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DEBRO last won the day on March 21 2010

DEBRO had the most liked content!

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    River Patroller

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    Atlanta, GA
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    Atari game programming

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  1. Hi Matt, Nothing hidden like in Mouse Trap. I do see you score 400 points for super jumps and 300 points for regular jumps. This wasn't documented in the manual but you can see it when you play the game too. Henry also does a form of .skipDraw to draw the Smurf sprites.
  2. Hi there, What was the issue and how did you solve it?
  3. Hi there, I've been reverse engineering Smurf - Rescue in Gargamel's Castle. This is because it was done by Henry Will, IV and I had been looking at his other projects lately. I've heard the dislike of pushing up on the joystick to jump. I believe I remember reading this on usenet but it was also heard in the feedback comments on Ferg's 2600 Game by Game Podcast. Reading Henry's development notebook about this project, he states Coleco didn't want to use the fire button to jump because it would have made the game too close to Donkey Kong. Anyway, here is a hack to allow you to use the fire button to jump. I did a search for this hack prior and turned up nothing. If someone has done this already then...sorry...and no time lost for me. It was fun in my own fun way to do it. The first BANK was kind of full so I had to optimize some areas. That wasn't too hard. There are a number of areas in the code that can be optimized. Tell me how this works. I tested it in Stella for ONE_PLAYER and it seems to work fine. Smurf - Rescue in Gargamel's Castle_ACTION_BUTTON_HACK.zip
  4. Hi there, I have been off and on working on this and Megamania for years. Hopefully I captured this okay. This was Steve Cartwright's third VCS game with Activision. It has been reported that he completed this in 6 weeks because Activision needed a release and the game they were planning to release was behind schedule. Plaque Attack Disassembly
  5. Hi Darrell, I have plans to move them. I wanted to go back through and clean them up a bit before moving them over. Just hadn't gotten to it yet.
  6. Hi there, Great to see this David! I'd ask / beg people with PAL machines to test the PAL60 on their machines. David would want to know if the NTSC and PAL colors are similar or close. We're assuming the speed would be the same since he is targeting PAL60 but any deviations you find would be greatly appreciated. Actually, having this tested on real hardware (NTSC or PAL60) would be greatly appreciated.
  7. Hi there, I have seen some very interesting and entertaining responses. Thank you for your insight. As I read the comments and thought more about it, would the term be more around the product? For example, my work would be considered homebrew because I produced unlicensed remakes? Would say an original IP or licensed IP then not be considered homebrew? Would an unlicensed product for a machine with lockout capabilities (that's not in the public domain) be considered homebrew because you bypass the lockout? Am I thinking too much into this Any case, I was curious on the term because...well...it seems the lines are blurring (to me).
  8. Before I get into questions...I wanted to take time to thank you. Thank you for the wonderful 7800 projects you have given us. You have really expanded the 7800 library with quality releases. Also, thank you for sharing your code and experiences with the community. This helps others learn and bring more to the 7800 library in the end. Just a couple of questions or statements... I'd like to hear your hurdles in learning the 7800...the different graphic modes and display lists. Could you talk about the challenges of thinking different in this area. Have you learned more efficient ways of constructing display lists over time? Could you talk about the evolution? You have done development for the NES as well. Are you planning to do more NES development? Which platform do you prefer (NES / 7800)...and why? Are you (and others) carrying on with Curt's vision of the XM? Are you still considering the XM as a target platform? Any interest in diving into other console development? When are you going to use your Twitter account?
  9. Hi there, It's more a feeling but having Henry's notebooks helps too. Henry doesn't go to in depth about Mouse Trap in his notebook like he did for Word Zapper or Squeeze Box. There are areas in his notebook where he references helping on Mouse Trap. What really makes me feel this way though is the structure of the code. I've done two of Henry's game so far and they have a similar structure. Though Gopher which is credited to Sylvia also has this same structure in a way. From the games I've seen of Henry's he uses almost a type of FSM in his games. This doesn't exist in Mouse Trap. I'll have to go a little further and look at Smurf's Rescue. I'm curious to know if the FSM exists there too. The code does feel like different developers worked on it. For example, the movement values are different from the Cat desired movement values. It could just be a coincidence but I don't think this would have happened if one dev worked on it...then again...maybe it would have.
  10. Hi there, Not sure if this topic has been discussed so forgive me if I'm restarting something. I finished listening to the interview with David Crane, Garry Kitchen, and Dan Kitchen on the Into The Vertical Blank Podcast. They mentioned something that, well, sparked a thought I've had for sometime. They don't consider their Audacity work to be homebrew. They go on to mention Audacity as a publisher. Audacity produces high quality releases similar to what we received in the 80s with boxes, new shells, and manuals. I actually agree with them which brings me to my question. If we were developing games / products and distributing them in ziplock baggies like we did in the 80s...would that really be considered homebrew? AtariAge is the publisher for most of our work. Albert, produces these games with boxes (on occasion), shells, and manuals. Albert ensures the production is top notch in my opinion. Would that not remove the homebrew term from our work as well? Why are we not considered say indie developers? There are people or teams considered as indie developers that work from their home and produce digital content...no box etc. Why are they considered indie developers and not homebrew authors? It seems to me we are all indie developers since we don't work specifically for the publisher and AtariAge (if we choose that route) happens to be our publisher. What are your thoughts?
  11. Hi there, Here is another one by the Workstead Design group. This one is credited to Sylvia Day and Henry Will, IV. It looks more like Sylvia Day did this with Henry's help in areas. Seems that way from Henry's notebook too. I've including switches to build NTSC, PAL50, and PAL60 versions. I highlighted or commented the area where the fourth cat was disabled. You can comment out this area to build the game with four cats. Enjoy Mouse Trap Disassembly
  12. Hi David, Any updates? Should be at most 8 bytes of ROM. Do you not have enough ROM remaining?
  13. Hi Matt, Only the maze "flickers" to show the Trapdoors. There is no character flicker in Mouse Trap. They keep the Cats vertically separated to avoid flicker.
  14. Hi there, Here is an interesting discovery I hadn't seen reported. While disassembling Mouse Trap I see there are 4 cats instead of 3. The 4th cat (i.e. top most Cat) is disabled on purpose. I wonder if they play tested the game and the testers found it more difficult with 4 cats. You can enable the fourth cat by filling $FF82 - $FF8C with $EA (i.e. NOP). The fourth cat will then be enabled at the start of the next game or rack.
  15. Hi Andrew, I'm good with that.
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