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Karl G

+AtariAge Subscriber
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Everything posted by Karl G

  1. Game Concept: Teen Driver


    You don't control the teen. Instead, you control the adult in the car. Your actions are limited to giving driving commands to the teen driver with limited/delayed effect.

    1. Show previous comments  2 more
    2. _The Doctor__

      _The Doctor__

      They must be programmed before the world hacks them, and you better have put in some sanity checks as well as a bit of self modifying code to keep them on track and recover from such hacks... advice you need well before you discover it's too late!

    3. Lord Mushroom

      Lord Mushroom

      To make the teen turn left, you would have to tell him/her to turn right. :)

    4. GoldLeader


      A driving game with backwards controls!  Up is Down, Left is Right!   Gas = Brake   LOL!!

  2. Thanks. I have not revisited it since I posted that. I'll probably get around to it eventually, though.
  3. It may be a longshot since devs usually have too many of their own projects, but I suggest cross-posting to the 7800 Programming forum. If nothing else, you may get some porting tips in case you decide to learn 7800 development yourself at some point. I also think it looks like a fun game, and would make a fun addition to its library.
  4. I fell down a bit of a rabbit hole after watching a video from the 8-Bit Guy creating Attack of the PETSCII Robots for the Commodore PET. The game uses only monochrome character graphics, since that is all that can be displayed on the PET. It made me wonder how my WIP Penult would look with PET character graphics, so I made this mockup. I must say it looks pretty decent, and makes it tempting to make a PET port, just for the challenge of it.


    1. SlidellMan


      Nice mockup! By the way, David made the source code available for anyone who wants to port it to the NES, 5200, 7800, Lynx, and Super NES.

    2. sramirez2008


      That mock up looks great!

  5. I have the platinum edition. I assume that version fixes the Y2022 bug? 🤠
  6. I also wanted to say thank you for doing the tribute show. It was a service to the community for sure.
  7. Can you post your source? Maybe the path that it can't find is referenced there?
  8. I'm not asking about the enemies; I'm asking about pressing the button to mow vs not pressing it and not mowing. Will mowing be slower, or will gas go down more quickly, perhaps?
  9. Looks like it has some good potential, and keeps with your theme of "work games". Right now, is there any reason one wouldn't just keep the button pressed at all times?
  10. It's not, though. It's just that it's no longer maintained, so it's harder to help when people have issues with it. Also harder for non-Windows people like myself.
  11. I don't think @rj1307 is tracking preorders at the moment, since the parts aren't available right now. No need to fill the topic with order requests until we hear otherwise.
  12. You might also consider checking out Atari Dev Studio to make the development/testing process easier.
  13. I am interested in ordering two of the 7800 controllers with the wood grain look.
  14. Thanks! I never played this one BITD, but something inspired me about it when I encountered it. That would be great! You certainly don't "owe" me feedback, but whatever you provide will be appreciated. No hurry on either of these projects, in any case. 🙂
  15. I've deviated from the idea of a GridRunner clone, but I like the idea of a character-based shooter on a grid. This uses a paddle to move 360 degrees around the grid. Shooting works, but there's nothing to shoot at yet. I'm trying to find inspiration on what kind of a shooter that could use this kind of setup. Maybe some unholy crossbreed between Tempest and Centipede? Anyway, I'm uploading a ROM in case anyone has feedback on the feel of this, and if a 360 degree shooter seems playable. This uses a paddle controller, so it won't work in js7800, and it will have to be switched in a7800. latticeblaster.78b.a78 latticeblaster.78b.bin
  16. Set the variable ssc2 to $AA. Here's a screenshot after I did so in the same program in the first post:
  17. So, you thought that when you don't have PF0 set that the sprites should hide behind the background? Nothing can hide behind the background. Well, you could also display it on the edges, assuming you don't use PF0 for the entire margin.
  18. Maybe someone posting in the 2600 Hacks forum for some "best of" suggestions might be good?
  19. That doesn't seem to happen when I tried it? It cuts off at the same part going up regardless of where the sprite is horizontally. I also wondered about trying your idea in reverse: use background for the unbowed lawn, and do the sky and grass stripes with background colors, then use the single-colored playfield for the mowed grass. So the playfield would start up empty and fill with pixels instead of the other way around. I haven't experimented with it, but this might end up looking nicer.
  20. It's not really related to pfcolors at all. It has to with the fact that PF0 keeps a constant value, and it is drawn before the "regular" playfield is drawn. If you remove the PF0 definition, you still see the background color at the top, but it doesn't look uneven:
  21. Hey James, what do you think of the idea of doing a tribute episode for @Nukey Shay, highlighting some of his contributions to the community, and playing some of his hacks? Just in case anyone hasn't seen the sad news yet:
  22. No problem, and I definitely know that feeling! I just realized that I forgot to attack the customized minikernel: 6lives_statusbar.asm
  23. Okay; I took a crack at it. For the minikernel, there were a few problems. First, you tried to include it with "include". For multibank games, it needs to be included with "inline" in the last bank. I also had to comment out your minikernel code, as you can't have duplicate labels (the actual minikernel starts with the same label). Finally, you can't use pfscore bars and the 6lives minikernel together as they use some of the same variables, so I commented out those as well. Unfortunately, I don't know of a good fix for the background color showing through at the top of the screen - this is caused by the playfield starting after PF0 is displayed, so it gets that odd shape. You may need to simply not use PF0 to avoid this, unfortunately. I also copied the 6lives_statusbar.asm file to the same directory, and edited it to set the background color to black at the beginning of the minikernel. LAWNBOY_2021_9_19_2.bas
  24. The graphics look really good! Right now under Stella the line count is unstable (you are probably using too many cycles in some frames), and I often get a fatal ARM error:
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