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Luigi301

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Everything posted by Luigi301

  1. I'm reading the joystick for now until paddle support is included. I wouldn't mind sacrificing a missile for paddle support. Break-In sounds like a really great idea, but I don't think I have the programming knowledge to do something like that. Besides, Batari only supports 2 players
  2. Supposedly Coleco did a shabby job of programming the 2600 versions of their games to boost Colecovision sales...
  3. And now I have a paddle. Bricks are needed.
  4. I gave up on my 5200 game. Instead, I'm starting work on a Breakout-style game! So far I have a bottomless rectangle that turns gray when you hit the black-and-white switch! I do have a way to store level data. If it works right, the level data itself should be small enough for me to include a lot of levels! Of course this is me we're talking about, so it could be completely wrong...
  5. Haha, I remember that one! Meatwad was playing Video Ouija instead of hanging out with Shake, so Shake killed himself to put himself in the game?
  6. I'd love to see how you bankswitch 16MB into 2KB chunks.
  7. I have an NES game cleaner. It's basically a wand with cloth on the end that you put alcohol on from the included bottle and rub on the edge connector. It resurrected my blinking gray screen games. If I knew how to open the connector, I'd try it on my Chopper Command cart.
  8. Another thread says you can use labels instead of numbers. However, when I do initprg: player0x = wormx : player0y = wormy player1x = applex : player1y = appley applex = 75 :appley = 75 COLUPF = 90 DASM errors saying "cannot process line 'initprg' and refuses to compile. What gives?
  9. So we've gone from "on the 2600" to "add more CPUs and we'll talk"?
  10. I beat his #1 score on Twin Galaxies (here) at Koffi! Too bad I can't submit an emulator screenshot EDIT: Updated with >3000 score!
  11. I'll try that. I think the .inc files are what it uses to turn the commands into ASM. It just replaces, say, INPUT with the contents of input.inc, adding parameters where they belong.
  12. Yeah, 16K of ram can't be more than a couple of dollars. Not like in 1987 when 16K would run you over $50.
  13. I thought it included all of those automatically?
  14. STILL doesn't work. Here's my .bas. Attached is the ASM. Somehow whatever I'm checking is being set to $0C, even though I'm not touching anything on the pad. TITLE "worm 2005" AUTHOR "luigi30" SCREEN 4 KEYPAD 1 SET CHARSET=$9400 PALETTE 0,$60 PALETTE 1,$C6 PALETTE 2,$A4 PALETTE 3,$22 PALETTE 4,$E MEMCOPY $9400,$3000,4096 WaitForStart: DO SET SCREEN=$9400 A = $00 X = $00 INPUT A LOOP UNTIL A = $0C GameReset: SET SCREEN=$9800 DO PUT (50,100),$30,2 SPRITES ON LOOP .ORG $9000 #INCLUDE worm.ttl .ORG $9400 #INCLUDE worm.chr .ORG $9800 #INCLUDE wormmain.ttl WORM.txt
  15. They can make a working 2600 language but not a working 5200 language! It's been 3 days I still have no idea what the problem is!
  16. WaitForStart: DO INPUT X IF X=$0C THEN EXIT DO LOOP GameReset: DO SET SCREEN=$9800 LOOP Broken!!!
  17. Tell me why this doesn't branch back to WaitForStart even though I haven't pressed start on the keypad! It's driving me nuts! WaitForStart: DO INPUT X IF X=$0C THEN EXIT DO LOOP GameReset: DO SET SCREEN=$9800 LOOP
  18. Isn't the Channel F a year older than the 2600?
  19. Loops. Loops loops loops. They never work. I don't see how my program can jump past waiting for a key to go directly to starting.
  20. I have a 3rd-party N64 pad that's held up better than all my real Nintendo ones.
  21. Here's my (rather sparse) title screen. Still got to figure out how to match Antic4 to the correct color code.
  22. The DC is a Naomi with less RAM. Hydro Thunder's main board was a fully-featured PC.
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