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azure

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About azure

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  • Custom Status
    Busy.
  • Gender
    Male
  • Location
    Seattle, WA
  • Interests
    Atari 2600, Commodore 64, SNES, N64, Sega Genesis
  • Currently Playing
    Pilotwings (SNES), Mario Kart (SNES), Mortal Kombat (Genesis), Millipede (2600), Ms Pac-Man (2600)

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  1. The sprites use blank space above and below their graphics, because it saves cycles on vertical positioning. It lets you move calculations from inside the kernel to outside the kernel, because Y maps directly onto the sprite graphics. It's a trade off between ROM and CPU cycles. As far as I know, it's a commonly known technique. If you look at the HMOVE lines on the left it reveals where the game splits the screen into multiple horizontal bands where the ships reside in. When the enemy ship does its wiggle, it takes up two bands. I think a better Gond could have been made using player graphics, but I don't know the context the game was developed under. I think the most likely explanation is Dave ran out of ROM space. Looking at the ROM as a hex dump, I don't see much blank space other than the buffers between sprites, which was required for using this render technique. These are the trade offs 2600 developers had to make. You can't have everything. It's why the platform is so interesting.
  2. It's half started. I'm working on the sound, so my dev version has some sound already. I'll probably add a flame animation and a casino appearing in the background. I've fixed a few serious bugs in my shuffle task (task logic in general). I was trying to run 2 simultaneous tasks when my design only supported one. It now supports two. I've also fixed the player's score which was temporarily showing the dealer's accumulated score when the dealer is playing. I'm currently trying to fix a small graphics glitch with split hands. The colors flicker a little (similar issue). I've also recovered 2 bytes of RAM, so that resolves an issue with the betting screen message bar where the stack and temporary variables were overlapping.
  3. I just caught the video with Sky Jinks. I've never heard of it. The game looked fantastic with the shadow effect. I like the mix of homebrew and originally released games. When you're done with the Activision series, I hope you mix in some from other game companies. I'm particularly interested in seeing Imagic and Parker Bros games.
  4. I also figure out the problem with the player's score flickering. It's momentarily showing the dealer's current score. I need to re-think and re-work a few things.
  5. I just realized yesterday shuffling is broken, so it will go to black screen when it runs out of cards. I think I know what it is. I'm trying to do two out of band tasks on the same frame, so the shuffling task gets overwritten by a card animation task. I only have 7 tasks, so I'm thinking I can store 2 in a byte to support two simultaneous tasks. TSK_NONE = 0 TSK_DEAL_CARD = 1 TSK_FLIP_CARD = 2 TSK_SHUFFLE = 3 TSK_DEALER_DISCARD = 4 TSK_PLAYER1_DISCARD = 5 TSK_PLAYER2_DISCARD = 6 TaskWork ds.b 1 TaskArg ds.b 1 Hmm, or I can pass the 2nd chained task in the TaskArg. This bug must have been there since I implemented the card flip animation. Version 0.7 or 0.8 I think. Too lazy to check.
  6. Hmm. That's weird, because I did nothing to make sure it works on AFP. I couldn't test on it, because my daughter took my AFP (again), so I'm not sure where it is at the moment. I guess moving some code around made a difference. The intermission code and data filled up some empty space in bank 4, so maybe that had something to do with it. Also, I see what you're saying about the score. I'm not sure what is causing that. I'll look into it.
  7. I'm uploading a new version 0.9. The biggest addition is the intermission screen. It's totally pointless, but I enjoyed working on it. I gained some insights I can use for my other game. It's a work in progress, so I'll be futzing with it more. I intend to reuse it for an idle screen and a game over "Break the Bank" screen that r_type2600 suggested. I also added a timer delay upon the end of a hand to momentary disable joystick input, so that the player has a chance to review the results without accidentally pressing the fire button. This version is not well tested, so there may be screen rolling on real hardware. My intention is to post an update showing what I've been working on. I've not had much time to devote to this lately so development is moving at a snail's pace. Also, I've been playing a lot of Spider Fighter (436,360 points!) and Pilot Wings on SNES. I don't have a flashback portable version, because it's not compiling at the moment and I want to work on more interesting features for now. I have to do some adjustments to the ballast data in order to get it to compile. I'll have an AFP version for the next update. BlackJackThetaVIII-0-9.bin
  8. Anyone notice the chapter links in the first post no longer work? Did the site upgrade break the links? edit: Oh, nevermind. I didn't see the new thread.
  9. Try re-formatting the SD card with this app: https://www.sdcard.org/downloads/formatter/ The portable is very touchy with formatting. My SD card was formatted by Windows and it wasn't working. After re-formatting with the app, it worked fine.
  10. Does anyone know a list of 2600 games that were unbeatable due to bugs or impossible difficulty (such as jumps that cannot be made even if they're flawless)? Not including games with intentional endings (Raiders, ET, etc) or scores rolling over to 0.
  11. I recently picked up a Gemini, but it displays a black screen and produces no audio. I think it's probably the VIC chip (Coleco's version of the TIA), because both video and audio are affected. If not, then could it be something with the RF modulation? I know the power adapter works. I tested it on an Atari 2600. The power input jack was loose so I reflowed the solder on that. The screen goes from static to black screen on power up, so I know something is happening. I have a multimeter but I'm not sure what to look for. I could grab a VIC chip from a ColecoVision expansion module or maybe just get another Gemini. I'd rather reap an expansion module, because they seem to be cheaper and more common than Gemini consoles. My console is very clean and I got it cheap, so I'd like to fix it instead of selling it for parts. Before I buy something I was wondering if there's something else I should check. Maybe capacitors? I looked over the board and chips very closely and saw no oxidation, no breaks in the traces, and no obvious loose parts. I should mention when I got the console it had 3 metal screws bouncing around inside the case. The screws were not from the Gemini, so someone probably dropped them inside the cartridge opening. They would have been bouncing around during shipment and I wonder if the shipper might have shorted something out by plugging it in for test. Got any suggestions? (RF cover removed by me.)
  12. azure

    Sokoban

    I'm thinking this could be used for making a better Congo Bongo. I feel like there are more possibilities with this.
  13. azure

    Sokoban

    The 3D effect reminds me of Q*Bert. Hmm.
  14. Just a question, because I'm not familiar with how Twitch works. Will Twitch store all 12 hours of the stream or do you plan to store a full recorded copy locally and upload to Youtube? I may end up missing parts of the stream due to work. It'd be great to be able to catch up on missed parts after the event.
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