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Muddyfunster

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Everything posted by Muddyfunster

  1. That's superb, I'm thinking of taking a look at 7800Basic in a few weeks. on the Bb version, do you think it viable to have the music play "in-game" rather than on the title screen (or both) but with different tunes? I've tried without success, may not even be possible.
  2. I think that's the game "Parachute" which was mostly the inspiration for Dare Devil.
  3. New version is almost ready for testing! running out of space in the rom so this is very near to complete, mostly tuning and working on the SFX some more. new airship sprites courtesy of NostAlgae37 game plays at correct speed, speed up is now gradual through the level, rather than cliff edge, simple jingles for level change and landing, new splat sound.
  4. Am I right in thinking that I can only use the driver in the same back that I call the inline ASM? I've tried an out of bank call to the sfx update with no joy. I use this on Dare Devil in the main loop for sfx and it works great, what I need to do is generate a sound effect from a different part of the code in a different bank and that's where I'm struggling. I also find when using the driver, other sounds get distorted. I thought the driver checked for an available channel and then used it if it was free, so for example, if i'm using channel 0 for music/whatever, the driver asm checks and sees that is the case and sends the sfx to channel 1?
  5. I'm still open to the idea of a better airship if you have a design idea !
  6. Great feedback from @ZeroPage Homebrew @Arenafoot @KevinMos3 @Karl G - thanks guys, new version should be in your inbox.
  7. Thanks to ZPH for featuring Dare Devil on the recent stream, appreciate the feedback! @sramirez2008 if we get to a cart release, then a patch is definitely on the cards!
  8. love the animation, really interesting concept, look forward to seeing how you could develop this if you went to 8k for example.
  9. Nice, thanks ZPH, look forward to the show!
  10. i've sent the binary out to those folks that expressed an interest in testing, thanks guys, appreciate it and look forward to feedback!
  11. Thanks Karl, I'll shoot you the bin over when I get home (and ofc James over at ZPH & ArenaFoot). Agree on the feedback cycle, I find sometimes you can't see the wood for the trees
  12. Some footage from Level 4 showing some gameplay and some of the pickups (invulnerability) and some of the death screens.
  13. This game is now basically complete and I'm looking for testers to help fine tune the difficulty. If anyone would like to help test, please send me a PM and I'll send you the latest binary for testing (and of course credit you in the manual if there is a physical release!)
  14. Looking for a few volunteers to test the latest version, it's basically complete, PM me if you are interested. Appreciate any help!
  15. https://www.randomterrain.com/atari-2600-memories-batari-basic-commands.html#colorchart https://www.randomterrain.com/atari-2600-memories-tia-color-charts.html
  16. So I've been quietly working on this and it's now complete. All that remains is someplay testing to iron out a few gameplay issues to smooth out the difficulty curve and a couple of tweaks to crush a bit of overcycle in a couple of places. I'll upload a test rom in a day or two for folks to try..
  17. This looks amazing, great job mate.
  18. Rybags, Thanks for that explanation, at least I know its not about to explode and what i'm seeing sounds pretty normal Appreciated. If I installed something like a Sophia mod or VBXE, would that eliminate the bars completely? I've decided I can live with it, but I'm always looking for my next "project" with my retro boxes.
  19. Thanks R.Cade, was just concerned something was wrong with it. I think I'll look to get a video mod of some sort done in the future to hopefully clean it up some. Thanks,
  20. Hi All, I picked up an 800XE today with a good GTIA (it passed the test here: http://atariage.com/forums/topic/233858-testing-gtia/) What I have found however is that the composite signal out seems to be quite noisey. Comparing to the RF signal, the RF signal surprisingly seems to have less interference. I expected to see some vertical bars, pretty much all of my other un-modded retro machines have them to some degree when running over composite (C64, ZX Spectrum, VIC). However my 800XE seem to have really strong bars.It's more pronounced on the left side of the picture which made me think it might be a fault or chip on the way out. The picture seem to tone down the bars a bit. I don't have much experience with A8 machines and was wondering if this Is this normal or whether I have picked up a machine with some issues? I was hoping the more experienced heads can advise, I appreciate any help or guidance. Pictures are not the best but they do illustrate what I was trying to explain. This is via composite This is via RF This is via composite This is via RF GTIA Test
  21. Thanks SLX, the 800xe with the 320XE does have the pass through and covox audio which is nice I watched a couple of videos of a machine playing tracker tunes with a covox audio and was pretty impressed.
  22. It's been tested and has a good GTIA.
  23. Hi all, I've been looking to get an A8 machine for my collection for some time. I've been researching these options (130XE or 800XE/65XE) . I'm not very knowledgeable on A8 machines (2600 I can do all day long..) hence my ponderous research. I'm UK based and I have the option to pick up an expanded 130XE PAL machine with extra memory and QMEG or an 800XE PAL machine with the 320XE/576 ram expansion. I want to basically hook up some sort of mass storage device like an SIO2SD card solution (unless there is advice on something else) and play games, demos and tinker with homebrew. Am I missing something by taking one machine over the other? My understanding is that the 800XE is basically an Eastern European branded 65XE with ECI and a different badge? (So basically a 130XE without the extra 64kb?). Having the 320XE would effectively turn the machine into a 130XE with more memory? Is there any overt advantage to one or the other? Any hints or advice on pitfalls from the more knowledgeable folks would be really appreciated. Cheers,
  24. Wanted to give a quick update on this project. Slowly edging towards completion, page 1 updated. Currently wrestling with overcycle issues and making some gameplay balance changes (some levels can be unfair at the start if the wind is against you). I don't mind killing the player when they screw up, but the game shouldn't be fundamentally unfair. I will be releasing a new test ROM this week.
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