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Everything posted by MemberAtarian
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Abyss of Chernobyl (Atari 2600 homebrew)
MemberAtarian replied to MemberAtarian's topic in Homebrew Discussion
-Added indicator to show how many soldiers are left for the current level. -Added death and extra life. -Counter changes under 11 seconds. -Bug to feature: You can get stack, just like in the episode. Abyss0.58NTSC.bas.bin -
Abyss of Chernobyl (Atari 2600 homebrew)
MemberAtarian replied to MemberAtarian's topic in Homebrew Discussion
Fifth minigame is under constuction. You have to clean the roof and throw down the graphite. After 90 seconds, the soldier dies, but you can switch them. You lose if all the soldier dies or you don't have enough of them to clean the roof. -
Abyss of Chernobyl (Atari 2600 homebrew)
MemberAtarian replied to MemberAtarian's topic in Homebrew Discussion
I will do the first for the last. It will about blowing up the reactor. -
Abyss of Chernobyl (Atari 2600 homebrew)
MemberAtarian replied to MemberAtarian's topic in Homebrew Discussion
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Abyss of Chernobyl (Atari 2600 homebrew)
MemberAtarian replied to MemberAtarian's topic in Homebrew Discussion
2020.01.06. New minigame of Chorniy Voron (Black Raven) added. You have to shooting dogs in a scrolling lowres town, while every touch of them or killing them incrases your madness level, draining you health and slowly killing you. As you go deeper, and you suffer, the background changes and the music gets more and more out of tune. To restore it, you have to kill the raven. After that, the game gets more difficult. Abyss0.52NTSC.bas.bin -
Abyss of Chernobyl (Atari 2600 homebrew)
MemberAtarian replied to MemberAtarian's topic in Homebrew Discussion
Added some elements to the Black Raven minigame in Abyss of Chernobyl. You can shoot while ducking, while standing and you can shoot straight up. I added the dogs as well. If they touch you, the madness level raises slowly and if you kill them, it will rise as well, but add some points. As madness rises, colors and music will be dissorted more and more, so if you don't kill the Raven, the main character of the folk song and reset the madness meter, you die. -
Abyss of Chernobyl (Atari 2600 homebrew)
MemberAtarian replied to MemberAtarian's topic in Homebrew Discussion
Added the boy walking and scrolling the screen. -
Abyss of Chernobyl (Atari 2600 homebrew)
MemberAtarian replied to MemberAtarian's topic in Homebrew Discussion
If your favorite hardware can't do scrolling, do it on your own. Complately done in ASM. Unfortunately, I won't be able to use this after I will work with my own engine because it will store the playfield in ROM, instead of RAM, but since this one will be finished in bB, I tried to do something new. But I learnt something important, how to use 2bit variables and have a great idea how I will use nibbles with really a few CPU cycles. -
THE END 2600 * FINISHED COMPLETE GAME *
MemberAtarian replied to RaymanC's topic in Homebrew Discussion
Well done, really brings me back those really simple arcade games. -
EXPERIMENTAL MUSIC AND FX TECHNIQUES IN BASIC
MemberAtarian replied to Mr SQL's topic in batari Basic
There are some questions in my head. First, "Sound_Bit" and "Sound_Effect" are both full bytes? Those should be just one bit. One big lack of bB is that you can't define bits by names. On the other hand, you don't have to use temp4-temp6, you can directly load values into the CPU registers. The only reason you need loading first is if you are measuring if the value is #255, so you reached the end. In my opinion, you should do it so if you load zero for AUDV, you won't need any AUDC and AUDF because it will be silent anyway. Loading_Channel0 temp4=sread(BaseMusicData) if temp4=255 then goto BaseMusic if temp4=0 then AUDV0=0 else AUDV0=temp4: AUDC0=sread(BaseMusicData): AUDF0=sread(BaseMusicData) Load_Duration0 Duration=sread(BaseMusicData) [...] BaseMusicData 0 16 8, 4, 3 4 8, 4, 6 8 255 If you won't change the channel during the music, you can set it on constant. Loading_Channel0 temp4=sread(BaseMusicData) if temp4=255 then goto BaseMusic if temp4=0 then AUDV0=0 else AUDV0=temp4: AUDC0=4: AUDF0=sread(BaseMusicData) Load_Duration0 Duration=sread(BaseMusicData) [...] BaseMusicData 0 16 8, 3 4 8, 6 8 255 And if you know a little about how the AUDV and AUDC registers work, you can set them on the same byte, so add the value of AUDV to the value of AUDC*16. So you you want AUDV as 8 and AUDC as 4, 8+4*16=72. Loading_Channel0 temp4=sread(BaseMusicData) if temp4=255 then goto BaseMusic if temp4=0 then AUDV0=0: goto Load_Duration0 AUDV0=temp4 AUDC0=temp4/16 AUDF0=sread(BaseMusicData) Load_Duration0 Duration=sread(BaseMusicData) [...] BaseMusicData 0 16 72, 3 4 72, 6 8 255 -
They are exe for windows, dunno what you meant by that.
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Abyss of Chernobyl (Atari 2600 homebrew)
MemberAtarian replied to MemberAtarian's topic in Homebrew Discussion
The second game seems to be somewhat completed. Rotating the gears can be done by pressing up. If it is done, the water will go down slowly, thus will make the space you can move in shrink. You have to reach the door and leave to the next room. You can die in two ways: Touching the particle or wait for the counter to go deplete, so the lava will touch the water and explode. Abyss0.44NTSC.bas.bin -
Unfortunately, this won't work in the VCS. The CoCo is frame based and the VCS is scanline based and you really have to read bytes fast if you want to have fluent sound quality. So you would have to make a tracker that sacrifices the end of every scanline for doing the wave playback stuff and you have to 100% precise, thats the main reason you don't see Atari games with digitalized voice too often. Its evern worst than reading the paddles.
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Thats true, I only wanted to have sound after you have choosen your game or perfect for game over. It's frightening to hear a clear voice coming out from your VCS.
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Updated: The EndPoint thing did not work, so I decided to add an algorithm that generates all binaries from 0 to 255, then choose one that is not in the data table and use that byte as an end byte.
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A new tool for playing wave files on the Atari 2600, written in Python. It converts the wave file to 8000Hz 8bit mono, uses Trogdor's Perl script to turn the file into a readable binary (somehow the same method with Python resulted garbage), then gives you the code for the Wave player (made by me) and the Wavetable to play. Unfortunately, you cannot display anything while playing the sound. Original script: https://atariage.com/forums/blogs/entry/5907-wav2ataripl/ Source: https://my.pcloud.com/publink/show?code=XZMvUQkZlj97zcC3yK7529578yphtjh2avzV Executable: https://my.pcloud.com/publink/show?code=XZ1vUQkZk2fd5sN16Um08jwznyHoNYUFj9kX Binary created as example: https://my.pcloud.com/publink/show?code=XZWvUQkZD4WeNbDORk46orqiWp78kSmujcKk (16K ROM)
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MidiTari - Midi to TIA converter tool
MemberAtarian replied to MemberAtarian's topic in Atari 2600 Programming
https://my.pcloud.com/publink/show?code=XZStTQkZxmcEBMmTbNY6FwI5meCWIpegq5uX 0.11: -Removed the bug that left the older code in channel window if the new one had no notes at all. -You can set "automatic update" at merging, so it will change all the avaiable codes, if you want it to do so. -
This is what I call creativity and you need much of it of you want to do a joyful 4k game. I don't know how you came up with the idea and how you stuffed the CPUs decisions into that space, but, damn, impressive.
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MidiTari - Midi to TIA converter tool
MemberAtarian replied to MemberAtarian's topic in Atari 2600 Programming
https://my.pcloud.com/publink/show?code=XZirnQkZJi76DaM9n67x3HaApUu1zjFUMwMk I released 0.10, several bugs got erased. -No fadeout effect for silect parts (dunno how I magaged to leave this in) -At merging, it did not merge channel 4, typo were in code. -At merging, I did corrected method so it won't add silent parts above music. -
MidiTari - Midi to TIA converter tool
MemberAtarian replied to MemberAtarian's topic in Atari 2600 Programming
Dunno why some stupid antivirus protector cries, it is negative and have no harm. -
Abyss of Chernobyl (Atari 2600 homebrew)
MemberAtarian replied to MemberAtarian's topic in Homebrew Discussion
This is the third game of Abyss of Chernobyl. It was quite a hard task, I thought I would give up. The first scene is always about the three plungers. Unfortunately, you can't control them at the same time, they represent the three life you have at the beginning. There is a little pause as the computer generates the next stage. The stage is pitch dark in the beginnin, you have your flashlight to light up parts of the screen. In the water, the whole area will light up as you turn on your flashlight. Your objective is to find the gear and sink the water so as the hot lava comes down the reactor it won't cause an explosion. At the same time, there is a nuclear particle that goes by in the water and even if your light is turned off, the geiger tells you where it is. If it is too close, the screen will flash in RED. TODO: -Using the gear and end the stage with opening the door. You have to reach the end door on the right before the water goes so down you cannot go up there, because in this game, you cannot jump. -As the nuclear particle gets too close, it melts you and you die. -
I proudly present you my new application that allows you to convert midi into asm code that can be used for your Atari 2600 games. To use the application, you have to select 2 channels for the two audio channels of the TIA. These channels can be simple midi channels converted or merged ones from several of the midi file. Basically, the program allows you to convert into mono bAtari Basic audio code which contains volume, channel, frequency and duration, but it is more convinient to convert the channels into a compressed ASM code. Why do I recommend that? In my code, volume and channel are both stored on the same byte and if the volume or channel is a zero, the code only contains a zero and a duration, so it takes less space of your ROM. The application automatically decides which TIA channels contain less off-tones, so i won't sound as bad as you expect, it is an Atari 2600 anyway. You can change two chords up or down by 2 if it sounds better. Merged channels are special. You select several channels up to 4 from your MIDI and the an algorith will merge them. The one in the primary channel is always on the top, the second can be only heard if there is no tone on the first, the third only fills the remaining gaps and the 4th only appears if there is nothing on #1, #2 and #3. You can have a merged channel for both TIA channels. Example: Touhou Project: Bad Apple Download (pcloud) EXE: https://my.pcloud.com/publink/show?code=XZirkQkZUgeQNjJGK8b4NcneR9atPhFlY36V 7ZIP: https://my.pcloud.com/publink/show?code=XZ3rkQkZrQQqrISFPUznWgooTmoey8F2bCtk Added 64bit versions. 2019.11.10.: https://my.pcloud.com/publink/show?code=XZirnQkZJi76DaM9n67x3HaApUu1zjFUMwMk I released 0.10, several bugs got erased. -No fadeout effect for silect parts (dunno how I magaged to leave this in) -At merging, it did not merge channel 4, typo were in code. -At merging, I did corrected method so it won't add silent parts above music. 2019.11.11.: https://my.pcloud.com/publink/show?code=XZStTQkZxmcEBMmTbNY6FwI5meCWIpegq5uX 0.11: -Removed the bug that left the older code in channel window if the new one had no notes at all. -You can set "automatic update" at merging, so it will change all the avaiable codes, if you want it to do so.
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Pursuit of the Pink Panther ROM Released!!
MemberAtarian replied to Dutchman2000's topic in Prototypes
Developer mode is for testing all the hardware issues that could happen with a fresh started VCS, while the Player mode sets every register and memory address to zero if I'm correct. I will be at home in hours and I'm gonna both test this with Harmony and UNO cart. (my Harmony is alive again after 1,5 years). -
I think you should add jumping and more moves that alter which direction you press along the fire button.
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I discussed about this in my country, it got a mixed acception. Many said that the Atari is not suitable for even a MK demake, others said, why not? The only think that was really a topic of sceptism was the one button control (like on Amiga?) In my opinion, it has a lot of potential, I was never a MK fan, but, I really love the way you make animations for example, really detailed and fluent. The flickering selection screen was a really neat idea. Keep up with your work!
