-
Posts
1,336 -
Joined
-
Last visited
-
Days Won
1
Content Type
Profiles
Forums
Blogs
Gallery
Events
Store
Posts posted by kenfused
-
-
My old editor KEdit does 40 or 80 columns. Available here: http://kensclassics.org/ It attempts to work with any E: device but have no idea if it works with anything beyond the provided handlers and the OS handler.
--Ken
-
I had a suggestion for pac-man arcade, an idea i was thinking would be a simple hack: change the pupils of the ghosts eyes from being the color of the ghost to just being see through. in other words, instead of filling in their pupils with color, just make them holes. then, the background (which is mostly black) will shine through...
I may be wrong but I believe the white part of the eyes is a wide missile behind the eye area of the ghost, so you can't just poke a pixel sized hole through it.
-
-
So this turns the snake into a lovestruck female counterpart of the main character. It can still kill you though?
in b*nQ, Al*Bertha has the exact same effects as Coily. IIRC, in FHMC Q*bert, Q*Bertha can flip cube colors back and fix cubes that have been turned into rainbow cubes, but she is still fatal to touch as is Coily.
--Ken
- 1
-
The second "Pause" related Easter Egg...
Thanks Ken for a fantastic port...and including Easter Eggs!
I think I may have added saving the state of the logo to the savekey/atarivox but not 100% sure if I completed it.
-
In b*nQ it doesn't really change the difficulty or gameplay though. I did consider adding fhmc mode but it would have delayed the game a bunch. And I didn't want to waste the graphic
-
Pronounced as Bonk (at least that is how I do) (the * and big Q pay homage to Q*bert)
Al*bertha is homage to Q*bertha from FHMC Q*bert.
There should be another egg that changes the Title logo/name
--Ken
-
After clearing the 6 screens, you didn't get more screens in more mode?
It is possible to combine modes: ie: mirror+more.
I was thinking for god mode, you might have to activate another code before it to enable cheat mode. I'll have to look.
-
Mirror mode should have all screens flipped. More mode adds more screens but you have to clear all the original screens to get to them.
-
Iirc the codes are on one of the high score tables. I forget for which level. The letters corresponded to numbers on a telephone keypad. This may not be true for the demo version.
-
-
Ah found it, here was the post with a link to the experimental 2011 release.
-
Note also somewhere here on the forums there is a newer test version that has dropped bad guys spawn from where they are dropped to like the arcade and 7800 version. It has some audio bugs I never fixed though. I also did done changes to the sprite multiplexer but wasn't really happy with the changes. Don't think I ever got any feedback on the release
- 2
-
You should be dividing by 256 and not 255 to get the high byte.
--Ken
- 1
-
Action does not pass parameters on the stack like basic or return values the same way. Iirc it uses a and x and some zero page locations
-
-
Slinky
-
Does the cmd line on the sio port normally come from the pia?
-
To test current usually you have to have the meter inline in series with one of the power conductors and not across the two conductors
- 1
-
For a quick port from the 5200, you can just copy memory from the extended ROM banks to RAM at $4000-$7FFF at startup and not have to deal with bank switching while the program is running. I do this with Beef Drop. Only negative is it wont run on a 16K RAM system.
-
I have a question for the dis6502 experts here. If I have a table of code vectors in LSB,MSB order, I can change the type to label and it will reformat the table to something like this, creating labels at the appropriate position in the code.
L0EEF: .WORD L0E66,L0E71,L0E70,L0E73,L0EA9,L0E7D,L0E85,L0E97
Now if I have two tables, one with the LSB's and one with the MSB's, I want to generate the labels and format the tables like this. Problem is, I can't figure out how. Is there a way for dis6502 to do this? Doing it manually can be very time consuming and is prone to error.
L0EEF: .BYTE L(l0E66),L(L0E71),L(L0E70),L(L0E73),L(L0EA9),L(L0E7D),L(L0E85),L(L0E97)
.BYTE L(L0EBC),L(L0EC4),L(L0ED1),L(L0EDE),L(L0EE4)
L0EFC: .BYTE H(l0E66),H(L0E71),H(L0E70),H(L0E73),H(L0EA9),H(L0E7D),H(L0E85),H(L0E97)
.BYTE H(L0EBC),H(L0EC4),H(L0ED1),H(L0EDE),H(L0EE4)
This was always a problem I had with Dis6502. I don't think I ever found a way to do that.
--Ken
-
Bitmap mode would use less maria time than character mode since maria is only fetching the graphics and not the character codes and their graphics. Now it might take more rom/ram space or cpu time to make them depending on how it is done.
- 2
-
wip
in Atari 7800
Hey you said that already
- 1
-
b*nQ kind of uses the right difficulty switch (not really something for the guide though probably)
Hold pause when powering on and let go when the AtariAge logo appears.
Start a game.
When it comes time to move, flip the right difficulty switch. The game will reset and something will change.
Programmer editors for 80 columns?
in Atari 5200 / 8-bit Programming
Posted
If you don't need the cross-reference stuff, you could try kasm. It should be mostly AMAC compatible and supports command line args on some DOS's