final level will be a malus level, already all through the game when you kill a harmless animal you receive a malus, but the final level should be ony malus, but don't expect that they will be friendly animals like the Deer i used in level one, no in the final level you will have to face wild besties but you aren't allowed to kill them, i could take all the points from a player that was the idea. You would have to make a compromise either to loose lifes which would mean no success, or you kill some animals and take this bitter pill to loose some or many of your points. "know your enemies" that was the idea, in the western level you face a old chief, certainly shooting him down is the worst you can do, but don't walk into him then he will harm you, leave him smoking his pipe. Kill the gangsters, but let the good ones stay well and that mustn't be or isn't easy because you have to shoot and you have to expect that this or that shot will miss his target, thus this chief is in big danger to be killed by you.
-
INTERMISSION @revolutionika Yes i do hacked it, is that nasty? I'm used to be called a lunatic, don't hold back. no problem as long as you keep the size, to change a string is usually never a problem, to change a specific data like the length in minutes neither. Yeah certainly it's somewhat nasty to lay hands on any software, but until now, not a single soul in the world knew that i did it. And yes of course i feel free the same with that as with any softs, it's certainly a bit nasty. But if something isn't like i would like it why shouldn't i fit it to my pleasure? Changed Nostalgia as well a little to my personal flavour. Hacked "Frontier" up and down, not much i didn't tried in this game. For FE2 and FFE i could say "which ship you like to see in it? i will hack it for you" "do you like something strange? a orange blob on the ship? no problem". (obviously one could say to script models was like i knew it already, it's quite similar to what i did already with my hacks, only far easier to work with a "speaky language" as to dig through hex data, to compare and find the meaning for each single word). of course i had a sort of "mentor", apart from Tom Morton and John Jordan a third guy disassembled Frontier, he posted his results in the web and this was my guideline to the objects in FE2, how does that work? he asked himself and i asked that myself as well. What's the trick behind to use only vertices with even numbers where is the right side of the model? how does this huge guy have solved this and that and he's really a huge one. Honestly our whole team, even with TomM and J.J. we never reached really what David Braben reached almost alone. Especially when we take to account that it's today far easier to make a program and large parts of FE2 are written in assembler, else it wouldn't have fittet on a single floppy, this was a limitation by the publisher "one disk or forget it - games with more as one disk don't sell good" i guess id didn't sold well nonetheless "Frontier" was never a game for the masses and likewise i was the only one who like "Vectron" i was the only one who really liked "Frontier", most of my friends disliked it because you "have nothing to do" which is wrong, but you have to write the story yourself, there is no given path, but exactly this i like about it and i know everybody who is addicted to this games likes especially this, apart from "dammit i forgot to buy a atmospheric shield.... pffft" And how much i strut about such with the recent devs of pioneer, "yeah i know 3200 we will have mind controlled fighter planes for sure, but that's no fun to play, fun to play is if you have to maintain it yourself. I even dislike if the landing gear retracts automatically, certainly that's reasonable, but again either i like to play a game or i just click on the right button and this sort of games i never liked, how "fantastic" the gfx might ever have looked certainly a battle computer will beat any human, but where's the fun? forget the realsim, realistic in FE2 are only the newtonian laws the rest is sci-fi and this means fiction foremost. And besides in FE2 3200 is more like 1800, privateers with shitty ships who do dangerous jobs, that's the game, not to have computer controlled missiles and a perfect battle computer, this will end up in a point and click adventure. I always said: "can't you imagine such a scenario, it's like in Star-Wars, the technology for hyperspace is cheap and many tribes use it which have no idea about how it works, that's the situation in FE2. Factions like Federation or the Empire have no interest in a open War, though privateers will do that on their own responsability, that's not a stupid scenario, it's easy to imagine, politicians keep clean even if there is a war going on. Perhaps they neither have interest in a reliable technology it would udermine their control. It doesn't matters that space piracy will never happen as imagined in the game or in sci-fi stories. In FE2 and Pioneer it works only because the scanner is very limited, to imagine would be something different and certainly you couldn't hide in the whole solar system. But it's a GAME! hallo? No imagination or what? Can't you look at this with some humor? in the end the difference is; a cheap point and click adventure is good for the publisher, it won't last longer as a weekend, a game like FE2 which keeps a player busy for years is rather bad from their pov. My stepson liked Zelda much, he loved to play Zelda on the SNES and truely this game has depth, it keeps you busy a long time. Certainly i had to buy him a Gamecube and the sequel to Zelda, but it lasted exactly a weekend and he finished the game, i don't have to tell you how disappointed he was) It's a long time runner and over all the decades it wasn't sold bad, it's just not a game for everyone. Ah well and Mr. Braben was so free to ship the original disks of FE2 with a hex editor, quasi "dudes do your worst". Changed also editors to see if there are some hidden or disabled features, a example would be the course editor of TWPGA2000, the field in the status bar for x,y,z was to short and the value for z was cut off often, why not change that? They claimed "a common user can't make horizons because it needs advanced knowledge about photography and graphics", i simply assumed i have them and allowed to import user created horizons, i don't like to be patronized. And they do look good on the remake of the "Intellivision PGA Golf" My first version(s) was made with the library that came with the editor, but it looks always like california, trees and everything is quite different as here. Thus i wen't on a "photo safari" through the near to me cantons, trees bushes and even horizons. It's still under construction, many years i couldn't use it because TWPGA2000 failed to run on my newer machines, recently i found a acceptable solution. It still crashes often, but it runs. me isn't a common user (and my sister/brother neither) no one is a "common user" he doesn't exists. not even my 80 year old mother is a common user, she hates her macbook, she dislikes electronics. either my father was the one who was responsible for all the technical things and since he's dead it's me "Gernot i have a problem i have no picture on my tv" - "ok i come to visit you" ever wondered how the "Intellivison Golf" would look in 3D? (ah cool parses YT clips automatic) It's known the AI players can't play custom curses well, as you see they play extremely unimaginative and play often simply straight in direction of the pin. (they would need to know how to play this course, sometimes they act proper, but most times they hit in the trees). A reason why computergolf courses look to me often very repetive, straight, dogleg left, dogleg right, but never to extreme.
-
I expected that it will be part of paddle party, i assumed it might have been even the reason for it. (and aha that's why i couldn't save my edited post, you answered meanwhile, i noticed that you can't edit a post here after somenone replied to a comment. it wasn't very important). A few words to the "pINg" fix. the problem is obviousely the roms length, it's "non standard". jzintv (as i recently assume) and other emulators pretend for a rom below 8k i guess simply 8k byte (i assume the first 8k must be used completely no matter how the size is for real), even 16k is "standard", such files can be converted i.e. with bin2rom without any config file for the memory mapping. Nostalgia is somewhat nitpicking, it doesn't pretends, it has to be proper or it won't work, proper means in the expected length. First i converted "pINg" from .rom to .bin and received from the program the proper mapping. Tried it and it failed. OK, i thought whats left? act vice versa, don't specify the real length specify the expected length of 8k and bingo, it runs. This i did then also to convert it again to a .rom and simply left it up to bin2rom to interprete the length instead to specify the real length and now it works. ("geht nicht gibts nicht" - "doesn't works doesn't exists") This maybe as a hint for the the BASIC programmers here, simply map a rom below 8k to the full 8k, i assume jzintv does that anyway and that's why they run without problems in one or the other way. ---- A real problem with Nostalgia is that it mixes up it's own config file certain times, editing from the program itself is not recommended (name, year, author/publisher, that's ok, but to edit the mapping from within nostalgia is somewhat dangerous). and best is to convert all images to the .rom format (seems like i'm not the only one who recommends this), that solves most of the problems as soon you have the proper mapping to convert them, for certain games it needet a few tries. finall only two are left which you can't convert to the intellicart format, that's "Game Factory" and "World Series Major League Baseball" both depend on the ECS RAM and you can't configure this for a .rom in a emulator. Those two are troublemakers, as soon as you save the config for i.e. "Game Factory" the mapping for the RAM get's lost, it needs to be edited in the games.ndb manually. Further often Nostalgia interpretes a .bin which isn't present in the harcoded config inside Nostalgia wrong and the entry ends to early with a "<>", but nostalgia is also nitpicking with it's own database, a empty or wrong line can hinder a file from be recognized. But as i said, make roms of them and the troubles are past. And as i stated, again i tried this and that, i even tried MESS, but returned to Nostalgia. Formost because i llike to have a specific sized window, else such doesn't works so well, As you can see the clip is "clean" no or less blurring even in the lower resolutions, that's because the clip is captured in the proper size for YT and has a height of 720pixels, i don't have to rescale, YT don't has to rescale and the quality will be preserved best. --- i'm already a bit off topic, like always and will leave further.... Just because i talked about "Game Factory" (or wouldn't it have) wasn't that a nice toy? How is that, Intellivision was even first to create a sort of "games construction kit" very simple but hey already the idea is great. Since i'm a lousy programmer but a somewhat better artist at least i like such toys. Last year i worked out a few games with GACK
-
since i'm a complete nube here i have to introduce mysef a little i guess. Which i already did, http://atariage.com/forums/topic/233709-who-is-potsmoke66-gernot/?do=findComment&comment=3151560 Expect a guy with lot of crazy ideas, one who finds it extremly hard to stay to a specific topic since to me everything is connected in one or the other way. One who can make you laugh but probably will also be offensive and sometimes even insulting. No fear, just "A good is a good and a bad is a bad".
-
(You are allowed to browse through my photobucket, - no, i recommend it) I know it hasn't much use except to by displayed in Nostalgia or in Weeds jzintv launcher. Interested in icons for all intellivision games? I set up a folder "My Intellivision" with icons starting the gams without a launcher and it's much more pleasing to start them from a symbol. I liked and wanted i will upload them. A preview to that: Further i fixed "pINg" though it will run in any emulator, even nostalgia, interested? and sorry i've read "it's known to run less" not true i run every single game in nostalgia. preferred it far to jzintv (sorry joe your games are better, better as most, jzintv might be accurate foremost i feel this for the sound, but it's complicated, a .ini would be a idea?, to define each time the place of exec and grom. further what was the idea of only 320x200, "wrong" 640x480? i can scale the window in nostalgia to any size and i prefere windowed 1152x720 (for most games when i play them windowed) because it fits exactly to make clips for YT). will be back soon... buit now i have dependencies even if that is rare. Ah wait, i have a hacked "World Cup Soccer" in petto, it's shortened to 2x10mins, much better imho to play as the full 2x45mins (even if a inty second is a little shorter as a real one). And yes certainly i had once a Inty, but not much is left of it. https://onedrive.live.com/redir?resid=ECBEF75DD11F515%21390 three to be honest, one i smashed on the wall second broke due to a power failure and third was disassembled of my daddy because he thought it was broken, (controllers was broken, one i fixed myself with a old calculators numeric keypad and the second broke shortly later and the machine was bunkered)
-
not so much simply a wallpaper or something, it's a set of box art and icons to create a custom "intellivision" folder on your desktop.
