-
Content Count
287 -
Joined
-
Last visited
Posts posted by NostAlgae37
-
-
Guessing that people are scrambling to prep project for viewing at PRGE...
Thank goodness my part of the project is done already, I wouldn't want to be responsible for keeping the surging hordes waiting.

-
2
-
-
Yep, definitely a huge improvement over the original, but I think it's the 3-color limitation that really drags them down more than the height. I guess if he can make the characters a little taller it might improve the look some and make them seem more reminiscent of the arcade, but that mode (160A) that is presumably used to save on memory resources is a huge albatross to contend with when it comes to making them truer to the arcade version. It's kind of a shame really, but I don't know if it could be overcome easily. It would probably require someone with the programming skills to do a significant rewrite to the code and who knows if enough memory resources could be made available to support it.
-
Yes, I have actually walked right underneath a flying bird in the heat of frantic play, very similar to how it can be done with the buzzards in Pitfall 2. But I certainly dont rely on it as part of my gameplay nor do I actively try to do it. Its far too risky!
I have also managed to accomplish this feat several times in Arkyology... I wonder what the trick is?
-
About space, while I would be sorry to ask you to do other work, I think it would be nice if, one day, you had the chance (and the interest) to make your sprites a little taller.
Your 160B mockup that you posted in the Mega Man thread yesterday looked pretty sweet, but I don't know if that level of detail is feasible for all of the characters in the existing rom (maybe it needs to be expanded in size or the code rewritten to accommodate it).
-
No problem. And I agree, this project does appear to be in Fragmare's wheelhouse. It might mean a significant commitment of time for him depending on the scope of the project, though. I worked like a demon while I had a little bit of free time on my hands to bang my last project out, so I find that if it's something that I don't feel passionate about, I won't volunteer. I'm still holding out hope that you'll take a crack at fleshing out the Toki prototype rom. As the graphics stand now they are still quite sparse and uninspired, but I think that if you gave that game a good once over you could make it look like something really special.
-
4
-
-
Defender_2600's mockups = sprite pron (some love from a fellow sprite artist
). 
-
3
-
-
As a huge fan of Burgertime Id love to see that cleaned up.
http://atariage.com/forums/topic/246769-burgertime-remake-in-progress/page-5
-
1
-
-
Marc O sells a great box for this release too, so be sure to pick that up as well.
I have the PK version and Marc's box, and they are both first rate.

-
1
-
-
Baruusa's Vengeance looks and sounds like a Sega Genesis game, but it also reminds me of Super Ghouls 'n Ghosts for some reason. It seems like a pretty cool game, too bad the released version is only a portion of what was originally intended.
-
1
-
-
Is it just me or do 2 of the characters in the poster above look disturbingly like Jumpman/Mario (with a red boxing glove instead of a hat) and Donkey Kong (holding Jumpman's hammer)! And judging by the attached gameplay video, it appears there are fireballs/foxes that chase the Jumpman-like character also!
-
Good job, on the other hand I've experienced some difficulties at times to go from one tunnel to another, lack of precision.
I have been playing this a lot on the AFP, and it is extremely addictive and has become one of my favorite go-to games. But I do agree about the lack of precision in the control of the tongue (especially when retracting it with the button). I don't know if this can be corrected easily, as it might sacrifice some speed which is needed to avoid the emerging insects and make the game playable. The other 2 items that are missing and would make the game so much more enjoyable is if it retained and displayed your high score (not after you turn it off, just while you are playing it) and perhaps even more importantly, if the reset button actually worked so that you restart your game if you mess up early and want to try again from the beginning.
Thanks anyway nanochess for making this incredible game, it really is so much fun and any small improvements that you are able to make from here on are only icing on the cake.

-
3
-
-
Hi all:
1. Please hold off emailing me
2. I will be setting up a webpage to submit order receipts & old info to get the 180 pre-orders filled.
3. ONLY pre-orders being filled, no new orders, no requests for new orders yet.
Hi Curt, I purchased someone else's pre-order from them awhile back, is there something special that I need to do? The public announcement of the transaction was made here:
http://atariage.com/forums/topic/227889-7800-xm-update/?p=3478889
I can provide any other info that you deem necessary. Thanks so much for your time and kind attention.
-
I'm surprised that no one mentioned Solomon's Key:

That was a great game, so much fun and it seems uniquely suited to the 7800 somehow. Apparently, there was an Atari ST version?
-
1
-
-
Rude Breaker and Out Breakers (2 shmups for the PC-98) look like they would be interesting candidates also.
-
2
-
-
So as long as it is 5V and any amperage we are good? That's good news, thanks for replying.
-
What are the maximum specs that it will allow without turning into a brick? Thanks.
-
You should be able to SEE it in my post.

Awesome, you are the man!

-
I keep checking the store for Froggie, and it never shows up for sale. I saw photos of the cartridge, manual, and box in another thread awhile back and have been eagerly awaiting its arrival since. Does it have something to do with a shortage of available pokeys? If so, I have one to spare (although I was saving it for tep392's Dig Dug PK/XM should it ever see fruition). Thanks.
-
Does anyone know what the specs are in volts and amps for the wall charging cable for the Atari Flashback portable? I'm looking to upgrade from the USB cable that was supplied with the unit and takes too many hours to get the job done. Thanks.
-
I was wondering if the Donkey Kong arcade hacks could be made to work on 7800 hardware? I am assuming so because they appear to utilize assets from the original arcade game, and the achievement of Donkey Kong PK/XM on the 7800 serves as a sort of proof of concept.
-
Nice graphic hack, NostAlgae37. Can you please release a PAL60 version of it for the european users? Would be great!
Unfortunately, I don't know how to do that, but someone else is welcome to.
(I'm just an artistic type, not very technically-minded.) By the way, have you tried the hack on actual/original hardware? If so, can you please confirm whether you are seeing any graphical glitches of any sort? Thanks very much. -
Nice job improving the sprites (no more green duck) and the title graphics look great too.
I'm wondering though (at least in emulation) why I'm seeing various graphic glitches above and below various sprites at times? I don't recall seeing them in the original.
Thanks MrFish, but I can't take credit for all of that as my hack was built off an earlier hack that already updated the sprites for the monsters and added the title graphics that you like.
As for the graphics glitches, are you playing the game on the Flashback Portable or on a PC Emulator? I was seeing them when I played the hack on the Flashback Portable and managed to eliminate most of the ones that I saw by changing the location of the sprite graphics in the rom (moving them up or down). The only one that kept cropping up from time to time was that the upper tip of the garlic would be duplicated below the actual sprite on the first level that it is used as the bonus item, but I thought that was just a weird Flashback thing because that glitch would seldom show on the second stage. I wonder if anyone has tried the hack on actual hardware? If so, please let me know what issues you find and I will attempt to fix them if I can.
-
Announcing the release of Dig Dug 37th Anniversary Edition to the AtariAge community!
This hack started as a graphics update to a fine hack known as Dig Dug Arcade.
What I changed:
1) All of Dig Dug's animation frames.
2) All of the animation frames for the falling rock.
3) All of the fruit/vegetable bonus items.
Things that I'd still like to see done with the hack (but are beyond my capabilities):
1) Static (unloosened) rocks using the first frame of the falling rock animation instead of the ball sprite.
2) Terrain (strata) divisions made wavy instead of straight.
3) Terrain having a dotted pattern instead of lined.
4) Tops of some of the fruit/vegetable bonuses (carrot, turnip, tomato, pineapple) made a different color than the main body.
5) The mushroom and garlic bonus items changed to colors that better match the arcade.
Please enjoy the new version!
-
12
-
-
OK guys, one more question before I post the (semi-final) version of the rom. For the bonus items, is there any way that I can assign a different color to just a section of them? I added leaves/stems to the tops of some of the vegetables and would like to change the color of those lines to something different than the main body. From my understanding, on the VCS there can't be more than one color to a line but each line of a sprite can be a different color? Or does that not apply in this case? Admittedly, my coding/programming knowledge is nil, I am just an artistically-oriented person who enjoys fiddling with Hack-O-Matic.
-
1
-

Chaotic Grill (BurgerTime remake) in progress
in Atari 2600 Programming
Posted