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vidak

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Everything posted by vidak

  1. here's a disassembly of commando!!! HAPPY DAYS http://atariage.com/forums/topic/195381-commando-only-3-levels-mistake-remedy/?p=2520899
  2. Thanks!! Going through the Stella Mailing List has introduced me to many useful kernels, so I'm sure there's something I can adapt for the situation. I'm obsessed with the game Commando, and I really want the jungle of the Sierra Maestra to look very similar to the desert in that game. The screens won't scroll though, but I still feel like attempting a disassembly so I can work out how to draw trees with such a high resolution.
  3. Maybe someone should make a mirror of the Mailing List Archive, it would really suck to see it go offline.
  4. I updated the Commo Dig with some ideas about how to Ctrl+F your way through the page. The Dig is now complete all the way through November 2003. http://bootlicker.party/commo-dig The last few months contain a lot of disassemblies and a lot of important information about: Audio Macros for VCS.H and MACRO.H The source code for many homebrew games The source code for a few 1K Minigames An explanation for how skipDraw works by Dennis Debro a SID to TIA converter
  5. Here's Mr Spice's first debut on the Stella Mailing List http://www.biglist.com/lists/stella/archives/200307/msg00063.html
  6. I agree with you actually, I took inspiration from your site about long single web pages. I think this way you don't miss anything. If I broke it up into small pages you'd have the annoyance of continually clicking through all the time, and you're likely to miss clicking on a link and miss an entire year altogether. Thanks for the advice
  7. Added a month and a bit tonight. We're now up to May 9, 2003.
  8. Does anyone actually have any suggestions about how I should structure the Dig? It's currently just one big webpage, and that's really bad web design. If I structured it according to months, then I'm worried people wouldn't be able to get the relevant information they needed. I'm thinking about making an index, so I could potentially have the index, and then have multiple pages for the years. What do you think?
  9. I think the mailing list was actually set up for the Starpath CD series, so you're right. The mailing list wasn't actually for the stella emulator - the fact they only very infrequently and tangentially discuss the stella emulator (most people used z26) is most likely proof. I'll change the introduction.
  10. The Dig is now complete up until April 2003. These three months I just completed, Jan, Feb, and March 2003 are very special. You'll find many many interesting discussions, and some very very useful source code expositions in these months. In particular, you'll find Andrew Davie's source code for creating 48*64 moving bitmaps. There are also some interesting discussions on horizontal positioning in the last 6 months. The source code for Death Derby is also in March 2003, and there are a few disassemblies too. as always, bootlicker.party/commo-dig
  11. I've got to say, the Atari 2600 homebrew community really started a renaissance after October 2002. Perhaps even Sept 2002. The programming capabilities of the hackers really went into warp drive and so much more was achieved. Bank switching, full screen bitmaps...!
  12. The dig is complete up until January 2003. http://bootlicker.doubledashgames.com/commo-dig/
  13. Ah rad! That makes total sense. I'm actually thinking of using an old kernel from the 90s made by Piero Cavina - the "multi-sprite kernel". Or I could just study it first. I feel like I'm getting the concept of how 2600 games are meant to work. The kernel is the display "kernel" of the entire game, and you construct your game around it.
  14. Hahahaha! The Dig is now complete up until October 2002! bootlicker.party/commo-dig
  15. Could someone explain to me how to change the colours of a GRPX line by line? I assume the kernel would set the colour of the GRPX before STA GRPX-ing it?
  16. Hey! This is my first game. Please find attached my first 2 hours of work. I basically took some code from Kirk Israel's intro and changed it to make a simple yellow revolutionary move around the screen. This is a game about the guerrilla war that lead to the socialist Cuban Revolution. I'm a Communist, so I thought I'd made a game about communism! Most of the game is like "Snake or Surround with guns". You have a squad of revolutionaries who follow you in a line. There is an overworld where just Che Guevara walks around, and then when you touch a Fascist Batista soldier, you enter into the "snake/surround battle mode". It's a bit like Zelda 2. Zelda 2 had an overworld with randomly generated monster icons, and when you hit them you went into a side-on battle environment. I have to figure out how to draw a "snake" like in Surround, except having it at a set length. Surround just drew a continuous line, I want a line of a set length on the screen. I figured should have something to show, so I modified Kirk Israel's code to draw a little revolutionary Che moving around on the screen. I have to figure out how to draw different lines of colour. I now realise I can't draw multiple different colours on a single line without great difficulty. I suppose you could consider the little Che graphic to be "concept art". This is a big step for me, I've been wanting to do this for a long, long time! PS. I believe in open source / free software / the GNU movement, so I will always release my source code. Even for the finished game. *************************** Quick skill tester game to determine the initial strength of your revolutionary forces Your guerrillas follow you in a line, and the length of the line is determined by the skill tester OR the guerrillas could be displayed as icons on a panel on the bottom of the screen You’ve now landed on a beach. You need to avoid detection. This is a stealth mini-game. You need to sneak past Batista’s soldiers combing the beach. You have three grenades you can use to stun guards and sneak past them. It is a maze. Next you must attract a peasant guide. There will be several screens you can traipse through, and you will come across a randomly generated number of peasants. Each peasant you come across will have a randomly generated level of sympathy for you. Most peasants will not trust you, and will transform into a group of Batista soldiers you need to run away from. The soldiers will chase you until you run through three screens. You can use grenades to slow their path. The number of revolutionaries you have with you will determine the average level of sympathy peasants will have for you. This is just a guide. The lower the number of revolutionaries you have, the more erratic the distribution of sympathy will be among the peasants. Peasants will be coloured according to their sympathies. The more red their colour, the more sympathetic. The more brown, the more likely they will be to be an informant. There will be randomly generated groups of Batista soldiers in the mountains, and these soldiers you can defeat. If any kind of Batista soldier touches you, you will lose HP on your guerrillas. Each guerrilla has 3 HP. If you touch a group of roaming Batista soldiers, you enter another skill tester game. Your number of guerrillas will face off against the randomly generated number of soldiers. You face off as two snaking single-file lines of soldiers. The point of the game is to shoot the other line of soldiers starting from the end of the line. The soldiers snake from the top to the bottom of the screen, and then snake around the screen. You can move your line of guerrillas anywhere around the screen, and you shoot in the direction you last moved. When you shoot the end of a line of soldiers, they break off the line and then fire at you when you enter their 90 degree field of vision. There will most likely be anywhere from 3 to 5 soldiers. Once you have separated all the snaking Batista soldiers, you enter a new phase and must grenade them. Once they are grenaded they disappear and you re-enter the jungle. Each soldier you have has 3 HP. If they get hit they turn progressively black, and when they lose all their HP they drop off your line, and it becomes one soldier shorter. If you lose all your soldiers in this mini game, you are returned to the jungle with one of your soldiers having lost 1 HP If you manage to beat all the Batista soldiers, you have the chance to recruit a new revolutionary from the jungle. The lower down the mountain range, the more Batista soldiers. The distribution of peasants will be even, however. A peasant with high affinity will lead you right to the other side of the Sierra Maestra, to the next battle, the Battle of Las Platas A peasant with a low amount of affinity will take you part of the way there before ditching you. There will be an animation showing the peasant guide ditching you, and returning you back to the Jungle, where you must repeat the process of finding a new guide. THE BATTLE OF LAS PLATAS This will be like a tower defence game. There will be three waves. First wave: three snake/lines of Batista soldiers. Second wave: three snakes, then two snakes shortly afterwards. Third wave: A very strong/thick snake that takes three times as much damage. Defeating a snake of soldiers will add bonus guerrilla sentries. INCOMPLETE. MORE TO BE ADDED. guerrilla.bin guerrilla.asm
  17. The Dig has been completed up until August 2002. Just 3 months done tonight.
  18. The Dig is now complete up until April 24, 2002! bootlicker.party/commo-dig
  19. Added a couple more months. The Dig is now complete up until November 2001.
  20. What a great number of disassemblies! I'm glad BJARS collected them all in one place. I can add it to the list of programming resources I'm trying to collect!
  21. The Dig is complete up until September 2001. May do a little more work on it this afternoon. http://bootlicker.doubledashgames.com/commo-dig/
  22. I just read in Racing the Beam that David Crane managed to generate 255 screens in Pitfall! with around 50 bytes of code, using a polynomial counter. That's amazing! I went to a developer function a couple nights ago and many were impressed that we as a community are able to produce full games in less than 64KB of code. Most of the time we're writing 4KB or 8KB games. Why question is - what's your favourite 2600 coding feat? What amazing thing did you think it would have been impossible to pull off?
  23. The Dig is complete up until Friday, March 9, 2001.
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