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MemberAtarian

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Posts posted by MemberAtarian


  1. Hi guys,

     

    This is the state I'm right now. Unfortunately I had to remove a lot of ideas (mostly collectible items) because I just had ran out of variables. Of course there are var0-var8 besides a-z, but they are part of the playfield, so after I redraw the playfield, they are set as the playfield is set at that. This would make these variables only usable inside of the room, but I mostly need counters and these varx-es can only have 0 or 1 as a value.

     

    The other thing I don't know how to solve right now is making you jump across the pf above if there is only one block in your way, so two or more blocks should punch you back. The problem with this is that you cannot place two pfread commands in one f statement, even if you create two values for the pfreads and compare only the values.

     

    The third thing is I used the p1 for the doctor because the kernel settings I done removes the missile0 (I will have to use it in the last battle) and the multispite kernel only works for p1 sprites, so the stages look a bit hollow, I know.

    PlagueTest2.bin


  2. 2018.02.09. - Update

     

    I think these may be the final versions.

     

    PAL:

     

    PAL60:

    (flicker and interference is because my recorder can really not handle 60Hz)

     

    I did not record the NTSC because I don't have an NTSC console, Z26 emulator does not emulate the timing errors and somehow even the older and the current Stella both does not want to let Fraps record my gameplay, only the sound.

     

    There were things those I could work and and some that I couldn't. Mostly because of the 262 cycles.

    .Now, as asked, the fire button makes you jump, so on the last part as you are shooting sick people you have to use UP for shooting. It's a really easy part, so it won't disturb you hopely.

    -I tried to go under 262 cycles as possible, that was the most disturbing thing, creating a lot of jumps if something is not needed. You can see that there are some levels where you can jump on platforms under them, it's because I had to turn off pfreads for those parts, that is the command that eats most of the cycles. Sometimes it will happen in the NTSC and PAL60 versions, with PAL you have more cycles, so it works perfectly, but it's slower because of the 50Hz.

    -There will be some glitches, it's because I would need TWICE of the pfreads to make sure if there is an object in front of you, over you or under you. The hardest part was jumping, so I had to make strange decisions in coding that I am not proud of.

    -Unfortunately, I had to cut the last boss because of the strange sprite placement of BB, it puts them into the last bank no matter what and of I don't want to put them all there, creating a long cycle that causes overload again and sometimes, I could cry instead of shouting and hitting the desk or the keyboard. :D

    -I tried another way to make the score background black, but make the last row of background gray, so you could recognize holes easier, I could insert this little code

     

    asm
    minikernel
    sta WSYNC
    lda $00
    sta COLUBK
    rts
    end

     

    into vblank, but it left out a lof and there was a lot if gray under the last row of blocks (BB leaves the 12th row empty for vertical scrolling), and to be honest, it looked uggly.

     

    -You can press Select, it does the same thing on the titlescreen as reset, I used it for testing and jumping to the desired room, now it goes to room0. I wanted to remove it, but if I do it, the game won't load the main cycle with the gameplay. Why won't it? Don't know, BB has some really strange and unfair things, sometimes it "creates errors" while compiling that makes no sense.

     

    I think other errors were corrected that I found while testing, if you find more, please, tell me!

    I attached the code of someone is curious about it.

     

    https://www.4shared.com/archive/q19JSx1jca/titlescreen.html<< The title screen for assembling.

     

     

    2018.01.25. - Update:

     



    The two main music got an update, and I show you one of the two bosses. :) It's a reference to something. :)

     

    2018.01.15. Update:

    New rooms, objects and the cave. :)

     

    2018.04.01. Update:

    Some little changes were made based on requests.

     

     

    2018.01.14. Update:

     

    This is the state I'm right now. Unfortunately I had to remove a lot of ideas (mostly collectible items) because I just had ran out of variables. Of course there are var0-var8 besides a-z, but they are part of the playfield, so after I redraw the playfield, they are set as the playfield is set at that. This would make these variables only usable inside of the room, but I mostly need counters and these varx-es can only have 0 or 1 as a value.

     

    The other thing I don't know how to solve right now is making you jump across the pf above if there is only one block in your way, so two or more blocks should punch you back. The problem with this is that you cannot place two pfread commands in one f statement, even if you create two values for the pfreads and compare only the values.

     

    The third thing is I used the p1 for the doctor because the kernel settings I done removes the missile0 (I will have to use it in the last battle) and the multispite kernel only works for p1 sprites, so the stages look a bit hollow, I know.

     

     

    You are the famous and misanderstood plague doctor of the middle ages, collecting herbs and at the end, duel a battle with Death itself. (That will be the only part of the game where you can use the projectile). A still have to manage scrolling the screen and putting there the other objects. :)

     

    Gameplay:

     

    post-43241-0-45526700-1515742710.png

    post-43241-0-99866500-1515742715.png

    Plague-Test.bin

    PlagueTest2.bin

    PlagueFinalNTSC 1.01.bas.bin

    PlagueFinalPAL50 1.01.bas.bin

    PlagueFinalPAL60 1.01.bas.bin

    PlagueFinalNTSC 1.01.bas

    PlagueFinalNTSC 1.02.bas.bin

    PlagueFinalPAL50 1.02.bas.bin

    PlagueFinalPAL60 1.02.bas.bin

    PlagueFinalNTSC 1.09.bas.bin

    PlagueFinalPAL60 1.09.bas.bin

    • Like 14

  3. Hi,

     

    I have created my first test code (with a cat in front of a giant cheese, you can move the cat, I would add mice later), but as I try to compile (no error messages), it creates a .bin that will load in the emulator like a supercharger game (closing bar doors) but at the end, it does nothing but clicking noise. I checked the code if there is some problems, compared it to the example files, but no problem,

     

    After that, I compiled the example files (like 6_AnimateAplayfield, 12_SimpleTitlescreenDemo, etc.), but they also creates that stupid barn door and that's all. I installed the latest Batari Basic and Virtual Batari Basic as well.

     

    This is the code btw.:

     

    rem batari Basic Program
    rem created 2018.01.09. 20:42:55 by Visual bB Version 1.0.0.554
    x=91
    y=80
    f=10
    COLUBK=$FE
    main
    player0x=x
    player0y=y
    playfield:
    ...........XXXXXXXXXXXXXXXXXXXX.
    ..........XXX.XXXXX.X.X.X.X.XXX.
    ........XXX.XXX.XXXXXX.X.XXXX.X.
    ......XXXXXXXXXXXXXX.XX.XX.X.XX.
    .....XXXXX.XXX..XX..X.XX.XX.X.X.
    ....XXX.XXXXXXXXXXXX.X.XX.XX.XX.
    ...XXXXXXXXXXX..XXXXXXX.X.XXXXX.
    .XXXX.XX..XXXXXXXXXX..XXXX...XX.
    XXXXXXX.XXXX.XXX.XXXXXX.XXXXXXX.
    XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX.
    ................................
    end
    player0color:
    $FC
    $00
    $00
    $00
    $00
    $00
    $FC
    $FC
    end
    if f=0 then player0:
    %00100100
    %10111101
    %01111110
    %01111110
    %11100111
    %01011010
    %00111100
    %00100100
    end
    player0color:
    $FC
    $00
    $00
    $00
    $00
    $00
    $FC
    $FC
    end
    if f=5 then player0:
    %01000010
    %00111100
    %11111111
    %01111110
    %11100111
    %01011010
    %00111100
    %00100100
    end
    if f>10 then f=0
    drawscreen
    if joy0up then y=y-1
    if joy0down then y=y+1
    if joy0left then x=x-1
    if joy0right then x=x+1
    if joy0up then f=f+1
    if joy0down then f=f+1
    if joy0left then f=f+1
    if joy0right then f=f+1
    goto main

  4. I'm searching for a boxed Krull with manual, NIB is unneccesarry, because I'm gonna open it anyway. ;)
    I live in Europe and ask for tracked shipment, I like to know where the parcell is at the moment.

     

    Please don't link ebay, I check it every hour. :)

    post-43241-0-56165100-1515272324_thumb.jpg


  5. I'm searching desperate for a working Kid Vid device, I mostly not for the box, manual, warranty letter, etc., but for the casette recorder, the cable and the "The Smurfs Save The Day" game and cassettes. If you have one for sale, please, let me know. :)

     

    I'm from Europe.

     

    post-43241-0-60823900-1508069468.jpg


  6. I'm searching for the Gameworld version of this game (sometimes called "Rock 'n' Roll escape), the only difference is the DataAge logo on the cartridge, on the PAL, it says Gameworld. On the box (if you have it) there is an "International edition" text and there are multiple languages on the back. If you have one to sell, I'm here for it. :)

    post-43241-0-18903500-1506535029.jpg

    post-43241-0-52500600-1506535034.jpg


  7. As my life goes, I had more problems than I should (the SD cards slips out the slot, so I had to use tape on it) and I had to change the BIOS, my computer did not recognize the Harmony cart, my girlfriends computer doesn't have an SD card reader, but I solved the problem, so I have a fully working PAL50 cart. :)


  8. This is the first first Atari 2600 based modern console that looks worth to buy. Hope it won't be only NTSC. The only other thing that would be nice is a "built-in Harmony", so you would only place your SD card in with the .bin and play the games with the extra functions.

    And the best would be these things added with a built in low PC with DOS and Batari Basic. :D


  9. Hi, I'm searching for a repro of one of the Holy Grails of Atari gaming for a reasonable price. :) I would prefer one that copies the original label. I would need it for a big review. :)

    post-43241-0-99150200-1496643574.jpg


  10.  

     

    Tell me more, I have a sealed big box Supercharger, which I assume is PAL.

     

    Flashback: http://atariage.com/forums/topic/155981-starpath-supercharger-large-box-variation/

    The one on the flashback link is the NTSC version. ;) The PAL has a little text saying "PAL version".

     

     

    You're in luck. I'm just about to sell my boxed PAL Supercharger and 3 PAL Supercharger games. Needless to say though it isn't going to be that cheap considering a PAL Supercharger is bloody rare... before you ask, I haven't fully decided on an asking price yet.

    Yeah, there is two ones with box on ebay as well. :) I tried to get a boxless one the day before yesterday, but ebay did not count my last bid, so I lost it. But of course I will be interested in your offer as well. :) Which games do you have? :)

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