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Swami

+AtariAge Subscriber
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Posts posted by Swami


  1. On 12/14/2020 at 5:46 PM, DrVenkman said:

    This is the original 16K APX cassette release, just like I had for my 400 back in the day. I have it running on my prototype 576 NUC+ board.
     

    Thanks, FujiNet team! :) 

     

     

    693ED412-2912-4B21-B773-E0527C56553A.jpeg

    1197437C-B8ED-4A85-8C3F-66E3C2BA669E.jpeg

    Perspective nightmare hurts my brain. As far as fujinet, I’ll have to wait for a couple revisions due to Luddism when it comes to firmware manipulation. 


  2. Just now, BIGHMW said:

    It's not like I didn't try the diplomatic way first. I DID try e-mailing Homesoft and submitted some files (5200 Tempest - both versions, and also the wonderful 5200 translation of @Thelen's 8-bit Yar's Strike that @playsoft did for me back in April) but he was hesitant to do them because Tempest was an official release despite it not being available on 8-bit systems. What the heck is everybody afraid of???

     

    If these guys do it for the love of the systems then why did Homesoft turn me down??? The diplomatic angle didn't work with him, therefore THAT'S why I now have to resort to bribing people ("Million Dollar Man" Ted DiBiase did it on his way to the WWE Hall Of Fame) to do those conversions for me, besides, I would be using it for personal use only, unless there is a demand to release it to the rest of the world (all of you guys).

    Well, I have seen TrippleTopper run off the two guys who were making MasterPlay clones and they've never come back because he continued to push them to make something he wanted.

    • Like 1

  3. 1 hour ago, BIGHMW said:

    I actually DID look into it, but, was told that it would probably require (at least for me) knowledge about both systems in which considering both my developmental and psychiatric disorders, would be too much for me here at age 54, so, I stick to being a lobbyist with money hoping to score for all 8-bit (and 5200) Atarians with the same games for all (or at least all the 5200 ports for the 8-bit units).

     

     

     

    .....and YES like WWE HOF Ted DiBiase once famously said, "Everybody HAS A PRICE!!!" I'll pay $$$ to get the complete converted set (once I submit the 5200 files and after see them completed) of 5200-to-8-bit files (especially Tempest), so that 8-bit owners can play them too.

     

     

    Money never works because homebrewers don't do it for the money but for their own creative interests. I've tried to get something made by offering money a couple of times. They'd rather do what they want and have it be fun than get paid to do something that doesn't turn their creative crank.

    • Like 4

  4. 35 minutes ago, BIGHMW said:

    Look, I've only heard of and about him, but yes, I DO hope someone can do something similar to what he did back in the day, he was considered by many Atarians to be a legend and an Atari God back in the day, but if guys like Wrathchild and others can port XL/XE/XEGS games to the 5200 then why can't we have someone to do the exact opposite. Except for the different OS systems, they are pretty much the same (6502 processors, graphics chips, etc.).

    Learn to program if you want it so badly to harass programmers. No one NEEDS to program any game. It's not the end of the world.

    • Like 3

  5. 1 hour ago, Kiwi said:

    Oh I just remember.  The shots fired from the ship usually disappear after a certain distance.  Also, it wrap around the screen in the atari 2600 version. 

    In the arcade version, they travel about 70% of the screen width/height, wrapping around, if necessary. It is your game, though. I should add that the wrap around can add a cheat if not compensated for. A player can get to one or two slow moving Asteroids and hide on the edge of the screen and shoot saucers by wrap around, since the saucers don’t aim by wrap around in the original arcade version. This was patched in a revision so the saucers’ could shoot at the player by wrap-around. Arcade owners were complaining about losing money on the game. 


  6. I remember crapahute was putting together manual pdfs to include in the Collectorvision club. Is this still happening? Maybe they all have the general ColecoVision manual appearance, so there is not much to miss, but I thought it would be nice to see the artwork and, generally speaking, when you buy a rom, the instructions are included.


  7. 7 hours ago, AnalogKid said:

    1.  I'll double-check the collision detection routine, I may not be trimming enough off of the hit-box for the small ones.  I had downsized the sprites by a pixel or two as there wasn't enough difference between the medium and the small.

    2.  The arcade audio was fantastic with great bass.  Unfortunately with the Colecovision I have to work with a white-noise generator and it has two frequencies high and low.  I believe the alternative is to link the noise channel to tone channel 3 to get lower sounds but I need all three tones, particularly when the UFO on screen.  Anyway this is why the explosions in most games sound exactly the same.  I will increase the decay time however.
    3.  Yeah the arcade version has some randomness to how fast the small ones fly off and often they do shoot off very fast, but I did have to scale down the playfield to account for much lower resolution.  As a result it's pretty cramped so I scaled back the 90-degree splitting and the extreme acceleration to keep the game from being unplayable.  If you think I "nerfed" it too much, I may add back some of the chaos.

    4.  The small UFO won't appear until round 3 and then it's a 1 in 4 chance the UFO will be the smaller until after round 4 when it's a 1 in 3 chance.  I really have no idea what the ratio is in the arcade version.  Maybe in later rounds I'll increase it to a 1 in 2.  The easy skill level never has the smaller one.

    I too have seen the ghosting you described at least a couple times in ColEm.  I'll double check the sprite attribute update code.

    Thanks for all your testing and input. 

    3. Maybe top the max speed 25% faster, since the relative playfield is smaller (in the arcade mode).

    4. Regarding the small UFO, in the arcade version, it starts appearing after 10,000 points, alternating with the large UFO. After 40,000 points, only the small UFO appears. I don't know the exact point values, but I'm guessing from experience that every 10,000 points, the small saucer becomes more frequent: every third saucer after 10,000, every other saucer after 20,000, the last 2 out of three after 30,000 and the only saucer after 40,000. I've also read that after 40,000, the small saucer forces you to move or shoot quickly, because it shoots right at you if you are sitting still.

     

    I don't mean to nit-pick, I just wanted to point out some arcade qualities since one of the options is "arcade" version. I encourage creativity and variation in the 8-bit console ports, in general - it keeps the sense of nostalgia better. It's also probably more fun to make it slightly less hard compared to the arcade version, so it's not such a "coin-gobbler".

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