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MrFish

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Posts posted by MrFish


  1. Well, I got lucky and found a lot of 8 of them last week on EBAY for $14.00 shipped. And they work great.. They are CENTURY brand.

     

    I'm gonna call some of these obsolete ram vendors and see what they can do for me.. Hopefully more will turn up on EBAY cheap too..

     

    Actually, we have hundreds of these where I work... how many are you interested in still? I can get them cheap or for free. I can probably even get any specific brand/chip maker...


  2. What is different in Vector Edition than Deluxe that would make this relevant?

     

    The frequency and nature of object overlap.

     

    In Space Invaders, objects generally do not overlap. Almost any time objects would overlap, one or the other is destroyed.

     

    By contrast, the flying rocks in Asteroids Deluxe routinely overlap. If the rocks were solid, they could be drawn with low-resolution edges but high-resolution insides. Since the rocks are hollow, however, and must allow other objects to 'show through', both the inside and outside edges have to be jagged.

     

    If the player ship were the object and UFO were drawn with the lowest priority, it would probably be possible to have them be high resolution while everything else was low resolution. Depending upon how the rocks were drawn, that might not be a bad approach, but I'm not sure how worthwhile it would be.

     

    Wait a minute, wait... Have you ever played Asteroids Deluxe on the 7800?? It's already in hi-res mode... :|


  3. I have a question... Since you did a version of Asteroids Deluxe (very nice) in hi-res mode, how come no version in hi-res for Vector Edition?

     

    Probably because there would be no practical way to have high-res vector shapes overlap properly.

     

    The 7800's screen is divided horizontally into 160 double-pixels. While it's possible to display different colors in the halves of a double pixel, transparency decisions are made on a double-pixel basis.

     

    What is different in Vector Edition than Deluxe that would make this relevant?


  4. OK, I just had something strange happen. Beginning of Round 7, went to the bottom of the screen and re-appeared at the top. I don't think this is supposed to happen (new to Bomb Jack).

     

    Here is the save state file, just in case it can be of any help:

    Bomb_Jack_7.zip

     

    Just had pretty much the same thing happen. Beginning of Round 6, dropped to and touched the lowest platform, then re-appeared from the top of the screen.

     

    Forgot to mention the first time... Using Atari800Win PLus 4.0, XL/XE (Rev. 2), 1088k, and "Do not allow activatiing attract mode" is not checked.


  5. I have few old Antic Magazines but not alot...

    I only have a few programing books and I read those too....

    Here are a couple of sites that will give you plenty of Atari reading material:

    Classic Computer Magazines

    Atari Archives/Books

     

    As far as not understanding what topics/posts are about... don't worry, there are many who attend here who know little or nothing about programming. They are just interested in Atari hardware and software usage, and emulation. You can just hang out and absorb what you're able to. Plus, people here are almost always happy to answer questions, as you have already seen. There's really no better place to be than here, when it comes to Atari community and information sharing.


  6. OK, I just had something strange happen. Beginning of Round 7, went to the bottom of the screen and re-appeared at the top. I don't think this is supposed to happen (new to Bomb Jack).

     

    Here is the save state file, just in case it can be of any help:

    Bomb_Jack_7.zip


  7. Thanks for the further feedback mrfish :) Vega has opted to keep the original c64 ledges, i'll certainly run it by everyone. we wouldnt be able to do the edges on the sides of the ledges as in your concept however as it's only 1 char but the repeating centre would be. btw. it'd be best to change your pallette in the emulator it's looking very unusual!

     

    I see what you mean about it being only 1 char... that makes things a little more difficult.

     

    The palette I'm using is for NTSC colors ("XFormer" palette). I know it does help sometimes switching to the standard palette for games developed for PAL. I tried it to see, and there definitely is more contrast overall. Plus sky is blue instead of purple, bombs are red instead of dark brown. Opening screen looks better this way also. I prefer to see the way it was intended. But, too lazy to switch palettes most of the time. :D Looks good either way, though...

     

    Here are my ideas for the platform again, but with the correct palette and single char:

    post-6369-1215196460_thumb.png...post-6369-1215196466_thumb.png


  8. There are a few things on the checklist before it's finalised so if everyone can please post their findings here.

    The loading pic at the beginning btw has a few dli errors, the fixed version hasn't yet been added.

    Regards to all. This project has been a long time coming :) Tezz

     

    Good idea, releasing this on the 4th of July, with the bombs going off here in the U.S.! ;)

     

    Nice game. I like the "Bom Jack" spinning logo screen, "High Score" screen, and music ... very nicely done.

     

    Observations:

    1. The platform graphics seem to blend in a little too much with the rest of the background -

    post-6369-1215191827_thumb.png

     

    Here are a couple of ideas for making them stand out a little more -

    post-6369-1215191838_thumb.png...post-6369-1215191833_thumb.png

     

    2. I noticed that I can die after I have completed a level. I have done this several times when getting the last bomb right next to an enemy. I don't know if this is the behavior of the original game, as this is the first time I have played Bomb Jack. Using AtariWinPLus 4.0...


  9. When I look at it I wonder if workers who painted the white line at the edge of the road were drunk

    You mean how it's kind of jagged with pixels sticking out here and there? The road is pre-rendered, maybe there's some kind of filtering I can use to clean that up a bit.

     

    Actually, I think he's just looking at the uneven stripes on the right hand side... but, they are uneven on purpose, to give a better effect of movement. I think he was expecting to see a straight line. It just looks a little funny in a "still" shot. I wouldn't worry about it...


  10. Vega decided to release the last beta-version. This is fully playable game, not demo or preview version. Needs at least 320KB RAM. Please report bugs and he will fix them and publish final version of "Bomb Jack". Direct link to xex file.

     

    Site's down... but maybe everyone is still sleeping over there... ;)


  11. going around the bend... how's this look?

     

    Looks great, as does everything else done so far. However, just looking at the perspective of the metal frame around the windshield on the left side... shouldn't the frame be coming more straight down rather than bending right as it touches the hood/body of the the car? Everything else looks great. Can't wait to see it in action...


  12. tjb: Great to see a project which seems to be finished in the future.

     

    MrFish: I also thought about using upper and bottom 2x24 scanline range. TV sets have got more space to play around, but older ones were very limited in using those ranges. I already used upper second and third black mode line for title and information. What do you thing, is it safe to use all space from position 0 to 39 (or whatever gr. mode is in place)? Do you think the bottom black scanlines (or at least first two black mode lines) are safe to use, more particular, on older TVs? Because it is no problem with new TV sets and monitors.

     

    Yea, I always thought the overscan problem was exagerated. Even back in the day, my tv never required use of the the standard border sizes. I was happy when I found out I could change them. I guess Atari just wanted to make sure for the worst possible situation. I always leave 8 scanlines blank for the top and bottom of the screen (16 total).

     

    As far as using the entire screen, there may be cases where it doesn't matter. If you need to test it out in an emulator, use one of the full-screen clipped modes. It'll give you a good idea of what effect it will have on gameplay, etc.


  13. Thanks for the comments. I need to see about adjusting the size of the rocks (among other things). Originally the asteroids had full use of the entire screen but personally I didn't like the fact that playfield objects could be in the same spot as the score and ship display. To me it made it difficult at times to check the score and/or ships remaining. Perhaps I can give the ship/score display priority so that other playfield objects appear to pass under the ship/score display rather than just EORing with it (like everything else). I can also try moving the ships remaining and shield time remaining to the same line as the score as you suggested.

     

    You can always expand the vertical playfield size. It looks like you're using the standard 24 scanline border on top and bottom. Even if you leave 8 scanlines on the top and bottom, that would still add 32 scanlines to your current display.


  14. I was playing around with Chaos Music Composer and have figured out (I think) most of the key commands. It's significantly different that the other trackers I have used (Theta, etc) - can some kind soul point me to a manual that has key commands and a description of instrument configuration/editing? I've searched high and low to no avail...

     

    Try searching on the disk of version 2...


  15. Here's my collection of 5200 conversions. I believe it's complete, minus games that are already available for 8-bit and games that I just just don't care to have in my collection.

     

    5200_Conversions.zip

    Vanguard is the only one that falls into the "I just don't care to own" category. Of the others that are available for the 8-bit already, I believe only Pac-Man has any significant differences - mainly, the intermissions (which i always hated) and the ghost behavior (which i find to be far more aggressive than the original). Additionally, I have added the "hacked" version of Mario Bros., which was done by Tebe, Vidol, and String.

     

    Some of these were converted by Glenn, and some of them by HomeSoft. Some may also have been converted by others. I leave this to someone else to figure out...

    • Like 1

  16. Thanks for the demo. Aside from the timing issues, it looks very good. I particularly like the explosion animations.

     

    Observations:

     

    Playfield feels slightly cramped. I compared the Atari and MAME in full screen, and the difference seems to be in the size of the rocks and vertical playfield size. Additionally, a little room could be gained by moving the player "ships remaining" onto the same line as the "scoring".

     

    Rock A.I. needs some improvement. (just kidding ;))


  17. The SIO2USB Team will make a 3rd production run.

     

    The price is 135 EURO incl. USB-Stick;

     

    Postage for European Union 20 EURO, for all NonEU Countries 30 EURO (payable via

    Paypal)

     

    The preorder can be registered on the webpage

    http://www.abbuc-raf.de/

    (click on the english flag, then select SIO2USB Preorder)

     

    Preorder will be open until 07/13/2008

     

    If you have any questions about the new production run or how to order, please send an E-Mail to the address given on the preorder page, as the SIO2USB team does not monitor this AtariAge thread.

     

    Have all the problems listed in this thread been addressed in the current version of the firmware?

     

    Thanks,

    Fish

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