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splendidnut

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  1. I would suggest using a Photoshop-esque program (Photoshop, GIMP, Paint.NET) to break the image into layers (3 would probably be enough): background, birds, table/foreground. Then each layer could utilize it's own 4-color palette. The greatest strength of the 7800 is the ability to overlay a bunch of objects and it would be nice to see that used here.
  2. It would help if you posted a screenshot of the error.
  3. My personal opinion: I'm not a fan of the original game, but I like the the graphics updates you've made. I'd rather see those characters put to better use in a more enjoyable (potentially original) game.
  4. Wow! You've gotten quite a lot done and it hasn't even been a month yet.
  5. Is there anyone interested in improving the flicker management in Chaotic Grill? It will probably involve a massive rewrite of the display kernel and I just don't have the energy or motivation to take that on at this point.
  6. My only other suggestion is to try compiling without bblint.
  7. You could always try removing that macro: ;--- remove the macro for setSpriteGraphics Start player0x = 76 player0y = 25 ;-- add/uncomment these lines: player0pointerlo = _Player0_Plane_up_low player0pointerhi = _Player0_Plane_up_high ;-- remove the following: asm setSpriteGraphics 0, _Player0_Plane_up end It was an experiment to try and make it easier to set the player graphics pointers.
  8. While I'm not familiar with bblint, I think that's a false positive. It's complaining about a missing 'end' statement that's not missing at all. The 'asm' is on line 98... and the 'end' statement for it is on line 108. It should compile using bBasic v1.7. That's the version Atari Dev Studio is using on my system.
  9. Minor update: - Fixed player kick action. Now, if the player is running, the attack (fire) button will initiate the kick action properly. - Added check to see if player collected all lanterns on a screen when moving onto the next. This is a first step towards handling overall game progression. Sadly, I wasn't able to get the player-controlled Yamo code implemented yet. I started to, BUT found that I need to rework the player/enemy logic first to help avoid duplicating a bunch of code. Also, this might be the last update using an 8k ROM... looks like it might be time to bump this up to 16k. Anyways, enjoy! BruceLee_bB_20240312-NTSC.bin
  10. More serious answer: Using CPUWIZ's suggested search 'Coax to HDMI converter' seems to provide options that are right up your alley. Those appear to fit the bill of 'streamlined'.
  11. Google search: site:atariage.com hooking up atari 2600 to modern tv https://www.google.com/search?q=site%3Aatariage.com+hooking+up+atari+2600+to+modern+tv
  12. I just did some limited testing (with my kernel, if that makes a difference) with the virtual sprites. There is currently no 'clipping' done with virtual sprites; once a virtual sprite starts to cross the screen edge, it disappears completely. There also seems to be an issue with the player1 virtual sprite that will cause a nearby sprite to disappear completely when player1 starts to move off screen. Those both seem like bugs to me... that could potentially be fixed. Also, I did get this kernel working with 1942 to a certain degree. The code I added to support scrolling the playfield using playfieldpos interferes with 1942, because 1942 sets the playfield pointers manually. This experiment also revealed that there are still a few bugs lurking.
  13. I just did a quick test. 1942 currently does not run with the new kernel. I'll have to take a closer look at things.
  14. Potentially. There might need to be some tweaking done as I did jostle around some things and do a bit of remapping of the bB variables (defined in multisprite.h).
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