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Gibstov

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About Gibstov

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    Chopper Commander

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  1. Dragonfire (Imagic), Kung-Fu Master (Activision)
  2. New Version 0.87 Disable BASIC automatically, so the player doesn't have to hold down the [OPTION] key when booting. ----- Find it in here ---- advponies.0.87.xex advponies.0.87.atr
  3. New Version 0.87 Disable BASIC automatically, so the player doesn't have to hold down the [OPTION] key when booting. ----- Find it in the original post of this thread ----
  4. New Version 0.87 Disable BASIC automatically, so the player doesn't have to hold down the [OPTION] key when booting. ----- Find it in the original post of this thread ----
  5. The PMGs are just monochrome. However, maybe this is the confusion, you can set a mode where when two PMGs are overlaid overtop of each other a third color is created by ORing the two colors together. You can also set a mode where all the missiles share the same color instead of their respective players.
  6. Cool...thanks. I'll check it out.
  7. OK...I am looking into this and think I finally figured out what the issue is. I am disabling BASIC, but the message comes up anyway about "Not Enough Memory" if you don't hold down the "OPTION" key. This error message is generated by the CC65 "system check" load chunk. I kept the system check, because after the game loads I just use that area for the PMBASE. After reading more about the system check I think I know what the issue is: " This load chunk is always loaded at address $2E00, and checks if the system is suitable for running the program. It also checks if there is enough room between MEMLO and the program start address to move the text mode screen buffer there. If any of the checks return false, the loading of the program is aborted. The contents of this chunk come from the SYSCHKCHNK memory area of the linker config file. " So even though I am disabling basic, the MEMLO has already been set by the OS on bootup. So when the system check runs it doesn't think it has enough memory. So I think the only way to remove this message is to get rid of the system check that CC65 generates. (Or maybe target XL machines, but I think that makes CC65 manage the upper memory which would cause a major rewrite so I am not going down that route). Stealth Edit Or better yet I can just set MEMLO manually myself, before the system check runs
  8. Awesome. Another hint: Iron Will is invulnerable. You have to wait until he charges, and then he is vulnerable for a few seconds and you can attack him.
  9. You can only teleport on the teleport pads. You have to jump over the hole, and then stand on the teleport pad and press the fire button. This will teleport you up. (You can watch the video posted in the top post if you get stuck. I play all the way through the game with Twilight)
  10. Yeah, sorry about that. I have an AtariMax cartridge myself, and can't get it to work either. I think it may be due to turning of the OS, to copy the compressed level data under the OS. So the load sequence: loads the compressed data, turns off the OS, copies the data to high RAM, then turns the OS back on and continues to load the rest of the game. I think may be the issue. I just don't know enough on how to troubleshoot it though.
  11. New version 0.86 Added awesome Splash Screen that Kaz at atarionline.pl created. Adjusted the music volume, I think it was a little too loud. ----- Find it here ---- advponies.0.86.xex advponies.0.86.atr
  12. New version 0.86 Added awesome Splash Screen that Kaz at atarionline.pl created. Adjusted the music volume, I think it was a little too loud. ----- Find it in the original post of this thread ----
  13. New version 0.86 Added awesome Splash Screen that Kaz at atarionline.pl created. Adjusted the music volume, I think it was a little too loud. ----- Find it in the original post of this thread ----
  14. Here is my attempt at fixing all the errors: 100 I=PEEK(106)-8 110 POKE 54279,1 120 PMBAS=I*256 130 FOR Q=PMBAS+512 TO PMBAS+640 140 POKE Q,0 150 NEXT Q 160 X=100:Y=70 170 POKE 704,90:POKE 559,46:POKE 53277,3 180 POKE 53248,X 190 FOR G=0 TO 8 200 READ P 210 POKE PMBAS+512+Y+G,P 220 NEXT G 230 DATA 12,12,8,63,72,136,20,34,65  Major caveats: 170 is probably wrong...I think it is POKE 559 but I assume 4S is 46? 230 I assumed most of the 7s are bad commas It still isn't right but I think it is closer and it actually runs
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