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shanti77

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Everything posted by shanti77

  1. This is a faithful conversion Gacek to C64, created in about 2 weeks and currently does not have any sounds . It works on emulators, but has not been tested on a real one. gacek.prg
  2. @Beeblebrox I'm creating this game myself, Jarek and I are making Trax.
  3. @popmilo "Atari OS-A" is for Atari 400/800 , not for XL/XE.
  4. @pompilo Hi used Atari OS-A,I tested it and it has exactly the same effect. Apart from that, great job.
  5. (F+1) Fixes: -fixed blocking of letters from falling out in later levels (On this version I managed to complete all 63 levels). ---- In this and earlier versions, the flickering speed of sprites during the game can be set with the keys 1-6 (how many frames). Gacek128_230717.xex
  6. Some fix: - after completing a level, the player does not fall into the swamp/trench - at the start of the level, the player does not throw a grenade commando230810.xex
  7. For the Amiga, such a game is not a challenge, so it can be created in some tool, e.g.
  8. Nice game, but the controls are really annoying. Jump could be joystick-up, and fire should be used to catch the block. Currently, often the block moves to the end of the platform or falls down and the only thing left to do is restart the level.
  9. The Amiga version looks like the Atari version, even the ZxSpectrum game can look better. On 16 bits, the game should have more colors and better animation, you can compare it with Ruff'n'Tumble, for example.
  10. I suggest starting with the documentation, in case I can suggest something. fx1.26-en.pdf
  11. @tebe The 64K version used such commands, here's a version that works without them: bosco64pal22_no illegal.xex
  12. Perhaps, but it was the only one I had available and it met the requirements. There is not much memory left in the game, so the music had to be short, it should sound good on two channels, and even on one. Unfortunately, the panel occupies one sound channel, and the other almost all the time is occupied by the sound of gunfire.
  13. Version 64K pal 2022: - increased gameplay speed - correct speed when moving at an angle (applies to all objects) - new player ship graphics - music during the game (can be turned on/off by pressing SELECT) - tilting the joystick in any direction when starting the game (pressing fire) causes the continuation of the game from the level on which we died - START=pause/start game (OPTION during pause = title screen) bosco64pal22.xex
  14. You can also save references to one page in the code, e.g. _ad0 sta $d641 , then after checking the VBXE address, change the high byte for all such references: sta _ad0+2 sta _ad1+2 ...
  15. I used the sources from the first post in this thread. I haven't read the whole topic, but there is probably one version of the "rmt_feat" file. For all melodies, you must use the source file, not the one generated by RMT.
  16. When I use : ;* --------BEGIN-------- ;* ...\title0.rmt FEAT_SFX equ 0 FEAT_GLOBALVOLUMEFADE equ 0 ;RMTGLOBALVOLUMEFADE variable FEAT_NOSTARTINGSONGLINE equ 0 FEAT_INSTRSPEED equ 1 FEAT_CONSTANTSPEED equ 0 ;(647 times) FEAT_COMMAND1 equ 1 ;(36 times) FEAT_COMMAND2 equ 1 ;(1 times) FEAT_COMMAND3 equ 0 ;(0 times) FEAT_COMMAND4 equ 0 ;(0 times) FEAT_COMMAND5 equ 1 ;(2 times) FEAT_COMMAND6 equ 0 ;(0 times) FEAT_COMMAND7SETNOTE equ 0 ;(0 times) FEAT_COMMAND7VOLUMEONLY equ 0 ;(0 times) FEAT_PORTAMENTO equ 1 ;(1 times) FEAT_FILTER equ 0 ;(0 times) FEAT_FILTERG0L equ 0 ;(0 times) FEAT_FILTERG1L equ 0 ;(0 times) FEAT_FILTERG0R equ 0 ;(0 times) FEAT_FILTERG1R equ 0 ;(0 times) FEAT_BASS16 equ 0 ;(0 times) FEAT_BASS16G1L equ 0 ;(0 times) FEAT_BASS16G3L equ 0 ;(0 times) FEAT_BASS16G1R equ 0 ;(0 times) FEAT_BASS16G3R equ 0 ;(0 times) FEAT_VOLUMEONLYG0L equ 0 ;(0 times) FEAT_VOLUMEONLYG2L equ 0 ;(0 times) FEAT_VOLUMEONLYG3L equ 0 ;(0 times) FEAT_VOLUMEONLYG0R equ 0 ;(0 times) FEAT_VOLUMEONLYG2R equ 0 ;(0 times) FEAT_VOLUMEONLYG3R equ 0 ;(0 times) FEAT_TABLETYPE equ 1 ;(1 times) FEAT_TABLEMODE equ 0 ;(0 times) FEAT_TABLEGO equ 1 ;(1 times) FEAT_AUDCTLMANUALSET equ 1 ;(13 times) FEAT_VOLUMEMIN equ 1 ;(1 times) FEAT_EFFECTVIBRATO equ 1 ;(5 times) FEAT_EFFECTFSHIFT equ 0 ;(0 times) ;* --------END-------- I have an error when compiling with MADS: rmtplayr.asm (147) ERROR: Undeclared label FRQTABCLDGHI (BANK=0)
  17. It looks very nice, it's nice that someone uses the sprite multiplexer engine. I wish you perseverance.
  18. @Gunstar Unfortunately, there is no music in the game yet, it's just a background for the video. The source of the music is in the description of the movie.
  19. This time # 8 place on ABBUC, but the game was created in a hurry and it also has some bugs. This is the version from ABBUC without corrections (I found a few bugs after sending the game to the competition). t.atr
  20. "tlen" is an address in memory, which is 16 bits, unless you put it on side zero. Try: tlen=PAR_NUM + TBL_LENGTH - 1 or tlen equ PAR_NUM + TBL_LENGTH - 1
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