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Posts posted by MemberAtarian
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No problem MemberAtarian, we let people know last night when we showed the game that it's not done yet and that this is an early version of it. We often show early builds of games on the stream so they can see great new homebrew that is coming out. :-)
Great job on the game, really looking forward to seeing new versions as they come out!
Tomorrow I get some ST mouses, so my next game will have mouse support as well, haha. Lots of plans, lot to do.

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Great work on the update MemberAtarian, it's really stable now! We'll be playing Choplifter! on ZeroPage Homebrew's Twitch stream tonight at 6PM PT/9PM ET!
http://www.twitch.com/zeropagehomebrew
You know, it's not finished yet! There will be a new enemy, an easter egg and I have to code +1up as well!
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Stupid question, but does it have to VR feeling? Or why should it be on Virtua Boy?

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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.
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This looks and plays REALLY well MemberAtarianl! I'm looking forward to showing it live on ZeroPage Homebrew in an upcoming episode
but the line count strays a lot from 262 (at various times to 263, 264, 267 and others) which would make the screen jump and cut out on non-CRT systems and through video capture hardware like mine.Press ALT-L to have the line count on the screen on Stella and watch for the line count of 262 to jump into the red to see this in action or press ~ to go into debug mode and watch the number move frame by frame with the left joystick button pushed in below as I've done.I'll keep an eye on this, great job!
EDIT: Never mind about the scanline comments, you know all about them. Sorry about that! :-)
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. :/
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Wow, looks really good already!
The music in the title screen sounds a bit off-key to me; have you looked into fractional frequencies techniques like this: https://8bitworkshop.com/v3.1.0/?=&file=examples%2Ffracpitch&platform=vcs
It's bB and some tones are just not in the library of the TIA.
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Added tanks and cannons. Code needs optimization, sometimes scanline goes 263 to 265, and one of vblanks gets too long.
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It's very hard for me to get what's happening on the screen. :/
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-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.
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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!-
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For sprites, the best thing it the sprite editor in bB. Easy to use, you can preview it and plan your animations.
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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.

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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. -
Is the game already completely programmed, or is it still in the works?
Still in works. I done it till the saving people part, I guess we need some enemies, don't we?

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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.-
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One of the things that keeps me digging through old threads is the lore of "Atari programming" particularly the trials and tribulations. Has anyone made a project out of curating all the fascinating homebrew stories?
And it's not just the successfully released games, it's also the failures, the grandiose claims, the evolution of the algorithms, and the struggle to understand the platform. Documenting the notable failures might be embarrassing to some, but it's also an interesting part of the record.
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.
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Finally! A ROM of Choplifter! (after 3 other programmers attempted it)
But I guess none were finished? I have seen one in Spring, but the gameplay was none like the original.
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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.

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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
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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 = $9etemp1digit2 = $a0I'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.-
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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.
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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. 

Minikernel - Player Scores
in batari Basic
Posted · Edited by MemberAtarian
They may be, but using them has no effect on my game somehow.
It's called luck I guess.