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Everything posted by MemberAtarian
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Looks like really cool. If you would add a zoomed mode as the ball hits the pins, that would be really awesome.
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It would require a lot of tricks with the pf, the only thing that came in my mind is making the pfheight 4 (since pf is made of lines of the width of 4 pixels) and using them as lines.
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Abyss of Chernobyl (Atari 2600 homebrew)
MemberAtarian replied to MemberAtarian's topic in Homebrew Discussion
I wrote a new minikernel that will be used in Chernobyl's "Suicide Mission" game, also in my PyTari compiler. You can create a 16x8 pixels icon that can be changed on fly and have a 31 pixels long indicator bar. I made this a flashlight bar, it depletes battery, but restores itself if not used. -
Abyss of Chernobyl (Atari 2600 homebrew)
MemberAtarian replied to MemberAtarian's topic in Homebrew Discussion
Yeah. I done stage game 2 before game 1! You have to decrase the nuclear fire by releasing graphite on it! If you fly to close or touch the ground, you die! After 500 points, you get an extra life. Abyss0.19NTSC.bas.bin -
This is one of the best concepts I have seen in ages! Gonna try it at home.
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I'm not a pro (that would be great), I'm still using the main kernel of bB, but write most of my code in ASM. After I finished Dizzy as well, I will sit on my butt and figure out the basic all-purpose kernel I need. To be honest, I just started programming last year in February. I made once a strategy game called Dystopia, but my main goal is a monocrome (ZX Spectrum-like) 12 interlaced sprites kind of kernel with only extra RAM for addition (that really is needed for TBS, I don't think the VCS would handle an RTS at normal speed).
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I always thank after a really useful idea (like Karl G telling me how VDELP0 and VDELP1 works (I read a lot steven Hugg's book but these things did not catch my attention enough, I thought it's only for delay for a standart kernel with moving objects) or Lilla's kernel seems really useful, I couldn't fit Y decrease and color change at the same scanline. But just telling me about out of the blue like about the VDELP registers is nearly like "ask the pros doing it" (that's the typical answer in my country ), I'm not a programmer in my daily life, so it's harder for me to imagine things with a system like this that gives all the hard work for the programmer.
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I will look at it in the night. My clients will be sleeping after 11 pm. Checked this. it could be perfect, but it loads logo2 too early. I even did change it to load it as late as possible, but it can't be helped, it writes logo2 instead of logo0. Logoloop Sta WSYNC Sty temp1 Lda Skull_00,y Sta GRP0 Lda Skull_01,y Sta GRP1 Lda Skull_05,y Sta temp2 Lda Skull_02,y Sta GRP0 Lda Skull_03,y Ldx Skull_04,y Ldy temp2 Sta GRP1 Stx GRP0 Sty GRP1 Ldy temp1 Lda SkullColors,y Sta COLUP0 Sta COLUP1 Dey Bpl Logoloop lda #0 sta GRP0 sta GRP1
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VDELP only helps if you are using sprites, ball and missiles around without a fixed position, so you can set thing in one line and set others is the next one. lda #0 sta WSYNC sta VBLANK sta ENAM0 sta ENAM1 sta ENABL sta COLUBK sta COLUPF sta COLUP0 STA COLUP1 lda #230 sta TIM64T ldy #41 WaitABit sta WSYNC dey bpl WaitABit sleep 31 sta RESP0 sta RESP1 lda #$d0 sta HMP0 lda #$e0 sta HMP1 LDA #$03 STA NUSIZ0 STA NUSIZ1 ldy #43 sty temp7 lda #$1e sta COLUP0 sta COLUP1 sta HMOVE sta WSYNC
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I want to do a 48 pixels wide pic for a game over screen in ASM, I have rewrote the code 4 times, but never was able to make it work. It will be a "two liner", the even lines add color while the odd lines decrase the Y as it is the counter. You can see down there the plan, but I'm now inserting only the odd line. So i made NUSIZ0 and NUSIZ1 #$03, added some horizontal fine positioning and I spent hours with changing RESP0, RESP1, HMP0, HMP1, but it had really no effect on the result, there were three kind of useless results, one with no fine positioning, so there were two black lines between the pairs, one with the first GRP1 too early, and the one you can see at the bottom, with the last GRP1 too late beacuse I had to move S to X and that takes 2 cycles. Making a 40 pixels wide picture is like a piece of cake, but why should I be satisfied with only 40 pixels? As you can see, I use all the registers for saving the values (there is not really other way since TIA goes three times faster then the CPU, so while the CPU does STA it drawns one 8 pixel wide sprite), after I saved the two very first value, I have A, X, Y for saving and S for storing. My question is, how can I rearrenge this to move S to X (since there is no way to save S directly), so I can save the last values of the picture in time? line_0 LDA Skull_00,y STA GRP0 LDA Skull_01,y STA GRP1 sleep 5 LDA Skull_02,y sta temp4 ldx Skull_03,y lda Skull_04,y ldy temp4 sty GRP0 stx GRP1 sta GRP0 tsx stx GRP1 dec temp7 ldy temp7 ldx Skull_05,y txs ldy temp7 sta WSYNC bpl line_0 lda #0 sta GRP0 sta GRP1
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This the game I'm mostly waiting for a physical release. Just super cool for real.
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Abyss of Chernobyl (Atari 2600 homebrew)
MemberAtarian replied to MemberAtarian's topic in Homebrew Discussion
Another little improvement. I added the rope and the cargo, it's movement depends on how you drive, and sometimes a little drop of boron falls. In the game, one some levels (Hellsgate, Suicide Squad, 90 Seconds) you will listen to drone permanently to give a disturbing atmosphere, of course you will be able to turn it off with the left difficulty switch. There will be a sound effect telling you how close you high the radiation level is, I will add it later. -
Abyss of Chernobyl (Atari 2600 homebrew)
MemberAtarian replied to MemberAtarian's topic in Homebrew Discussion
I have worked nearly two days creating that damn scoretable on the bottom, its horrible to do the timing on the VCS. Anyway, as you can see, the chopter is a flickered P0, I tried to make the movement physics as realistic as it could be. You will swing a rope with a create of boron, so you can drop it on the burning reactor. -
It's a bit like the bitmap mode of the TVC computer in Hungary. Really awesome job!
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Cannonhead Clash (previously Bomb Game) (Atari 2600)
MemberAtarian replied to bluswimmer's topic in Homebrew Discussion
Simple, but really cute! I like the they do as they are charging. -
Abyss of Chernobyl (Atari 2600 homebrew)
MemberAtarian replied to MemberAtarian's topic in Homebrew Discussion
This one is definately in the early stage. Unfortunately, there is no physical release yet, only ROMS. They can be found in their own topics in the homebrew discussion. Releases for AtariAge: Plague Releases for Retronics: Apollyon, BeeWare, Fear of the Dark, Choplifter!, Dystopia, Death Match, Silver Bride (music cartridge) -
Abyss of Chernobyl (Atari 2600 homebrew)
MemberAtarian replied to MemberAtarian's topic in Homebrew Discussion
I made another song for title, please vote about which one should I use! https://www.facebook.com/groups/Atari2600homebrew/permalink/698322200588949/ -
My new game is under development. This took 3 days and a lot of stroke to create. The game will contain 4 mini-games with one specific scene of to series. As you can see, it has the song Sound of Silence and a wave sample of comrade Dyatlov. 2019.08.31. Added first game and you can try it! You have to decrase the nuclear fire by releasing graphite on it! If you fly to close or touch the ground, you die! After 500 points, you get an extra life. Abyss0.19NTSC.bas.bin 2019.11.04. The third game called "Suicide Squad" is near to be completed. 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. 2019.11.20.: 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 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 2020.01.12.: Added the game 90 seconds. You have to throw the graphite down from the floor. You can only use every soldier once in every stage. After 1000 points, you get an extra life. But beware, you can get stack and then, you will have to wait for inevitable death. Abyss0.58NTSC.bas.bin 2020.02.20.: 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. Abyss0.79NTSC.bas.bin 2020.03.31.: Final ROM (hope so!) and real hw recording: Abyss0.81PAL.bas.bin Abyss0.81NTSC.bas.bin
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Silver Bride (music cart for Atari 2600)
MemberAtarian replied to MemberAtarian's topic in Homebrew Discussion
Added ROMs and the vocal file. Also manual is ready to go. Silver_Bride_0.15NTSC.bas.bin Silver_Bride_0.15PAL60.bas.bin vocals2.wav
