Jump to content

MemberAtarian

Members
  • Content Count

    388
  • Joined

  • Last visited

Everything posted by MemberAtarian

  1. They may be, but using them has no effect on my game somehow. It's called luck I guess.
  2. Tomorrow I get some ST mouses, so my next game will have mouse support as well, haha. Lots of plans, lot to do.
  3. You know, it's not finished yet! There will be a new enemy, an easter egg and I have to code +1up as well!
  4. Stupid question, but does it have to VR feeling? Or why should it be on Virtua Boy?
  5. Slower version with less scanline problems. ChoplifterNTSC 0.55.bas.bin
  6. Oh, so it jumps more often then I thought. This is the thing I really hate in the multisprite kernel, you just don't have enough space for anything.
  7. It only happens as there is the cannon and the tank is at the same time on the same screen, but it seems like it has nothing to do with the lenght of the code, I put there a secondary drawscreen and it had no effect. :/
  8. It's bB and some tones are just not in the library of the TIA.
  9. Added tanks and cannons. Code needs optimization, sometimes scanline goes 263 to 265, and one of vblanks gets too long. ChoplifterNTSC 0.44.bas.bin
  10. It's very hard for me to get what's happening on the screen. :/
  11. -Scanline issues fixed. -God of hand won't kill you at the last pf blocks. -You can't go through wall at the end of the wall accidentally. PlagueFinalNTSC 1.09.bas.bin PlagueFinalPAL60 1.09.bas.bin
  12. A new multisprite kernel would be really useful for people who wouldn't like to use DPC+. I have seen nowadays a lot of games those could be just std kernel games. Don't know if it would be possible to keep the "non-mirrored pf", add an extra p1 and p0 and remove the gaps between pf blocks that makes the original std kernel look awful with no sacrifice of missile0. Btw. that maze looks really cool!
  13. For sprites, the best thing it the sprite editor in bB. Easy to use, you can preview it and plan your animations.
  14. I have seen the gameplay video and it's really cool on a real CRT, and I got an idea: As the Worluck appears, can you draw the pf so it's black and every third line is what, and it rolls down? Of course you can't really do a mashed one like on the real one, but a rolling one would look cool as well.
  15. No comments yet? Yeah, the music kills my ears, but we are talking about the VCS. It's really detailed, knowing, that it's only 4K and you made it in assemby. Unfortunately, I couldn't really figure out what to do and the scanlines are really off, 283-285 instead of 262. On the real hardware, it can cause really serious problems.
  16. Still in works. I done it till the saving people part, I guess we need some enemies, don't we?
  17. People were added. ChoplifterNTSC 0.13.bas.bin
  18. This was the one I talked about. There are a lot of things I like in it (the detailed backgrond for example, or the moving tank in you basement), but the units lack animation (this is something I always point out, the VCS is capable more) and it's just too different for a Choplifter demake. But it would be a nice standalone game.
  19. I also had failures. 1. My first attempt to make a TBS for the VCS was failed, because I couldn't make the playerscore minikernel compatible with the multisprite kernel. Now it's done, so Dystopia will be started from the very beginning. I have also fresh ideas. 2. Gloria was just not working. Boring gameplay and the halo kept going through everyhing because of the flicker. I had to rethink my idea, that turned out as Fear of the Dark.
  20. But I guess none were finished? I have seen one in Spring, but the gameplay was none like the original.
  21. Update - 2018.10.14.: Larger playfield for ya: Update - 2018.10.09.: I would say game is near to be finished, hope the bugs won't appear (sometimes the sound is not the best and the counter for extra life is a bit off). I checked for days, there shouldn't be any scanline issues. So, as I mentioned, you get an extra life for every 1000 points. At the beginning, it's really easy to get! I added two enemies, one of them is from the original game, the airplane, fast and annyoing, you get a lot of points for killing it, because it's nearly impossible. The other one is from Defender, the alien is after the people you saved and grabs one. You can save the poor thing if you shoot down the alien and get him in air! Thankfully I could make the playerscores minikernel compatible with the multisprite kernel by editing an older version Karl G made from the really old version of CurtisP, so now I'm unstoppable. I really want to be fateful to the original game that was one of my favorites on the Commodore C64. There will be one to three person in every prison and you can progress after freeing every hostage of 3 prisons. Stay tuned! The title music if from Airwolf. ChoplifterNTSC 0.07.bas.bin ChoplifterNTSC 0.13.bas.bin ChoplifterNTSC 0.44.bas.bin ChoplifterNTSC 0.55.bas.bin ChoplifterNTSC 0.94.bas.bin ChoplifterNTSC 0.97.bas.bin ChoplifterPAL60 0.97.bas.bin
  22. Oh, and I have to say, standard kernel is easy to modify and read, it's well polished, but multisprite seems a bit chunky to me. For me, the perfect kernel would be one with: -Non-mirrored playfield -2 p0+ 2 p1 (so I can make larger, more detailed sprites by pairing them) -2 piece of 2 digit numbers (like in this kernel) -6 digits score
  23. Okay, I changed a prev. version of you kernel, these two variables are now equal to an address that has no name in the memory map, they seems to be fine. temp1digit1 = $9e temp1digit2 = $a0 I'm using a bit modified version of multisprite, but I did only change it so the scoretable is always black and there is a line of the original PF color so you it looks better to the eye. I have to admit, I did not test it with noscore and 4 numbers, but I will do it with my next game, Dystopia, it will be a strategy game and I will need four number on display as money, population, steps left, turns left. playerscores_multi2.asm ChoplifterNTSC 0.03.bas.bin
  24. Unfortunately, it's still incompatible with multisprite kernel. The testprogram gives blank screen. The older version runs, as a test program, but including it into a complete code it seems to be rewriting something.
  25. I just tried to make it compatible with the multisprite kernel, and WoW, after so many years, there is an attempt to do it. I'm gonna check it right now, I need at least two standalone digits for my next games Choplifter and Distopia.
×
×
  • Create New...