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Posts posted by Coolcrab
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Does anybody know of a good way to display the power-ups? I am using player color now, but I want something else because I want to make the monkeys blue and red.
Is there some mini kernel that could add ticks above the lives or something similar?
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Short update: the game will be published on PackRat.
Thanks all for the help and feedback!I'm currently working on a manual and tweaking the game difficulty and then I'll make a PAL version.
If anyone wants to help out with some play testing that would be great, I'll put you in the credits in the manual.
Once this is all done, I'll go back to work on climb the tree.
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Idk, might as well get a retropi then. These carts need using

An SD card slot! This will allow you to play any compatible Atari 2600 game on the Flashback console (not to be confused with the portable). This would be the Holy Grail of Atari flashbacks if it actually happens!
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What can be better than cart slots?

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Any chance that the 2018 version will have a cart slot? Or we will be able to put one in like the flashback 2?
It would be good competition agains the retron 77. Especially if you could do an Atari on a chip with HDMI
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Alright. I finally saw the color bug that Michael pointed out (right most pixel of the first digit). Adding a cycle into the middle of the display routine fixed it.
I rewrote the code to reference existing labels instead of memory locations, so it should work with both kernels now.
And I added support for 4 scores (each with it's own color of course). With just one minikernel, you can have 2 or 4 scores. See the documentation for more details.
Can you combine this with a healthbar on one side? (say left and score on the right?)
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The plan was to count how many steps they did and save the score once a monkey died. Then it can blink after the game between monkey 1 and 2.
I figured that 1 score was enough as they both climb the at the same pace.
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Glad that you like it!
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At the moment:
1 removes all branches on your side
2 gives you a life
3 slows down the level
4 (not in yet) might switch the players around
I'd also like one that flips the tree left to right, but not sure how to code that.
And of anyone has a suggestions on how to stack the bonuses better (currently it's player Color and both healthbars are used) (maybe healthbar Color) I feel like it should be displayed better.
Is there some assembly code that ads more ticks?
And the asking started as a bug but I decided it's a feature now
it basically does too much in one draw screen and lags for a moment. -
The screenshot looks cool! The game doesn't seem to work on http://javatari.orgthough.
Strange. I'll try it on stella when at home.
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New version added that should be playable. The speed is a bit higher and the power-ups work. Collisions also work now, as it removes all branches on one side when one is hit.
I wont have much time to work on this the rest of the week, but should upload more next week.
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Very cool! Got a picture of the board/cart?
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Thought that you guys might like to see my homemade eeprom Atari cart. It's basically one of those 8-bit classics 4k boards with a chip clamp and a heavily modified cart shell.
It only plays 4k chips but it still allows me to play games that I would never be able to afford.
(and yes I know the flahcarts exist, but this was an old weekend project.)-
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Cool, how are you doing besides that?
Havnt seen you posting much yet, so I assume you are still recovering?
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I added the newest version to the main thread. As can be seen there are some weird bugs.
1) the collision works poorly. Even if I delete the wall upon contact,somehow it still takes away more than 1 life.
2) the speedup is not very natural yet.
3) The room sometimes 'shakes' and I have no idea why.
Bas file is included in main thread, if anyone can look at it that would be great!
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This is fun and original. I like it please make it into a full game

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I plan on making it speed up with time. Some potential power-ups would be to slow it down again. but then it slows down for both players, but that might add strategy.
However, right now I'm still stuck on the branch collision and like you said that is quite important to get working. Does anybody have experience with this?
The problem being that if I say something like this. (don't have the code on this PC, so the coordinate transformations might be wrong)
if collision(player1, playfield) then px = (player0x - 16 ) /4 : py = (player0y -16)/4 : pfpixel px py off
Then it works when I collide with the PFpixel but it doesn't if the PF pixel collides with me. Is there a fix for this? Could it be some misalignment?
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Where did you upload your rom?
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Upload it somewhere ( I put it on my site) and then just say javatari.org?ROM=url
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If there is space left I might do some AI. Otherwise I'll probably allow to turn the second player off.
I'm glad you like it at any rate

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Yes, but in this case thats a feature rather than a bug, as the player can only move in one line and has to remove all blocks it touches.
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It might be a good start, but I wouldn't let it exclusively be bB games.
I could make an excel sheet wrapper (that could be expanded to the huge one that Arenafoot made.
If you have say: title, author, description, link, imagename/location. then that would be a good start.
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This seems very relevant to my problem, so please allow me to highjack the thread a little bit. I got my game to work using similar conversions but the collision only seems to registers if the player moves into the wall and not if the wall scrolls into the player. Is this a known problem? And is there any way around it?
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RetroN 77
in Atari 2600
Posted
I just remembered a FB chat that I had with them some time ago. They complained about cartridge ports and I suggested them a cheap part.
Maybe I helped create the idea in a way.