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About RushJet1

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    Star Raider
  • Birthday 05/23/1984

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    Duluth, GA

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  1. Are you sure it would need a POKEY? https://javatari.org/?cart=https://atariage.com/forums/applications/core/interface/file/attachment.php?id=855334 gauntlet.bin
  2. Yes. Because I know how to do this now https://javatari.org/?cart=https://atariage.com/forums/applications/core/interface/file/attachment.php?id=820577
  3. Yeah and that was just me making a track that kept similar tuning to the actual TIA. I later ported it to the TIA though
  4. I halfway jokingly told Osman that I might have to really try at making a TIA version of the soundtrack if emulating bupboop isn't possible sand.bin
  5. Just as an easy link to the first track: https://javatari.org/?cart=https://atariage.com/forums/applications/core/interface/file/attachment.php?id=803118
  6. Three ways: 1) make percussion that does it, and retrigger the percussion every x steps as necessary. For example if your chords are 3 notes and your tempo is 5 frames per row, then you'd need a 15-length instrument of those three notes and you'd repeat them every 3 rows so they line up. You have a limit of 15 percussion instruments so this is kind of limiting, chord-wise, especially if you have other percussive instruments. 2) you can do this with instruments if you set the sustain start to something like 1 and the release to 4. It will play the "sustain" part in a loop until the note is no longer held. This is very limiting as there are 7 instruments max. 3) just use patterns, but you can re-use old patterns over and over. Patterns do not need to line up between channel 1 and channel 2, so you can have one channel be looping a shorter arpeggio pattern and be doing whatever on the other one. I did this for the empty space in one of my .ttt files a while back- it basically plays a 4-note pattern, then plays the same empty 60 rows pattern multiple times to save space. I might retool a program I wrote awhile ago to optimize .ttt files for repetition this way. If I ever need to.... edit: I would not recommend 1 or 2 because each frequency jump is not the same between notes. You basically have to make a new instrument or percussion for each individual chord as a result. I'll attach an example of the 3rd method. example.bin example.ttt
  7. A couple of things: - Vertical movement is slower than horizontal movement. This is a result of the double-wide pixels I think, but you could change movement based on the ratio to make it feel closer. Basically make him move left/right a little slower to match the up/down speed (or increase the up/down speed, either way). - Bomberman returns to his default "facing the screen" pose every time you let go of the controller, but he should just continue facing the same direction you were just pushing. Probably set it to the first sprite in the animation of each direction so he doesn't look like he is taking a step but pausing. It is looking great so far though. The animations look good and the movement looks like it's properly moving you around boxes/you aren't getting stuck.
  8. Thanks for the comments It's good to know it works on real hardware too- I'm just stuck in Emulationland hoping it's accurate.
  9. bomber2.bin Started on the 2nd level theme from Bomberman on Turbografx. Just a short wip demo to see if it would work.
  10. atari.bin just in case you put the atariage logo in at some point haha
  11. I made what I think is a reasonable 1-channel approximation of the bomb sound effect from the TG16 (shortened to sound more like the Super Bomberman 2 version because the echo is kind of unnecessary, especially with two channels). bse2x.bin
  12. Either that or you can simplify the backgrounds to only use one green during the explosions, but use the more colorful background when it's not exploding, shouldn't be too noticeable.
  13. Wouldn't the explosions just be background tiles that animate? I'm pretty sure that's what Bomberman 2 did on the NES.
  14. I played the demo for a bit. As for collision, I'd recommend checking these points (in yellow): That way his head can be a little on top of the ones above since that's how the games usually handled it. Also enable diagonal movement because it feels a lot more stiff just doing up/down/left/right.
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