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Thomas Jentzsch

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Posts posted by Thomas Jentzsch


  1. quote:

    Originally posted by Tempest:

    I'm confused, wasn't RS Basketball always NTSC?

    Yes, and no.

     

    The prototype was NTSC from the color palette (no work for me there ). But it displayed 290 lines, which is closer to PAL than to NTSC and therefore a lot of NTSC TVs couldn't sync to that. So I simply reduced the number of lines (274) to get closer to NTSC standards (262).


  2. quote:

    Originally posted by Voch:

    I'm having the same problem in Stella 1.1.2 for Macintosh. I have no idea what's up.


    Try "Emulation.CPU" "High", that should work.

     

    It looks like the default settings for Stella and StellaX are different. Don't know why.


  3. quote:

    Originally posted by Voch:

    I'm having the same problem in Stella 1.1.2 for Macintosh. I have no idea what's up.

    Me too, weird. AFAIK they are all based on the same emulation core.

     

    Somebody who's interested to make the game work, should contact the developers and ask.


  4. quote:

    Originally posted by MattyXB:

    And if someone bid who don't know this, thats very bad for him.


    If somebody is so stupid to take this for real and bid money, I think it's only fair to let him pay.

     

    Sounds arrogant? Hey, people should start using that thing between their ears!


  5. quote:

    Originally posted by Cybergoth:

    Since I assume they're
    not
    displayed with this value set, I'd like to ask you, to add this to both Gunfight entries.

    Disabling HmoveBlank emulation won't change the look of your game at all, it only might increase the emulator performance very slightly.

     

    quote
    Being such an excellent programmer   I of course avoided to display any annoying black lines in Gunfight    

  6. quote:

    Originally posted by Voch:

    I tested it with Stella 1.1 (not StellaX) and it works fine. Sorry 'bout raising a stink. I guess I'll do my Windows work with the command-line Stella first.

    I'm wondering why it doesn't work with StellaX. Is the game recognized at all? Or is there some imcompatibility inside StellaX?

     

    I've done some very weird (but legal!) coding (switching throught the banks by executing code on the bankswitching hotspots) but that shouldn't be a problem. And the hack has been tested with Cuttle Cart, so it should be 100% ok.


  7. quote:

    Originally posted by Channel 2:

    I don't know Qix, but I was pretty good at Jezzball at one time. How is Qix different from Jezzball?

    Qix is a little bit more complex. You don't have a free cursor, but you can move it along the borders.

    You draw a border around the area, you want to take. This can be of any shape. While you draw it, you are vulnerable.

    The enemies are not partikels but a (what I call it) "Linemonster" (a bunch of lines) that moves around in a more or less unpredictable way. And some dots that follow your paths.


  8. quote:

    Originally posted by Voch:

    I've added these to my
    but can't get Battlezone TC to work with any "known" Cartridge.Type value. Does the new Battlezone TC use illegal opcodes that Stella can't handle?

    Hmm, did you notice that I changed the ROM to 16K (from the original 8K)? There are no illegal opcodes, and the games uses the standard Atari 16K bankswitching method (F6).

     

    I had to do this, because there was no space inside the 8K left, where I could add my code for the hack.


  9. Manuel has shown me another version of Qix: Jezzball.

     

    This game was part of the Windows Entertainment Pack. A 2600 version could easily be done without major flicker.

     

    I don't find it very thrilling, but what do you think? Is it worth to be done for the 2600?


  10. quote:

    Originally posted by Scott Stilphen:

    Sorry for any confusion - the catalog pic is definitely
    not
    an actual screen shot, but given how accurate it is, I tend to think there is (or was) a more complete version of this, which included the ref.

    I noticed, that the poles are more symmetric too. You might be right.


  11. quote:

    Originally posted by Scott Stilphen:

    Weird! I never realized that before. Basically then, it's neither NTSC or PAL. I wonder why it was programmed that way.

    Perhaps it was done that way to adjust the gameplay speed on that average level.

     

    When you then finally make it NTSC and PAL, both versions will be off about the same (NTSC will be ~10% faster and PAL ~7% slower).

     

    IMO that would be quite clever, other companies seem to have developed for NTSC only and as a result the PAL conversions of the games are sometimes a bit to slow.

     

    And perhaps they were biased more to the PAL market already, so they choose a value closer to PAL.


  12. quote:

    Originally posted by JohnnyWC:

    Thanks for the help with RS Basketball. Can you explain in layman's terms why the screen rolls and what "it only displays 290 lines" would do? I'm just curious...


    100% standard compatible NTSC games display 262 lines per frame at 60Hz, PAL games have 312 lines at 50Hz.

     

    There are however a lot of games which don't match the standard exactly. For known NTSC games you can find values from 248 to 286 and for PAL from 284 to 342. So it's not easy to tell for games around 280-290 lines wether they are PAL or NTSC. The more the value is off the standard value, the more TVs get sync problems.

     

    RS Basketball's 290 lines are about 10% of the standard NTSC, which is to much for a lot of TVs.

     

    You can check that yourself with z26. When the game is running, use ALT-9 and the emulator shows the current number of lines.

     

    quote
    Anyway the hack could be tested on a real Atari using a Cuttle Cart once it's done?

    Sure, that's no problem at all.


  13. quote:

    Originally posted by Mindfield:

    I swear, I used to rack up high scores on my VCS back in the day. I used to regularily put my initials on arcade games. Now I can't even rank -- on the same damn games. *sigh*

    I know what you are talking about.

     

    I had records for all levels of Starmaster, could play Asteroids forever and did several perfect games on Pitfall!, but those times are gone forever now.


  14. quote:

    Originally posted by Junie:

    The only problem would be for someone to program the A.I. for it, afterall it seems not to many games use A.I. (At least not until the newer Homebrews Lately).

    Correction:

    Even the first generation game Surround uses a (very simple) A.I. for the two player games.

     

    Games like Pac Man and a lot of sport games need some kind of A.I. for the enemies or opponents, too.

     

    And don't forget games like Chess, Checkers and 3D Tic-Tac-Toe. There is a lot of A.I.

     

    So it's not to difficult for the 2600 to program a suitable A.I.

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