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Everything posted by Jetboot Jack
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._ files exist in ADDITION to the original - I have no idea why the original files are disappearing, but standard behaviour is those ._ files are always there but invisible to OSX and visible to windows whatever filesystem you are using. They should have NO affect on the use of bin files on any system -FAT32 or not. I use my mac just as you, as the source for all my downloading and game management before placing those files on NAS, Windows and PI systems and have not encountered any issues in this process I use try and use exFAT filesystem on windows systems so that I can read and write with out legacy issues with NTFS though... sTeVE
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What I mean is you are showing white ghosts and brown grunts when in reality if they are on screen they would be the same color - so white grunts or brown ghosts - which would look little better than the current version IMHO, your mockups do not represent the actual visuals of the game - not wether enemies overlap or not (which they don't I know)... sTeVE
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Isn't the problem with your plan Jose, that most of the time in Gauntlet, once you get past the opening levels, there are several different enemies on screen at once, overlapping horizontally and vertically - so one more color available would not really help there... Perhaps a better approach would be to use the color to change the floor to pop the enemies off it more or the walls so they stand out more strongly? sTeVE
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Games genres that we dont have on our A8!
Jetboot Jack replied to Matej's topic in Atari 8-Bit Computers
That game looks rather poor really - I get there are lots of colors on screen and there are lots of different graphic modes in use, but it really is avoid the player missile red pillar and shoot the player missile enemy, since and repeat - nothing actually interesting to be honest, at least not compared to the likes of Elektraglide, Last Star Fighter, Dimension X or Stealth... sTeVE -
I don't think either of them ever claimed to have invented sprites - why the attempts at bashing? Sega did not claim the Genesis/MD had blast processing they claimed Sonic USED blast processing - it just scrolled in larger steps than 1 pixel to get speed! The sprite limit on the MD was not a factor of CPU, although if you were trying to push more than around 80 on screen you had to do some tricks and most devs just lived with a bit of horizontal re-use flicker. There was plenty of time to draw and update the sprites... sTeVE
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8 Bit emulator that can run from a ZIP file
Jetboot Jack replied to Plastron's topic in Atari 8-Bit Computers
Hyperspin invokes the emulator, it is the emulator that requires the file type not Hyperspin, the command line parameters you pass from Hyperspin should take care of the filetype parsing for the Emulator (which one are you using)? I used to use Rocketlauncher with Hyperspin to control all that stuff - http://www.rlauncher.com Personally I would dump Hyperspin I find it an outdated mess of a F.E. I suggest using LaunchBox (in BIGBOX mode if you like) instead, lots of great themes and much simpler and easier to use!!! sTeVE -
lots of unfinished, awesome projects .. but why?
Jetboot Jack replied to MARIO130XE's topic in Atari 8-Bit Computers
It might be - hard to remember, it was a lifetime and many, many games ago sTeVE -
Damn - that Gridrunner looks and sounds awesome - is there a downloadable of it? And it goes without saying the latest work shown on Rick Dangerous is superb. As anyone who actually makes games knows it's NOT easy, however simple, polished and elegant the final experience is to players - huge props to everyone doing it... Cannot wait!!! sTeVE
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lots of unfinished, awesome projects .. but why?
Jetboot Jack replied to MARIO130XE's topic in Atari 8-Bit Computers
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lots of unfinished, awesome projects .. but why?
Jetboot Jack replied to MARIO130XE's topic in Atari 8-Bit Computers
There is another version with a full backdrop behind the play area - just one repeating tile, so like Contagion in some respects.... sTeVE -
Those of us running Altirra under wine on OSX know there is a miserable key mapping issue that prevents ALT+key commands from working properly and this really hampers use of the emulator - such as not being able to switch to and from full screen etc. Well I found this lovely little hack that makes Altirra under wine a total joy to use - http://www.columbia.edu/~em36/winekeymap.html You replace your existing version in /Wine.app/Contents/Resources/lib/wine/winemac.drv.so sTeVE
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lots of unfinished, awesome projects .. but why?
Jetboot Jack replied to MARIO130XE's topic in Atari 8-Bit Computers
Just remember we actually made this in 1989 or so rather than 2016! Menace without parallax ran at 25fps in Antic 4 and over 30fps in Antic 5 - 8 independent software sprites (albeit they had ONE definition for all 8 in a wave)... sTeVE -
lots of unfinished, awesome projects .. but why?
Jetboot Jack replied to MARIO130XE's topic in Atari 8-Bit Computers
No I was behind Harlequin, I did some coding, mostly graphics & design and also "got the deals" with the licence holders (so did the business) :-) I took Contagion to Psygnosis to get the licence for Beast and Menace... There were many Halrequin projects on A8, ST and then I have been making games ever since :-) I am currently Director of Design at Supermassive Games sTeVE -
lots of unfinished, awesome projects .. but why?
Jetboot Jack replied to MARIO130XE's topic in Atari 8-Bit Computers
Atari Software sprites in a late 80's stylee... Not the latest version, that had a parallax background, but good enough to show the principle for a shooter... sTeVE -
For recalbox/retropie its the location of the files rather than any OS level meta data that associate files with emulators - the core will only load .bin or .a78 files that are in the share/roms/atari7800 directory - put the wrong files in there and they just don't show up in the UI for either FE. sTeVE
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You are conflating Nintendo with the publisher - this game was not by Nintendo so laying the blame at their feet is silly - Nintendo had nothing to do with the adverts, they were done by imagineer and ocean since they developed/published it - and to be honest my memory of this is that the box shows very accurate images of the game :-)
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Just tried this - wonderful work, an awesome game. sTeVE
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410 Cassette Different Version!
Jetboot Jack replied to SoundGammon's topic in Atari 8-Bit Computers
Best Atari tape deck, used mine until the XC11 came along... Saw and repaired many 1010 and XC12 plus a fair few of the chubby 410 - not enamoured of any of them by comparison to this original 410! In fact I really dislike the XC12 - there are so many versions of it, all a little different and all cheap... sTeVE -
Wow - that looks incredible, cannot wait!!! sTeVE
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Very nice indeed, lots of sprites - really nicely done - looking forward to this more and more!!! sTeVE
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Gunstar et al... "a 16K cartridge, is no excuse for Sinistar's shortcomings, Atari could have chosen to make it bigger and better" Absolutely - I think you conflate my post with corporate policy. I was not advocating size, merely stating the facts of mid 80's Atari cartridge game development... Developing games for Atari UK in the late 80's I was offered 64K rom capacity for both XE and 7800 games - 128K was not on the table, and to start discussions on a larger capacity seemed to be a rather onerous undertaking. sTeVE
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Don't be too harsh - you're comparing apples to oranges. Back in the day the market for games meant that a 16K RAM standard and small cartridge size forced lots of compromises on games - and still MANY of them were simply stunning (like Star Raiders or Joust) Just look at how much nicer the XEGS carts are when they have more RAM and cart space! I do agree this Bosconian port is lovely! sTeVE
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In each system's rom folder there is _readme.txt file with the details you need.. For 7800 it says bin/a78/zip - so yours should work, I am using .a78 without any problems... sTeVE
