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Posts posted by Appadeia


    ASCII Express. It was the software that everybody used to share games on Apple II in those days. It was sort of like a dial-up ftp server. These would mostly operate in the shadows, and occasionally they'd get shut down. But new ones were always popping up, and you just had to know the right people to give you the always-unlisted phone numbers. Some of my floppy disk jackets are covered with phone numbers and passwords for various AE's.



    With almost any two systems, there will be individual things that you can pick out that one does better than the other. As you say, 4,096 colors doesn't mean a whole lot when you can only display 16 at once compared to the Genesis' 64. Games on the Genesis will always appear more colorful. Scaling is something SNES fans used to poke the Genesis about also, but there are actually plenty of Genesis games with scaling, it's just done in software. That means the CPU's going to be working harder, but the 68000 in the Genesis is quite a bit faster than the 6502 in the Lynx. (It is literally like comparing an Amiga 1000 to an Apple IIc Plus - same CPUs running at basically the same clock speeds as the Genesis and Lynx.)


    I know the Lynx (and Genesis) had custom chips to handle graphics and sound so just comparing CPUs isn't normally all that fruitful, but I'm just talking about a particular feature that the Genesis would likely have to do on its CPU, but it certainly could do it without breaking much of a sweat.

    See: Sonic: The Next Level.

    It sets the golden standard for any homebrew/hack. Period.

    What it does:

    Pushes everything to the limit.

    Occasional Voiceover, no CD. Suck on that Super Metroid. ;P



    Pixel Manipulation

    Fluid Animations


    More than just 64 colors.

    Music that is not distinct to the Yamaha chip inside

    Just play it, ok?

  2. Okay so Atari got ported to Minecraft. LOL. I started reading the article and thought this sounded like a really neat idea, until I saw the following excerpt:


    Blah Blah 60 frames per 4 hours blah blah

    Probably because of the wrong processor and a complete screwover of the playfield.

  3. How about we rip-off the original art? ^_^ It's easy (not to mention retro looking without trying to) Here's my 2nd submission. (P.S. I think someone needs to make an XM for the A26 if possible, and DINTAR should port [and make better] this game​ arcade machine stuffed into an Atari. But that's just my childhood spilling out.. ;-; )


  4. I am starting work on a project I will call

    Stella's Cup of Java(Script)

    ​The Plan:

    Have it able to upload ROMS & the ability to fetch homebrews from here.

    ​ I also want to have some ROMS pre-available that are homebrews ONLY!

    Resizable display that stays crisp

    Table of 2 control schemes to choose from.

    Easily ported to PC & Mobile using a hybrid dev. platform.


    ​However, this will not work if I do not have enough research on​ the A26 & the hardware it haves. Anyone who is knowledgeable in these areas is welcome to help this project go smoothly. I will update my blog more frequently then this thread, so check there for updates. The HTML so far is:

    <!DOCTYPE html>
       Stella's cup of Java(Script)
        <canvas id="A26_PF"></canvas>
        <canvas id="A26_P0"></canvas>
        <canvas id="A26_P1"></canvas>
        <canvas id="A26_MS"></canvas>

    Anyone who wants to suggest changes can post HTML frags in the comments in this thread.

  5. I think that Mappy Arrangement may be easier to port then the original Mappy release (who would have thought a sequel could do that!?)


    Less Cats, up to 5 instead of ​20 cats (Not including Nyamco)

    25 screens, so is viable to store every level & pre-calc scrolling in ROM

    2 of those screens are identical

    The trampolines also get thinner and change color when bounced on, so ditching the color for thinning trampolines would be possible

    2 Levels don't thin the trampolines at all

    Two Notes:

    Would it be possible to have the two bosses at the original size? (about 3 of the 5 platforms tall, 1 platform wide)

    There are 'worlds' with their own background, music, & platform style. Is that possible?

  6. @Kosmic Stardust,
    The default location for states is the AppData\Roaming\Stella folder.
    Or in some cases Roaming\AppData\Stella.
    The folder will be located in your user's folder, i.e. C:\Users\StellaUser\AppData\Roaming\Stella

    • Like 1

  7. Sorry for taking a while, but I was enjoying a game of Bubble Symphony...


    Not everyone has recording software, so don't ass-u-me. :)

    EDIT: Also, I impromptu-programmed a bot that would play this game for 1 week as definitely thorough testing for bug scanning to help the creator (We can all bug scan for him :3 ) :)


    Yup. :)

  8. Phosphor mode fixed the ghastly thing, but the pellet dislocation is still here. Attatching a zipped save state (EDIT: For Stella), just made this a second ago. And for Keatah, the game runs in about 600 fps on my android, so definitely not any faster at 300. The game effect will only take place in regular play, it can not be paused. (makes it very hard to achieve) The "jibberish crap" will actually prevent you from getting all the pellets to pass it, so no. Can someone peek in the code and see what system is used for tracking when all pellets are eaten? (i.e. {when maze.pellet = 0 then next level} or {when 127 maze.pellet is eaten then next level}


  9. Thank you @SpiceWare! Now here is the picture recreated in Stella. Couldn't capture the thing, but it is there. Also, the score is an arbitrary number (maybe a random region in memory?), but at least I can show off the Pac-Man skills I (don't) have to my parents... This is the NTSC rom, fyi.


    • Like 1

  10. The breakdown takes a ​very ​long time to occur, and would never be encountered in normal play​so, not exactly the most urgent thing to fix, but think about people who go on game addictions and play for days on​end. The reason I have trouble taking a pic of the CRT is that the "thing" keeps flickering, even on pause. :{ I still also haven't found how to upload a pic, so :/

    Oh and @BuyAllTheCarts, I have the first 5 of the flashbacks as well, but also the original 2600 console and the hybrid that my brother made.

    EDIT: Got a new profile picture, woo!

  11. The effect of the breaking down: misplaced pellets and a ghastly blue/red/whatever color the Atari feels like putting up thing ​to the left.​

    Happened on my PC emu and my brother's modified Atari 2600 console (he likes hardware) which stuffs a 5200 in there with a switch to switch between the two consoles.​ I would put up a screenshot of both, but nothing will make the picture even decent (EDIT: Pic taken of the CRT of the console ) . I also don't know how to put up an image on here, so help on that would be nice. (Looking on how to do that, will edit if finds out)

  12. I've been reading this thread recently, and I am seriously impressed! However, I found a semi-major/semi-minor bug. When you play for an extended duration (about 1 week of continuous playing), the game starts to break down. I don't know if this is a problem with the nature of the Atari 2600 or just a bug in the programming.

    Side Note: I haven't replicated this on an unmodified Atari (The modification just cleans up the image and allows image/video capture) but I have done so on both a PC and my modified Atari 2600

    Side Note 2:If my signature is long, then I did something wrong in the profile settings with some HTML code

    ​EDIT: Fixed my signature, and also I made an account just to report this bug, but the rest of AA looks promising

    • Like 1
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