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fultonbot

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Posts posted by fultonbot


  1. On 4/1/2021 at 2:55 PM, ZeroPage Homebrew said:

    ZeroPage Homebrew is playing Get Lost! on tomorrow's (Fri Apr 2, 2021) stream LIVE on Twitch at 12PM PT | 3PM ET | 7PM GMT! Hope everyone can watch!

    PLEASE NOTE SPECIAL START TIME OF 12PM (NOON) PT DUE TO HOLIDAY WEEKEND

     

     

    Games:

    876125025_20210402-LetsPlay.thumb.jpg.ea28489c280eb99b6a529dd441eaa743.jpg

    Hey guys, thanks for showing Into The Void!  Yeah, it's still just a some rough demos but I'm planning to finish it in 2021.
    -Steve
     

    • Like 2

  2. 3 hours ago, bhall408 said:

    Quoting myself... again...

     

    We ended up doing Stereo TIA, Stereo POKEY (1 chip) and dual POKEY/POKEYMAX (in stereo) for the current release of Argon.

     

    We finally found some license compatible code such that we can add YM as well, so that will show up at some point. It just isn't in the current build.

     

    So feel free to give it a go -- if you will be doing dual pokey, you just need to have the flag set properly in the A78 header. Ping us if you need help/feedback on that.

    Just one pokey.  Can I side-load my games on Android?


  3. 1 hour ago, SlidellMan said:

    Hmm...I think you could update your firing routines. Have a power-up that gives you a longer reach, but as a trade-off: a slower rate of fire.

    Yeah, it's still the one from my first attempt.   Now that I'm happy with the progress on the boss levels I'm going to return to the main part of the game and update it based on the other stuff I've developed since.


  4. 5 hours ago, RevEng said:

    Changing the background color for each zone isn't presently supported. If you change the colors using the previous colorbar method, I fear you'll find the result disappointing - if there is moderate-to-heavy number of objects on the screen, the colors will sometimes be pushed a line or two down for some frames.

     

    For various reasons, giving the program full access to the interrupts for color changes (which requires tight timing) means I can't use them reliably for other purposes. (visible screen flagging, scrolling, non-dma device communication, etc.)

     

    My goal right now is to be creative within the confines of what you have created. 

    • Like 2

  5. 2 hours ago, RevEng said:

    Definitely BACKGRND is an omission. Will need to update the docs. :thumbsup:

     

    One thing to note, is that a loop like that is only really warranted when you want to do 2600 style colorbars or have more than 3 different color areas in your game. It has a huge cost in terms of the cycles available to your game.

     

    To change the colors 2 or 3 times mid-screen you can use the interrupts, as demonstrated in the "splitmodedemo*" samples.


    Is this a way to get more than 23 colors on the screen?
    when I finally get my basic games done, I'll look at some more elaborate stuff like this.

     


  6. 1 hour ago, SmittyB said:

    You're right, that is an odd omission. Fortunately you can just write a colour value to BACKGRND as you would on the 2600 and it will work. (You can't read the value back from BACKGRND so if you ever want your code to know what it is, it can be a good idea to store the background colour you want in a variable and then copy it when you want to).

     

    As for how often it can be changed, the answer is as quickly as you can change it. The below example is the smallest loop you can have to rapidly change the background colour and the results as shown in both A7800 (first screenshot) and Bupsystem (second screenshot) with Bupsystem being the more accurate. Unless you're changing the background mid-screen you don't need to worry about the difference though.

    	a=0
    mainLoop
    	BACKGRND=a
    	a=a+1
    	goto mainLoop

     

     

     

    Perfect, this solves it.
    It does make me want to start using some in-line assembly though.


  7. I don't see BACKGRND mentioned in the Atari 7800 Basic Guide.
    I'm trying to figure out how ofnten it can be used to update the background color, or what needs to be done to make the background color chage.

    I know this seems simple, but I can't find any info. 


  8. 21 minutes ago, TwentySixHundred said:

    The thing about bB is it's easy to throw a sprite on the screen and move it around. Not so easy to make something fun, which i think goes in conjunction to what Andrew was saying. The limitations of the system itself and bB has limitations of it's own that become apparent very quickly. So there still is a lot of thought process and strategy in game design. Isn't that the underlining factor that comes into play? We are all artist just using different methods to paint the picture. Some more advanced then others however if the gameplay is lacking then all the fancy technology means nothing right? That's why i agree, labeling a game 32bit, CDFJ, DPC+, SuperBank, Superchager BASIC or even bB is irrelevant.

    It totally agree with this as I see tools like bAtari and 7800 Basic and democratizers of creativity.  However, I'm sure there are people who just want to see/prove technical feats of strength, and that's fine too.   

    • Like 1

  9. I suppose I would have known if I read the instructions, but the CIB I bought did not have any (it was taped shut when I bought it). I suppose that makes it *not* a CIB now that think about. It was an IIB.


  10. 8 minutes ago, Zonie said:

    If it were not for the "Homebrewers" doing the great stuff they do, and have been giving us for over 10-20 years, the "old school guys" probably wouldn't even consider releasing new games. It's pretty sad that some folks here don't even consider the new games "professional." Hell, They rock. Batari, PacManPlus, Jentz, et all are the real thing and those of you who think they are not just need to sort yourselves out...Albert has really put a release program together that works. It's real folks. The games are real. The people are real. The products are great.

     

    My two cents.

    It's really cool to have Crane/Kitchens making new games I love it!  However,  the thing that inspired m to get back into retro gaming a few years ago were all the amazing homebrew games you all were making.  I see very little difference between the homebrews and what might be considered "commercial"  games. To me, it's ALL "indie" games.  The "homebrew" title to me applies to new games for old systems that are individually copied onto an eprom/rom and not made using masked manufacturable factory ROMs (because someone is making them at home). That is why I call the Audacity games "pro brew" because they are "home brew" games made by old pros, but it's such a fine line as to not really matter at all.  

    • Like 1

  11. So I just bought a CIB Tower Toppler to play, but I can never get the game to start.  I just keep skipping through levels (it appear to anyway)

    So I set-up my Dragonfly, started the ROM, and it does the same thing.

    Is Tower Toppler incompatible with some 7800s?

    Excuse me if this has already been discussed, I searched and did not find anything. 

    • Like 1
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