Jump to content


New Members
  • Content Count

  • Joined

  • Last visited

Community Reputation

3 Neutral

About AgentOrange96

  • Rank
    Space Invader
  • Birthday 02/23/1996

Profile Information

  • Custom Status
    RIT 2019 - Product Dev Engineer at AMD
  • Gender
  • Location
    Austin, TX
  • Interests
    Vintage Computing, Electrical Engineering, Computer Architecture
  • Currently Playing
    1 Monster Truck vs. 61 Children 2600

Recent Profile Visitors

1,583 profile views
  1. I bought a heavy sixer with the description that the left controller port did not work. I figured it'd be easy. Probably a cracked solder joint on the left controller port. When it arrived, I found that someone else had already replaced the left controller port. (And they did a nasty job, but they probably didn't have a good iron.) Also of note, they'd bodged pin 8 to a ground connection. All pins had continuity to the board. So it seemed like this wasn't my issue. Though I did clean up the soldering job as best I could. I checked the resistance to the TIA. It was correct. So not that. I swapped the TIA with that from my trusty darth vader. Both TIAs worked in the vader, neither worked in the heavy sixer. So that ruled out the TIA. I checked the capacitors be seeing if I got a short. I saw a high resistance but not open. Ahah! So, I replaced the caps on that side, and... still nothing. Also, the old caps checked out just fine (actually slightly better than the replacements) on my capacitor tester. Well, what else could it be? That's the entire line validated from the controller port to the TIA. So upon googling, I finally came across this thread. Pin 7! I checked continuity with pin 7 on the right controller port to 5V, and it was good! But pin 7 on the left controller port did not have continuity. So, I ran a bodge wire from pin 7 on the left port over to a trace that came off pin 7 on the right port. AND IT WORKED! This thread also explains the bodge wire on pin 8. So thank you very much! Another heavy sixer is fully functional thanks to your troubleshooting over half a decade ago!
  2. Over the summer, I'd hacked my DSi and among other things installed StellaDS. It hasn't been updated since 2012 and I've noticed a couple of improvements that could be made. First, it seems like it runs slow. I tried the Mr. Caterpillar demo, which due to my NTSC VCS, I don't really get to fully experience. (Plus the video signal cuts out on occasion) However, on StellaDS it seems very slow. I don't think it's the difference between 50Hz/60Hz, but then I really can't say for sure. I'm used to running on the wrong hardware after all. Second, and this is more a concern for me, is the ability to play DPC+ games. I've used this for both homebrews I've worked on, and am kind of disappointed to find that this version of Stella doesn't support it. (From what I understand, this requires emulation of the micro-controller in the Harmony Cart, which modern Stella does.) I'm wondering then if anyone knows where to find source code or better yet, but much less likely, a version of StellaDS that's been updated more recently than 2012. Otherwise, I'd also be interested to hear anyone's thoughts. I'm not expecting too much, but I figured it's worth posting. Thanks!
  3. Scoring by how many kids you jump is a planned feature whenever I get around to re-making the PC version. Although, I'm using the score actually to give the directions in the Atari version with a custom score font, since I didn't put in a real score system.
  4. The monster truck is already two sprites, so I'm very limited. Plus I might have had more limits with the timer bars, but I forget. Either way, I don't want to truck to flicker.
  5. Not gonna lie, that was the first game I immediately put on my Harmony as soon as I got it... It's not something I'm proud of...
  6. I was not. I'd like to make the kids look better, but I'm unsure of how to do that without flickering. But as far as game play, that's pretty much all I had planned for it. RIP those fire buttons!
  7. My news has officially been approved on IndieDB and ModDB for this. Unfortunately it has been archived so not to show on the front page. They always seem to archive any news I post. :/ Anyway, link for anyone who wants a read. And thank you everyone for your support!
  8. The biggest issue is the limitations of the console itself. If I remember correctly, to add another Sprite on that level would cause the monster truck to flicker as it is already made out of two sprites on its own. The kids are right now built into the playing field, which is why the ramp has a brown line (hair) instead of a red line. I tried to make it somewhere between red and brown.
  9. Oh dear, that is a stunning review of an absolutely stunning game! Thanks!
  10. The tears, cries and screams come from the player's dispair! You're welcome, @StanJr!
  11. The truck is supposed to stop, although I suppose there's no reason for it to. The smiles or frown faces are the indication as to whether you won or not. They're actually using score with custom "digits" so I couldn't do much to write out win or lose there. I could make a win or lose screen separately though, or make it appear on screen via the background. Perhaps I should.
  12. I probably shoulda mentioned how to play. You want to clear the kids. Mash the fire button enough and you'll clear them, don't and you'll hit them. It's binary in that you either hit the kids or you don't. If I ever get around to a proper remake for PC, it'll be more dynamic that way. The bar in the middle is the kids. That's what I'd like to improve most graphically, but I'm not sure how I really can. Also, the difficulty switches toggle the sound effect and the music. (Separately) Mostly because I was tired of hearing the same song over and over.
  13. Hey, man! Read the reviews on IndieDB! People regard it highly! XD Anyway, there is a a story to why this stunning game exists. I'd been wanting to both remake it but better as well as port it to the Atari 2600 just for fun, and finally I've at least accomplished half of that!
  14. Hello, all! A few months back, I started working on my first Atari 2600 homebrew. It was quite a learning experience, and quite a challenge. I actually haven't touched my game in a few months now, but it has been sitting more or less complete for a while. The game is a re-make of a PC game I had made years ago in Game Maker. This game can be found on IndieDB. Given the patriotic undertones of this game, I figure it might be cool to release the Atari 2600 version on Tuesday (July 4th) on IndieDB. However, before I go ahead with that, I wanted to get the opinions of you all at AtariAge! I have uploaded my code if anyone wants to compile it themselves. (The two .txt files should just be .dat) I'd be very interested to hear any feedback or suggestions for this game. I'd like to make the children a little more distinguished, but I'm not sure I can realistically do that with the hardware. I definitely look forward to writing more for the Atari 2600 as it's very fun! Let me know what you think! 1v61.bas.bin 1v61.bas score_graphics.asm Music.dat.txt Rev.dat.txt
  15. For some reason Avira didn't tell me it quarantined that file on my desktop, however it did tell me on my laptop when I went to go check it on there. So yeah, you're spot on with that one! Thank you!
  • Create New...