Jump to content

MemberAtarian

Members
  • Content Count

    388
  • Joined

  • Last visited

Everything posted by MemberAtarian

  1. Greate improvement compared to the Doremi version. I really love the jump sound effect.
  2. I tried your game and the idea is really cool, but needs some debuging. I tried clone and I was pretty sure what will be the problems. Only the leftmost missile does damage and the clones are going out through the wall. I think this is a disadvantege, because I get damage for sure, even if it's smaller than normal because one of the clones will be shot for sure.
  3. Mostly I use up 32K of ROM because the music I do takes a lot of space. But my Fortari2600 plans will support only 4-32K carts (with the option of SARA), 64K is really a bit overdoing it. The biggest advantage of 4K games is you can't create buggy jumps while bankswitching.
  4. Sorry, I wrote it wrong, it's called EF bankswitching. And with the superchip RAM added, it should be called EFSC. The other, F4, is the common 32K Atari bankswitching method by Atari Inc., with no SARA added.
  5. I used two of them, the F4 (32K Atari bankswitching) and the FE (64K) with SARA support. I tried to narrow things so Sebastian does not need to create too many type of boards.
  6. I have Sebastian Kotek for designing the boards (he's mostly familiar with the 5200 and 7800) and Jerzy (Retronics, mostly Atari 8bit computer and PC line) for publishing the games. they are both from Poland. The real problem is that Jerzy does not want to use used plastic shells for games, the others are mostly easy to be produced. My last information is that he ordered the mold from China, but the production was held because of the COVID-19 story.
  7. Added manual and latest bins. Abyss0.81PAL.bas.bin Abyss0.81NTSC.bas.bin
  8. Box art is ready, manual and overlay is yet to be done.
  9. Nope. He thinks that it's not perfect for mass production (I found someone with 200 pieces of Combat in Germany, he could help, the earliest cartridges were the best in quality). So he went to chinese possiblities, from US, it would be too expensive.
  10. You can handle and blow up the reactor, use boron to kill fire, go underwater and turn the gears, kill the animals in the surroundings and get rid of the graphite on the roof, all in one game. Gonna do the manual soon. If you can help with debugging, I will be very thankful. Abyss0.79NTSC.bas.bin
  11. I have Jerzy (Retronics) from Poland to help, but everything happens so slow, just because, you can't get new shells for the cartridges here easily and he don't want to use used ones.
  12. Now the speed of water turbines and the performance of the reactor changes the temperature, which causes the water to boil, and that will fasten the incrasing performance, which, at 30 000, detonates the reactor. Over 6 000, you can't shut down the reactor and the reactor with the usual way. TODO: AZ-5N
  13. I have 8 games already waiting physicial release, unfortunately, I don't have the money to do it myself.
  14. What you can do right now: -Turn the reactor of and reach the bottom of performance (30 MW) or make it reach the top of performance, depending on the number of rods -Turn on stabilizer of water flow speed or let it reach top speed. -Make rods go up or down. TODO: Add temperature change and add bubbles to hot water.
  15. Okay, but this is way too space wasting and fixes the height to 8. t
  16. There are not enough cycles to load sprite variable, store in temp array and then save it one point.
  17. If I rewrite it to reuse the Y, I have to drop the cycle loading the ColorPointer (which loads the shading) and adding the base color to it. And that's something I don't want to do. The problem is, that I don't have much cycles to change, there was only 2 for placing with nop or +256 (.w) so I don't have much if I want to keep it universal, so you can load everything into pointers and enter this loop, so this can became a score, indicator, healthbar, inventory, single picture, etc. I also tried to change the position of HMOVE, HMP0 and HMP1, also tried with VDELs (0,0), (0,1), (1,0), (1,1), if I can do something, but it was always really off. The only solution I found was using some "magic tricks" (fixing the lost bit with ball and m0, then overlap 2 missiles with the pf) I read about in bB's title kernel and using them with a 2line kernel.
  18. First look at the reactior level. And no, you won't have to use any controllers, just the switches on the console.
  19. Okay, it seems like the only way to proper do this is like in the 48p kernel in title screen kernel, you will lose the 0 bit in every case in the first sprite because you have to erase that bit first with the ball.
  20. It seems like it just makes it corrupted at other places. Sometimes I feel like TIA only handles cycles at his own will, and saving to a variable costs more, while loading costs nothing.
  21. Seems like useful. Hope I can get it somehow work, I tried many variations this morning, but eeeeeeeeh.
  22. Hi guys, I made a six-sprite kernel with 6 pointers and added a pointer for changing the luma of the color. dim Score1IconPointer = c dim Score2IconPointer = e dim Score3IconPointer = g dim Score4IconPointer = i dim Score5IconPointer = k dim Score6IconPointer = m dim ColorPointer = o dim ScoreColor= q ScoreColor= $14 asm title_eat_overscan2 clc lda INTIM bmi title_eat_overscan2 title_do_vertical_sync2 lda #2 sta WSYNC ;one line with VSYNC sta VSYNC ;enable VSYNC sta WSYNC ;one line with VSYNC sta WSYNC ;one line with VSYNC lda #0 sta WSYNC ;one line with VSYNC sta VSYNC ;turn off VSYNC ;lda #42+128 ifnconst vblank_time lda #42+128 else lda #vblank_time+128 endif sta TIM64T title_vblank_loop2 lda INTIM bmi title_vblank_loop2 lda #0 sta WSYNC sta VBLANK sta ENAM0 sta ENAM1 sta ENABL lda #230 sta TIM64T SelectDone LDA #<Lock STA Score1IconPointer LDA #>Lock STA Score1IconPointer+1 LDA #<Term STA Score2IconPointer LDA #>Term STA Score2IconPointer+1 LDA #<Vent STA Score3IconPointer LDA #>Vent STA Score3IconPointer+1 LDA #<UP STA Score4IconPointer LDA #>UP STA Score4IconPointer+1 LDA #<DOWN STA Score5IconPointer LDA #>DOWN STA Score5IconPointer+1 LDA #<AZ5 STA Score6IconPointer LDA #>AZ5 STA Score6IconPointer+1 LDA #<Colors STA ColorPointer LDA #>Colors STA ColorPointer+1 LDA #$03 ; 2 STA NUSIZ0 ; 3 STA NUSIZ1 ; 3 STA HMCLR sta WSYNC ; 3 tsx ; 2 stx temp3 ; 3 sleep 25 LDY #7 ; 2 STY VDELP0 ; 3 STY VDELP1 ; 3 STA RESP0 ; 3 STA RESP1 ; 3 lda #$60 ; 2 sta HMP0 ; 3 lda #$70 ; 2 sta HMP1 ; 3 sleep 4 STA HMOVE ; 3 DisplayLoop lda (ColorPointer),y ; 5 adc ScoreColor ; 3 sta COLUP0 ; 3 sta COLUP1 ; 3 lax (Score1IconPointer),y ; 5 lda (Score2IconPointer),y ; 5 stx GRP0 ; 3 sta GRP1 ; 3 lda (Score3IconPointer),y ; 5 sta GRP0 ; 3 lax (Score5IconPointer),y ; 5 txs ; 2 lax (Score4IconPointer),y ; 5 lda (Score6IconPointer),y ; 5 stx GRP1 ; 3 tsx ; 2 stx GRP0 sta GRP1 ; 3 stx GRP0 dey ; 3 nop bpl DisplayLoop ; 2 iny sty GRP0 sty GRP1 sty NUSIZ0 sty NUSIZ1 sty COLUP0 sty COLUP1 ldx temp3 txs sta WSYNC PFWAIT2 lda INTIM bne PFWAIT2 end goto OVERSCAN2 asm Lock .byte #%00111100 .byte #%01011010 .byte #%01011010 .byte #%01000010 .byte #%01111110 .byte #%00100100 .byte #%00100100 .byte #%00011000 Term .byte #%01000000 .byte #%10100011 .byte #%01000100 .byte #%11100100 .byte #%11100100 .byte #%10101011 .byte #%10100000 .byte #%01000000 Vent .byte #%00000100 .byte #%00001100 .byte #%11111100 .byte #%01100100 .byte #%00100110 .byte #%00111111 .byte #%00110000 .byte #%00100000 DOWN .byte #%00111100 .byte #%01000010 .byte #%10011001 .byte #%00111100 .byte #%01111110 .byte #%00011000 .byte #%00011000 .byte #%00011000 UP .byte #%00111100 .byte #%01000010 .byte #%10011001 .byte #%00011000 .byte #%00011000 .byte #%01111110 .byte #%00111100 .byte #%00011000 AZ5 .byte #%00000110 .byte #%00000001 .byte #%01110111 .byte #%00000100 .byte #%10111111 .byte #%11101000 .byte #%10100100 .byte #%01011100 Nothing .byte #%00000000 .byte #%00000000 .byte #%00000000 .byte #%00000000 .byte #%00000000 .byte #%00000000 .byte #%00000000 .byte #%00000000 Colors .byte #$02 .byte #$04 .byte #$06 .byte #$08 .byte #$08 .byte #$06 .byte #$04 .byte #$02 ScoreColors .byte #$02 .byte #$04 .byte #$06 .byte #$08 .byte #$08 .byte #$06 .byte #$04 .byte #$02 .OVERSCAN2 ;lda #35+128 ifnconst overscan_time lda #35+128 else lda #overscan_time+128-3-1 endif sta TIM64T lda #%11000010 sta WSYNC sta VBLANK jmp title_eat_overscan2 end I don't want to remove the pointers because I want to use it for universal puproses (six digit score, picture, inventory, status screen, etc.) and make it a little colored. I even tried it without the colors, where I can fine tune with "nop"-s, but I couldn't get any better results. Typically, these are the two best version I can get by changing the sleep macros and the position of the single "nop" in the loop. One version is where the last bit of sprite one becomes the third sprite's last bit (it is saved too soon) or the first bit of sprite 6 becomes the first bit of sprite 4 (sta happens too late). Can you help me a little? It's based on the method how bB kernel creates the score. testshit.bas.bin
×
×
  • Create New...