Jump to content

_Fandal_

Members
  • Content Count

    772
  • Joined

  • Last visited

  • Days Won

    1

Everything posted by _Fandal_

  1. Hi! Check this full Indus GT manual: http://retrobits.net/indus.html. F.
  2. Looks very promising! Keep up the good work! F.
  3. One more question: How do you use RMT for sound fx? Do you generate a RMT track during run time, or do you have tracks pre-built and just offset into the RMT file, play the sound fx, then stop playing? Just curious, sounds like an interesting feature. Also, I wonder if it is possible to be playing a 3 track song, then insert sound fx into the 4th track as the game plays. This way you have background music with sfx... Thanks, C Every sound or music is a single RMT track and I'm always playing just one. When request for another sound come I stop current one, wait for one VBI cycle and play the next one. F.
  4. I have not heard of this game until now. I have found the executable, but no source... Very cool! Did you do FreecellXE as well? Do you mean source code of game or source code of sounds part? I can send you the first one but all sounds were done by Raster and I don't have source of it. I just merged his binaries with my code and inserted routine calls. And yes, I did FreeCellXE too. F.
  5. Hi! Have you seen my latest game HexxagonXE? It uses RMT for music and for sound sfx as well. Song number is called via LDA #nr -> JSR RMT_ROUTINE_START+3. Try to look into my code. F.
  6. Well, I think it's very good tune. Especially on REAL hardware. When I was testing it in emulator, sounds were... huh... how to say it?... they weren't so nice to listen. A little bit out of sync, a little bit of out melody, a little bit strange. But on my 320XE it plays really nice music. F.
  7. Good work! My German isn't very good so it's much better for me to play it in English. And one question: what does HORST.TBS do? Is it some testing program or what? Game itself doesn't call it so I really don't understand why it is on the disk... F. This plays some music in VBI, but it isn't part of the game.Seems to be one of my old test-programs long forgotten. Thimo I thought so... F.
  8. Good work! My German isn't very good so it's much better for me to play it in English. And one question: what does HORST.TBS do? Is it some testing program or what? Game itself doesn't call it so I really don't understand why it is on the disk... F.
  9. Try this. I didn't check it as I don't have and I don't use AtariWriter but there're some notes about using with SpartaDOS in README files on both disks. F. aw80.zip
  10. Thanks, that helped. @_Fandal_: Don't forget to mention that when submitting. Or submit a 60Hz version too. That one would look better on emulators anyway. Especially on my 60Hz LCD. That's a good idea! Looks like you've memorized each and every issue. That's the problem with 1K games, you have to make compromises. Each and every feature requires some valueable byte and you run short of them very fast. Exactly! Some improvements would be nice but I'm out of 1kB limit. Sorry... May be next time I'll write something for 4kB compo. F.
  11. One suggestion I'd have would be slowly increasing the scrollspeed (fractional adding). In exchange the shield could slowly recharge. Greetings, Manuel Well... Here is test version with increasing number of meteors. May be it is changing too quickly but the result is clean (in my opinion). Sooner or later this game becomes absolutely unplayable. And I hate unplayable games so much!!! So I think I'll not make any changes on it any more. Astro Road will be simply test of your attention and patience. F. astro_road__test_.zip
  12. Yeah, I tried some packers too and it seems packing so small file will not be very effective. May be XIP will help me but I'm affraid the only way is to find some holes in my code... F.
  13. One suggestion I'd have would be slowly increasing the scrollspeed (fractional adding). In exchange the shield could slowly recharge. Greetings, Manuel Well, I was thinking about some improvements too, but I don't have any free bytes left. First working version was 1024+80 bytes long so I had to make a lot of (sometimes brutal) optimalizations and now I'm almost out of ideas where to find some extra bytes... BTW, are packers allowed in MiniGame Compo? F.
  14. I haven't been able to play it yet, but it reminds at a NES submission of last year called Galaxy Patrol. But that one was 4K. Hmm.. It seems you're right. It looks similar... F.
  15. Cybergoth asked me to send to this thread my A8 1kB Astro Road game I prepared for MiniGame Compo 2004 - so here it is. F. astro_road.zip
  16. Yeah, here it is - simple 1kB game for MiniGame Compo 2004. Last year there were just two games for Atari 800 (from 63 entries overall) so I hope this summer will be much better for us!!! F. astro_road.zip
  17. Well, I'm almost sure you're talking about nice High Rise game... F.
  18. If it's not too much to ask, could you please post these two games as well? Yes, I can. :wink: freecellxe.zip tripeaksxe.zip
  19. The goal is to take as much stones as possible and beat the oponent You can move your stone or you can jump with it. If you move it, you get new one. Each stone can be moved just to the nearest free positions, next nearest free positions are available for jumping. And you're taking all oponent's stones nearest to the target position. That's all. Fandal
  20. They were released in Flops #45 and #46. You can find them here: flop.atari.org. Fandal
  21. Hi all! New Flop magazine No. 47 was released yesterday and I'm really very happy I was able to make small contribution to it again. After two card games FreeCellXE and TriPeaksXE I prepared logical game HexxagonXE this time and Raster was so kind to add cool music and sounds. Enjoy! Fandal hexxagonxe.zip
  22. Well, my favourite is StripPoker. Amazing BAS/COM game. F.
  23. Could you send those tunes in RMT or XEX format too? Thx, F.
×
×
  • Create New...