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easmith

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Everything posted by easmith

  1. Can you change it to where the ball does not reset to midfield until after the "GOAL" stops displaying?
  2. This is like table top foosball. You could add the sliding bars
  3. I have an X Arcade tank stick . I believe they still sell these although they are a bit expensive . It has Usb output . Maps to keyboard . This would work with Stella don’t know if it could be Configured to real hardware or retron 77 https://shop.xgaming.com/collections/arcade-joysticks/products/x-arcade-tankstick-trackball-usb-included?gclid=EAIaIQobChMIp_uPg_rH6QIVXgiICR2QwQZ3EAAYASAAEgK_TvD_BwE
  4. Looks good . Just a thought , but could add the black bars behind the players with background color to make it All out foosball since that is what it resembles. Might clutter up the screen though
  5. Thanks to extensive testing by intergalactic419, I think I have a version with a much more challenging AI opponent. The red zone offense is better and the player is just a little smarter. This will most likely be the cart version . BackyardfootballR9.bin
  6. A few years ago I programmed some games in M68000 assembly language using a program called easy 68K. Just wondering if this sort of program could be adapted to Atari jaguar . There are some specific routines specific to that program , especially for playing sounds and drawing graphics, but these games are in a purgatory and I would like to find a home for them if possible .
  7. Thanks to Intergalactic419 for continuing to push for improvements. I have improved the AI offense a bit more. I have even lost a few games ! I'm gonna let this one sit for a while . Don't know if I can do much better than this! BackYardfootballRC8.bin BackYard Football.txt
  8. wow. that looks like a lot of work ! But awesome. Maybe you could require people that have games listed to be paid subscription members . Could also add info about hardware / bank switching methods for completeness, although personally I do not think this is necessary but some might like it .
  9. Maybe it's just me , but it seems the ROM page is down on the site ? I think this has been discussed in another thread , and if so I am fine with this being moved there, but I would like there to be an archive of Homebrew ROMs available with the author's permission. There are so many good games that have been developed that I am afraid might be forgotten or slip through the cracks , whether from homebrew pioneers from early 2000s or from current people on the scene like me . There are many finished games that are maybe not quite up to Atari Age store standards but would be considered good enough to be on this list . Of course that presents the question of who judges this.... Now I know that some people ( Arenafoot I think? ) maintain a database, but I think that most people looking for ROMS or Atari-curious people probably come to AA as a first option. So as the go to place for Atari, it seems like it makes sense for Atari Age to be a library for this content. Easy for me to say I know since I don't have to maintain it . For every game that I have seen , played , or seen played on say ZPH that I downloaded and have somewhere , I know there are many that I am completely unaware of or have forgotten I saw . I recently found a thread about "legacy " style games ( games that could have been made in 80s) vs advanced chip games like ARM games. There is concern about older games , assembly games , < 32K games for example being lost to history or unfairly compared to the more advanced hardware games . Perhaps a repository that classifies games by style and specs could help tell the story to casual players and keep apples from being compared with oranges, while also providing quality homebrew games that meet some minimal standard of quality .
  10. a few more tweaks : 1. improved the AI defense a bit more. Also if P0 Diff = A , even a little bit more challenging ( your fumble rate goes up and your tackling is worse ) 2. So now P1 Diff controls mow lines on / off Got a working label : also , here is a photo of my birthday party ca. 1981, 1982 ? I am hard to spot -- behind the kid in the Blue shirt ( Blaine). The guy being tackled in gray shirt was 2 years older than everyone else and "Tecmo Bo Jackson" ing us ! BackYardfootballRC6.bin
  11. Ok a few more fine adjustments, such as AI offense variety . Also , the mow lines revealed that the yard numbers were not exactly symmetric . Fixed now . Very happy with this version. Please let me know if there are any bugs / crashes . I am aware of the "bug" where tackle doesn't register. This is only after the runner has run over an opponent. This could be fixed, but I like it as a temporary "beast mode" where the runner "drags" the tackler for a second or so . Also , defender occasionally trips and falls . I decided to keep this in as it sometimes leads to longer plays. There are 4 different fields possible. Think of it as playing at each player's different house! P0 DIFF A B BW white markings white marking & no stripes & stripes TV TYPE Color brown markings brown markings & no stripes & stripes BackYard Football.txt
  12. Thanks to KevinMos3 for convincing me to add this as the default field: you can drop the mowed stripes by putting Left diff to A.
  13. Maybe........ but make them less brown and more lighter green perhaps? I don't like the brown I guess. Also player color should be black , or certainly not green at any rate . Send me some more options in PM
  14. Thanks . You have encouraged me to add teh game selection with select switch at title screen Right number is game option Left number is No. Players Game option 1 = 1 player vs. computer Game option 2 = 2 player head to head Game option 3 = 1 player offense only vs. AI def. Initially was going to make it 2 player game with offense practice mode . Also , games like 10 yd Fight were like this I think. Also I though programming decent AI offense was going to be too hard. But then I just really wanted to play a game with off and defense without having someone else to play against so I tried it and am fairly happy with the AI offense
  15. Set right to B and left to B for regular football ( where you play off and def) set right to B and left to A for just playing offense . i think in final version i will change to select switch game options 1,2,3 vs difficulty switches but for now is placeholder
  16. here's a matrix ! Right diff A B A 2p h to h 1 player offense only vs AI def L diff B 2p h to h 1 player regular game vs AI opponent
  17. left difficulty just controls game mode. 1 player offense only ( A) or regular game ( B) . Actual game difficulty is no different
  18. Updates 5-6-20: -- Default game is now 1 player vs computer first to 35 points ( 5 touchdowns). You can only rush the AI QB once per 4 downs Game options: P1 ( RIGHT) Diff A(Pro) = 2 player head to head P1 ( RIGHT ) Diff B ( Novice) = 1 player IF Right DIFF = B, then P0 ( LEFT) Diff B (novice) = 1 player game vs AI to 35 P0 (LEFT) Diff A ( pro) = 1 player game offense only vs. AI defense as before Thanks to Intergalactic419 for valuable testing and fedback
  19. was really bugging me that I couldn't play a regular game as 1 player. So I am fine tuning a computer AI offense . Default game will be this option. 2 player head to head and 1 player offense only vs. AI defense will still be options. update soon....
  20. Probably has to do with where the ball is reset after the play . After you snap the ball the ball also is moved to a different height on the QB and it might then cross line . Think of it as the QB reaching ball over goal line 🙂. But I’ll look at it At some point yes . Probably in June or July I’m guessing . I appreciate that someone enjoys playing it other than me!
  21. cool glad you like it. I just try to keep it simple !
  22. Played a lot today . caught a glitch where pass to a certain spot in deep seam was not being caught . Only would notice if threw to that spot. fixed now . Pleas let me know if you find any bugs
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