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mika

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Everything posted by mika

  1. ahhh, i get it! i need to read if playfield is on or off before performing the move. just need to do these calculations for pfread. much easier that what i wanted to do in the first place
  2. Thanks! I appreciate your comments, and i have to share my concerns now. As for NUSIZ registers, problem is i already use them for player0 and player1! i'm doubling the pixelsize, to get wider sprites. it's totally design issue, and it's a fundamental one. probably will have to stick to flickering one car, and i'm also thinking of using ball as one obstacle in a middle row, instead of car (one missile is lost already, and one is going to be used). as it will leave only one obstacle per row, the challenge will be in increasing speed of obstacles as you progress into the game. Playfield/player collision is a tough subject. if you download the newest *.bin attached, you can feel the crapiness of it. my idea is more "preppie 2'ish" than "froggerish", so i don't want to resign from playfield row dividers, but at this stage i'm considering just manually adding position exceptions for preventing player/playfield collisions. if you don't understand what i mean, it's something like in actual *.bin, when you are trying to get to the left or right edge of playfield. unlike with playfield collision you are not bouncing, you're just blocked. but that means adding nice lot of if...then statements before performing move. as for collision check after the drawscreen, of course that was my nightmare at the beginning with the help of other threads on this forum i managed to find a solution before your post, thanks anyway! at the moment most important decision is if i should have to resign from standard collision check, and add my own movement subroutine with if...then statements. does anybody know any other solution? chien0_1.bin
  3. that's so simple! thanks again, Lord Mike just to give you a look guys i attach *.bin of work in progress of my Andalusian Dog game main hero animation is not yet done so you can just slide him on the screen until he touches playfield, then you have to reset. touching car results in points deduction. i'm very happy with car animation, by the way. thanks! eyeball.bas.bin
  4. hmmm... i got another issue, i think unsolvable this time. this is the screenshot of work in progress. nothing playable now, don't worry is there any chance, with a setup like this - that means multicoloured player sprite, and black car sprite, to have two copies of car sprites with independent movement? displayed in different rows? the eyeball guy at the bottom must reach the top avoiding three rows, each one displaying one car, as it's hard to make game playable with just one car i cannot get 6 sprites kernel, as it doesn't allow multicoloured sprite kernel option, so i think there's no way to do it, but i'm asking just in case i'm wrong about it. (btw, sorry for my english!)
  5. thanks, Mike! exactly what i was looking for. i don't know how could i've missed these NUSIZes. Thanks!
  6. hi! trying to get some simple frogger clone to work i found a little problem: as the screen is 160 pixels wide and my player sprite is 8 pixels wide, that leaves a huuuuuuuuuuge lot of area to move. you basically have room for 20 players standing next to each other on the horizontal line (if of course that was technically possible, but thats not my question what i would like to do, is - in order to makes player life harder - to squeeze that horizontal space. i only need like 80 pixels wide playfield, in other words 10 spots horizontal for player. but just by limiting the playfield to the 80 pixels wide area is not a solution for me, it looks ugly. i'm asking more advanced bataribasic users, is there any chance to change horizontal resolution? to divide it by two? i still want to use 8 pixels wide sprite, so that would be done by only using player0, but the pixel itself to be the size of two 'normal' pixels? can it be done horizontally only? can it be done horizontally AND vertically? second question is, how is it done: i mean there are two player colours on one scanline - black for head and white for eye. is it done with the missile? does it mean both missiles were lost because the other one is alreayd sacrificed by using multicolor sprite kernel? thanks for your help! edit: question answered (thanks Mike!), see bottom for another one
  7. 1. Fishing Derby 2. Pitfall 3. Decathlon 4. Ice Hockey 5. Keystone Kapers 6. Kaboom 7. Private Eye 8. Barnstorming 9. Skiing 10. Snoopy and the Red Baron
  8. Wow, this is lame. Further proof that there are no good atari 2600 hacks.
  9. ... and trying to put it at e-bay: "INCREDIBLY RARE!!! RARE OF THE RARESTS!!! EVEN ATARIAGE RARITY GUIDE (blah, blah...)"
  10. i'm interested in that, too! and i couldn't found any tool to convert it.
  11. how could i missed it???
  12. i mean the only 2600 demo for that competition
  13. yes, it's from that site. pity it's the only 2600 demo... i think it's cool too do you know about more stuff like that? i was googling, and searching many resources, but i couldn't find any.
  14. has anybody seen this? what do you think about it? 2600.zip
  15. mika

    Atari manual

    seob, i can email you this service manual, cause i don't remember where i have found it. it was probably from something like pdf-archive (not only gaming related) but i've lost my bookmark. pm me if you, won't find.
  16. mika

    Atari manual

    i don't know if it's actually what you are looking for: it's *.pdf file called: vcs_pop. it's 1.93MB file. ps. moge ci ewentualnie wyslac na maila, gdybys nie znalazl a byl zainteresowany
  17. mika

    I bought 7800

    THANKS mot!!! i'm sure it'll help. (and sorry for my english)
  18. mika

    I bought 7800

    hi, i'm from Poland, and we didn't have much atari consoles here, so don't laugh at me. i recently bought an atari 7800, now i'm waiting for it. it looks like on the photo. it's real photo from the auction. i'm wondering, what is this white cable for? it's probably homemade. what should i have to connect it? are the joysticks pins like in 2600? and would 9V power supply be ok? i know that 2600 carts would fit. seller told that console works, but he didn't even told me HOW it works... generally: does it have the same connections as 2600? i hope it would work, this is my first 7800 ever!
  19. you are wrong, matzieq! i'm from Poland, and i've already did a single line of code
  20. czesc maciek! good effort, i'm just trying to read all the tutorials to make my own game. my programming expierence, some ATARI 8bit BASIC adventure games written in my primary school, wouldn't allow me to give you any advice of code optimization but i will try to do some code and then maybe you will have some advice for me
  21. there is no doubt - ACTIVISION
  22. thomas asked about the news from rocko. everybody knows, that there is no hacked rom that rocko had. he is just a little cheater and liar. his screenshots were just re-edited and resaved in different program. i won't give him any advice how to do it better. he is ill, stupid, and should never play again in any competition at atariage.
  23. sorry, i did not point it clearly: i was thinking of new carts, homebrews, like in AtariAge store. is anybody in europe doing something like this? anyway thanks for your response.
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