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Bakasama

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Posts posted by Bakasama


  1. M.A.M.E... which I'm sure stands for My Arse My Elbow :grin: Has a neat feature of displaying Tiles from an arcade ROM... BUT sometimes it can't display all of them (Wonder Boy is one). And I found a version of it that a guy modified to allow saving of Tiles, Palettes, etc. to BMP(s) over here: http://eab.abime.net...ead.php?t=41610 This will make arcade conversions, I think, a little easier.

     

    Wow, I've been looking for something like for a while.

     

    oh, I forgot to mention cheats are also important. In God mode, you don have to worry about dying when you get to an annoying boss to take screen shots.


  2. Sprite ripping has became something of an artform since MUGEN was introduced. That led in turn to demands for sprite sheets for homemade fighting games.

     

    The great thing nowadays is that all you need to sprite rip graphics games, is the ROM, an emulator that has screen shot feature, and a basic paint program.


  3. I've known this for over 20 years. It's the best way to the pookas and fygars in any version of Dig Dug. This being a super secret technique to you is just odd. I bet that will change the way you play Dig Dug forever.

    • Like 1

  4. I already threw this out there in an earlier XM thread, but Crystal Castles would be great. Not only would it sound good with XM, but it would be fully possible to have an Arcade perfect port, and room to throw in some extras. Also, this project would be perfect for any XM programmer, since Crystal Castles was slated to be released for the 7800, but never seen the light of day.

     

    I actually did a little work on some mockup shots of that game. I think the castles can be made pretty close to the arcade versions. I believe the characters can be made like the arcade version.

    • Like 1

  5. Thank you Bakasama.

    In the original game Magenta always moves but if I change something in gameplay the still frame could be useful.

     

    I do admit you might be using it but at least it's there if you do find a use for it. Such as having Magenta standing guard or if you need the player to sneak past her.


  6. Hmm. I'm not a fan of the Xevious intro tune - via the Pokey - on the 5200 from what I've seen/heard. Some of the actual effects - such as blasting enemy aircraft - do sound better on the Pokey version though. Even though it isn't very faithful to the arcade, I do prefer the Mothership's effects via the TIA in the 7800 version...

     

    Which brings me to the following question... can you run TIA and Pokey audio at the same time or was the 7800 specifically designed to shut off the internal audio if it did detect a Pokey chip in the cartridge? Forgive me if this has been answered over and over again; just trying to figure out if 6 channel sound was possible... It appears that AtariNerd's later post states that with the XM, you can use the Pokey and the Yamaha chip at the same time, but no word if you could use both of them with the TIA at the same time...

     

    There's plans to use the Yamaha chip for the 7800 version Xevious with sounds ported from the MSX version of the game. That will have to wait until the guy finishes adding the Yamaha sounds for Dig Dug.

     

    I'm no expert on hardware but I do think it's possible to use a TIA and Pokey at the same time.


  7. Yeah, he did... but I think he may consider dipping his foot in the pool in the future. He just needed a rest. AA can do that to you. Sometimes you have to just go out and binge drink, am I right? Am I RIGHT? Oh. Wrong AA. Sorry. myico-doh.png

     

    From what I get from the recent updates is that opcode is still working on this but he just doesn't post here as of late.

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