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Everything posted by MayDay
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Congrats to the winners... but just to clarify, are you saying she molests the cats with cigars BEFORE she bottles them? That is one sicko lady! Make your spending cash somewhere else at McDonalds or something, geesh!
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I think she is an evil lady (especially with that expression!) that steals cats from neighborhood children, puts them in the glass bottles, fills it with formaldehyde from the plastic tube sack/hose above her and ships them out to high school biology classes in the boxes. The razors and scissors are there to help get all the hair off of them, and the papers on the wall behind her are the "production" schedule for bottling kitties! Someone should really call PETA, animal services, or Bob Barker... *sigh*
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Okay, it didn't include the attachment for some reason... trying again. -JD Apparently, .s files are not supported...though I didn't get that message the first time. I don't have WinZip ready, so I'lll just post the actual code below. ; Dodgeball Playfield Code ; 3/14/05 processor 6502 include "vcs.h" include "macro.h" SEG ORG $F000 Reset ; Clear RAM, TIA registers and Set Stack Pointer to #$FF SEI CLD LDX #$FF TXS LDA #0 Clear_Mem STA 0,X DEX BNE Clear_Mem LDA #$A4 ; Load Color STA COLUBK ; Set Background Color LDA #$1F ; Load Color STA COLUPF ; Set Playfield Color LDA #%00000001 ; Mirrored Playfield STA CTRLPF Start_Frame ; Start VSYNC LDA #2 STA VSYNC STA WSYNC STA WSYNC STA WSYNC ; 3 Scanlines of VSYNC LDA #0 STA VSYNC ; End VSYNC ; 37 Scanlines of Vertical Blank LDX 37 Vertical_Blank STA WSYNC DEX BNE Vertical_Blank LDA #0 STA VBLANK ; Enable TIA Output LDX #192 ; 192 Scanlines to Display Draw_Picture LDA Screen_PF0-1,X STA PF0 LDA Screen_PF1-1,X STA PF1 LDA Screen_PF2-1,X STA PF2 STA WSYNC DEX BNE Draw_Picture LDA #%01000010 ; Disable VIA Output STA VBLANK ; 30 overscan lines LDX #30 Overscan STA WSYNC DEX BNE Overscan JMP Start_Frame ; Build Next Frame ; Mirrored Playfields generated = PF0, PF1, PF2 Screen_PF0 .byte #%11111111 .byte #%11111111 .byte #%00010000 .byte #%00010000 .byte #%00010000 .byte #%00010000 .byte #%00010000 .byte #%00010000 .byte #%00010000 .byte #%00010000 .byte #%00010000 .byte #%00010000 .byte #%00010000 .byte #%00010000 .byte #%00010000 .byte #%00010000 .byte #%00010000 .byte #%00010000 .byte #%00010000 .byte #%00010000 .byte #%00010000 .byte #%00010000 .byte #%00010000 .byte #%00010000 .byte #%00010000 .byte #%00010000 .byte #%00010000 .byte #%00010000 .byte #%00010000 .byte #%00010000 .byte #%00010000 .byte #%00010000 .byte #%00010000 .byte #%00010000 .byte #%00010000 .byte #%00010000 .byte #%00010000 .byte #%00010000 .byte #%00010000 .byte #%00010000 .byte #%00010000 .byte #%00010000 .byte #%00010000 .byte #%00010000 .byte #%00010000 .byte #%00010000 .byte #%00010000 .byte #%00010000 .byte #%00010000 .byte #%00010000 .byte #%00010000 .byte #%00010000 .byte #%00010000 .byte #%00010000 .byte #%00010000 .byte #%00010000 .byte #%00010000 .byte #%00010000 .byte #%00010000 .byte #%00010000 .byte #%00010000 .byte #%00010000 .byte #%00010000 .byte #%00010000 .byte #%00010000 .byte #%00010000 .byte #%00010000 .byte #%00010000 .byte #%00010000 .byte #%00010000 .byte #%00010000 .byte #%00010000 .byte #%00010000 .byte #%00010000 .byte #%00010000 .byte #%00010000 .byte #%00010000 .byte #%00010000 .byte #%00010000 .byte #%00010000 .byte #%00010000 .byte #%00010000 .byte #%00010000 .byte #%00010000 .byte #%00010000 .byte #%00010000 .byte #%00010000 .byte #%00010000 .byte #%00010000 .byte #%00010000 .byte #%00010000 .byte #%00010000 .byte #%00010000 .byte #%00010000 .byte #%00010000 .byte #%00010000 .byte #%00010000 .byte #%00010000 .byte #%00010000 .byte #%00010000 .byte #%00010000 .byte #%00010000 .byte #%00010000 .byte #%00010000 .byte #%00010000 .byte #%00010000 .byte #%00010000 .byte #%00010000 .byte #%00010000 .byte #%00010000 .byte #%00010000 .byte #%00010000 .byte #%00010000 .byte #%00010000 .byte #%00010000 .byte #%00010000 .byte #%00010000 .byte #%00010000 .byte #%00010000 .byte #%00010000 .byte #%00010000 .byte #%00010000 .byte #%00010000 .byte #%00010000 .byte #%00010000 .byte #%00010000 .byte #%00010000 .byte #%00010000 .byte #%00010000 .byte #%00010000 .byte #%00010000 .byte #%00010000 .byte #%00010000 .byte #%00010000 .byte #%00010000 .byte #%00010000 .byte #%00010000 .byte #%00010000 .byte #%00010000 .byte #%00010000 .byte #%00010000 .byte #%00010000 .byte #%00010000 .byte #%00010000 .byte #%00010000 .byte #%00010000 .byte #%00010000 .byte #%00010000 .byte #%00010000 .byte #%00010000 .byte #%00010000 .byte #%00010000 .byte #%00010000 .byte #%00010000 .byte #%00010000 .byte #%00010000 .byte #%00010000 .byte #%00010000 .byte #%00010000 .byte #%00010000 .byte #%00010000 .byte #%00010000 .byte #%00010000 .byte #%00010000 .byte #%00010000 .byte #%00010000 .byte #%00010000 .byte #%00010000 .byte #%00010000 .byte #%00010000 .byte #%00010000 .byte #%00010000 .byte #%00010000 .byte #%00010000 .byte #%00010000 .byte #%00010000 .byte #%00010000 .byte #%00010000 .byte #%00010000 .byte #%00010000 .byte #%00010000 .byte #%00010000 .byte #%00010000 .byte #%00010000 .byte #%00010000 .byte #%00010000 .byte #%00010000 .byte #%00010000 .byte #%00010000 .byte #%00010000 .byte #%11111111 .byte #%11111111 Screen_PF1 .byte #%11111111 .byte #%11111111 .byte #%00000000 .byte #%00000000 .byte #%00000000 .byte #%00000000 .byte #%00000000 .byte #%00000000 .byte #%00000000 .byte #%00000000 .byte #%00000000 .byte #%00000000 .byte #%00000000 .byte #%00000000 .byte #%00000000 .byte #%00000000 .byte #%00000000 .byte #%00000000 .byte #%00000000 .byte #%00000000 .byte #%00000000 .byte #%00000000 .byte #%00000000 .byte #%00000000 .byte #%00000000 .byte #%00000000 .byte #%00000000 .byte #%00000000 .byte #%00000000 .byte #%00000000 .byte #%00000000 .byte #%00000000 .byte #%00000000 .byte #%00000000 .byte #%00000000 .byte #%00000000 .byte #%00000000 .byte #%00000000 .byte #%00000000 .byte #%00000000 .byte #%00000000 .byte #%00000000 .byte #%00000000 .byte #%00000000 .byte #%00000000 .byte #%00000000 .byte #%00000000 .byte #%00000000 .byte #%00000000 .byte #%00000000 .byte #%00000000 .byte #%00000000 .byte #%00000000 .byte #%00000000 .byte #%00000000 .byte #%00000000 .byte #%00000000 .byte #%00000000 .byte #%00000000 .byte #%00000000 .byte #%00000000 .byte #%00000000 .byte #%00000000 .byte #%00000000 .byte #%00000000 .byte #%00000000 .byte #%00000000 .byte #%00000000 .byte #%00000000 .byte #%00000000 .byte #%00000000 .byte #%00000000 .byte #%00000000 .byte #%00000000 .byte #%00000000 .byte #%00000000 .byte #%00000000 .byte #%00000000 .byte #%00000000 .byte #%00000000 .byte #%00000000 .byte #%00000000 .byte #%00000000 .byte #%00000000 .byte #%00000000 .byte #%00000000 .byte #%00000000 .byte #%00000000 .byte #%00000000 .byte #%00000000 .byte #%00000000 .byte #%00000000 .byte #%00000000 .byte #%00000000 .byte #%00000000 .byte #%00000000 .byte #%00000000 .byte #%00000000 .byte #%00000000 .byte #%00000000 .byte #%00000000 .byte #%00000000 .byte #%00000000 .byte #%00000000 .byte #%00000000 .byte #%00000000 .byte #%00000000 .byte #%00000000 .byte #%00000000 .byte #%00000000 .byte #%00000000 .byte #%00000000 .byte #%00000000 .byte #%00000000 .byte #%00000000 .byte #%00000000 .byte #%00000000 .byte #%00000000 .byte #%00000000 .byte #%00000000 .byte #%00000000 .byte #%00000000 .byte #%00000000 .byte #%00000000 .byte #%00000000 .byte #%00000000 .byte #%00000000 .byte #%00000000 .byte #%00000000 .byte #%00000000 .byte #%00000000 .byte #%00000000 .byte #%00000000 .byte #%00000000 .byte #%00000000 .byte #%00000000 .byte #%00000000 .byte #%00000000 .byte #%00000000 .byte #%00000000 .byte #%00000000 .byte #%00000000 .byte #%00000000 .byte #%00000000 .byte #%00000000 .byte #%00000000 .byte #%00000000 .byte #%00000000 .byte #%00000000 .byte #%00000000 .byte #%00000000 .byte #%00000000 .byte #%00000000 .byte #%00000000 .byte #%00000000 .byte #%00000000 .byte #%00000000 .byte #%00000000 .byte #%00000000 .byte #%00000000 .byte #%00000000 .byte #%00000000 .byte #%00000000 .byte #%00000000 .byte #%00000000 .byte #%00000000 .byte #%00000000 .byte #%00000000 .byte #%00000000 .byte #%00000000 .byte #%00000000 .byte #%00000000 .byte #%00000000 .byte #%00000000 .byte #%00000000 .byte #%00000000 .byte #%00000000 .byte #%00000000 .byte #%00000000 .byte #%00000000 .byte #%00000000 .byte #%00000000 .byte #%00000000 .byte #%00000000 .byte #%00000000 .byte #%00000000 .byte #%00000000 .byte #%00000000 .byte #%00000000 .byte #%00000000 .byte #%11111111 .byte #%11111111 Screen_PF2 .byte #%11111111 ;1 .byte #%11111111 ;2 .byte #%10000000 ;3 .byte #%10000000 ;4 .byte #%10000000 ;5 .byte #%10000000 ;6 .byte #%10000000 ;7 .byte #%10000000 ;8 .byte #%10000000 ;9 .byte #%10000000 ;10 .byte #%10000000 ;11 .byte #%10000000 ;12 .byte #%10000000 ;13 .byte #%10000000 ;14 .byte #%10000000 ;15 .byte #%10000000 ;16 .byte #%10000000 ;17 .byte #%10000000 ;18 .byte #%10000000 ;19 .byte #%10000000 ;20 .byte #%10000000 ;21 .byte #%10000000 ;22 .byte #%10000000 ;23 .byte #%10000000 ;24 .byte #%10000000 ;25 .byte #%10000000 ;26 .byte #%10000000 ;27 .byte #%10000000 ;28 .byte #%10000000 ;29 .byte #%10000000 ;30 .byte #%10000000 ;31 .byte #%10000000 ;32 .byte #%10000000 ;33 .byte #%10000000 ;34 .byte #%10000000 ;35 .byte #%10000000 ;36 .byte #%10000000 ;37 .byte #%10000000 ;38 .byte #%10000000 ;39 .byte #%10000000 ;40 .byte #%10000000 ;41 .byte #%10000000 ;42 .byte #%10000000 ;43 .byte #%10000000 ;44 .byte #%10000000 ;45 .byte #%10000000 ;46 .byte #%10000000 ;47 .byte #%10000000 ;48 .byte #%10000000 ;49 .byte #%10000000 ;50 .byte #%10000000 ;51 .byte #%10000000 ;52 .byte #%10000000 ;53 .byte #%10000000 ;54 .byte #%10000000 ;55 .byte #%10000000 ;56 .byte #%10000000 ;57 .byte #%10000000 ;58 .byte #%10000000 ;59 .byte #%10000000 ;60 .byte #%10000000 ;61 .byte #%10000000 ;62 .byte #%10000000 ;63 .byte #%10000000 ;64 .byte #%10000000 ;65 .byte #%10000000 ;66 .byte #%10000000 ;67 .byte #%10000000 ;68 .byte #%10000000 ;69 .byte #%10000000 ;70 .byte #%11000000 ;71 .byte #%11000000 ;72 .byte #%11000000 ;73 .byte #%11000000 ;74 .byte #%10110000 ;75 .byte #%10110000 ;76 .byte #%10110000 ;77 .byte #%10110000 ;78 .byte #%10001000 ;79 .byte #%10001000 ;80 .byte #%10001000 ;81 .byte #%10001000 ;82 .byte #%10000100 ;83 .byte #%10000100 ;84 .byte #%10000100 ;85 .byte #%10000100 ;86 .byte #%10000100 ;87 .byte #%10000100 ;88 .byte #%10000100 ;89 .byte #%10000100 ;90 .byte #%10000010 ;91 .byte #%10000010 ;92 .byte #%10000010 ;93 .byte #%10000010 ;94 .byte #%10000010 ;95 .byte #%10000010 ;96 .byte #%10000010 ;97 .byte #%10000010 ;98 .byte #%10000010 ;99 .byte #%10000010 ;100 .byte #%10000010 ;101 .byte #%10000010 ;102 .byte #%10000100 ;103 .byte #%10000100 ;104 .byte #%10000100 ;105 .byte #%10000100 ;106 .byte #%10000100 ;107 .byte #%10000100 ;108 .byte #%10001000 ;109 .byte #%10001000 ;110 .byte #%10001000 ;111 .byte #%10001000 ;112 .byte #%10110000 ;113 .byte #%10110000 ;114 .byte #%10110000 ;115 .byte #%10110000 ;116 .byte #%11000000 ;117 .byte #%11000000 ;118 .byte #%11000000 ;119 .byte #%11000000 ;120 .byte #%10000000 ;121 .byte #%10000000 ;122 .byte #%10000000 ;123 .byte #%10000000 ;124 .byte #%10000000 ;125 .byte #%10000000 ;126 .byte #%10000000 ;127 .byte #%10000000 ;128 .byte #%10000000 ;129 .byte #%10000000 ;130 .byte #%10000000 ;131 .byte #%10000000 ;132 .byte #%10000000 ;133 .byte #%10000000 ;134 .byte #%10000000 ;135 .byte #%10000000 ;136 .byte #%10000000 ;137 .byte #%10000000 ;138 .byte #%10000000 ;139 .byte #%10000000 ;140 .byte #%10000000 ;141 .byte #%10000000 ;142 .byte #%10000000 ;143 .byte #%10000000 ;144 .byte #%10000000 ;145 .byte #%10000000 ;146 .byte #%10000000 ;147 .byte #%10000000 ;148 .byte #%10000000 ;149 .byte #%10000000 ;150 .byte #%10000000 ;151 .byte #%10000000 ;152 .byte #%10000000 ;153 .byte #%10000000 ;154 .byte #%10000000 ;155 .byte #%10000000 ;156 .byte #%10000000 ;157 .byte #%10000000 ;158 .byte #%10000000 ;159 .byte #%10000000 ;160 .byte #%10000000 ;161 .byte #%10000000 ;162 .byte #%10000000 ;163 .byte #%10000000 ;164 .byte #%10000000 ;165 .byte #%10000000 ;166 .byte #%10000000 ;167 .byte #%10000000 ;168 .byte #%10000000 ;169 .byte #%10000000 ;170 .byte #%10000000 ;171 .byte #%10000000 ;172 .byte #%10000000 ;173 .byte #%10000000 ;174 .byte #%10000000 ;175 .byte #%10000000 ;176 .byte #%10000000 ;177 .byte #%10000000 ;178 .byte #%10000000 ;179 .byte #%10000000 ;180 .byte #%10000000 ;181 .byte #%10000000 ;182 .byte #%10000000 ;183 .byte #%10000000 ;184 .byte #%10000000 ;185 .byte #%10000000 ;186 .byte #%10000000 ;187 .byte #%10000000 ;188 .byte #%10000000 ;189 .byte #%10000000 ;190 .byte #%11111111 ;191 .byte #%11111111 ;192 ORG $FFFA ; Interrupt Vectors .word Reset ; NMI .word Reset ; RESET .word Reset ; IRQ END
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Hello friends... I have had DASM working for five days now, and have "finished" coding my first playfield using Andrew's tutorials/code. I'm still playing with the colors and shape of the center circle, but that's just cleanup. I would like someone to take a look at the code and tell me what I need to do differently. I'm sure there is an easier way (and more efficient) of drawing the playfield than listing it out line by line (for instance writing a loop) because I don't seem to find the same thing in other code I look at. At first I was trying it with 24 (the number of vertical pixels available in the playfield?) but ended up needing to draw out each of the 192 scanlines for it to work right. Still I'm pretty happy for having been coding for all of four days now (I finished this last night, just now getting around to posting). Also, as I (mistakingly) posted in the homebrew forum, I want to try and program a dodgeball game. There are several games I would be interested in seeing the code for, yet am unable to find code for any sports games at all (ie- basketball, volleyball, football). Is this available anywhere? I also don't suppose it's possible to take binaries and turn them into assemblies at all? I would really like to have a 3 on 3 game where the sprites move independent of one another and you can switch between them as you choose (ala Super Tecmo Bowl wide receivers). I am however willing to settle for 2 on 2 with the players locked together if that isn't possible. I have also played with some code from the sprites tutorials, but can't seem to get any of it to compile correctly. My biggest problem is that I'm quickly running out of information to absorb, as there are only 24 tutorials and I still need to know about stuff like collisions, restricting sprites to half the court, etc. I'm hoping I have the potential for a high midichlorian count... any Jedi seeking a padawan (located in KC, MO) to train? By the way, much kudos to Andrew Davie- I'm sure it's helped many people have the capacity to begin coding, even if just for hacking. -JD
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I have it all working now... thanks to vdub bobby and nukey shay for their patient help!
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I always thought Pitfall may make a cool Spiderman hack. What was your plan?
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vdub- you're my hero. No, I wasn't sure it was a compilable source. I downloaded it off the list of original ROMs, and since it was the only game I knew very well, was trying to run it. I have no idea why it didn't occur to me that it may not be any good... Anyway, I downloaded your battlezone, but it was the bin and not the code. I went back and found the code for INDY500, off the same original ROMs list, and it too would not compile. However, I tried battlezone, and it seemed to work perfectly. Wow... two weeks for that. Homer Simpson said: Thanks a ton you guys, no aspirin needed for a couple of days! -JD
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Okay... I'm so close I can smell it now. I looked through the DASM stuff I downloaded and wasn't able to find either vcs.h or vcs.c, but did find a file named vcs.h on my hard drive through a desktop search. I put that file in (which when opened, refers to DASM, not sure why it didn't save into folder with everything else?!) with the DASM program which leads me to... [/img] Any idea why the vcs files don't seem to be present/in the folder? Suggestions on where to get a copy of vcs.c? Hopefully if i can find that file and put it in there, i can finally have it running. -JD
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okay... that was helpful, telling me to go to that exact directory. I had been trying it straight from the C (and previously E) drive. Now when I run the comball.s file, it actually runs DASM and gives me the following messages: unable to open vcs.h (x3) then it lists the unresolved symbols, which totals 39. Do I need to find the vcs file and put it in the same directory as dasm itself? I don't want to move it around if I'm not supposed to. -Jason
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I am having this same issue. I dug up this post in attempt to see if the answer(s) had already been posted, and as far as I can tell they have not. Here's my situation to date: I am running XP and downloaded the DASM file into a folder directly on my C drive named DASM. After unzipping the file, it is in another subfolder named dasm22010. Inside that folder is another folder named DASM. Inside THAT folder is a bin folder, then the DOS folder. So far, that would be C://DASM/dasm22010/DASM/bin/DOS/ Inside the DOS folder is what I believe to be the actual "executable" file, dasm. Properties of this file show it as an application, but with no file type. In this same folder, I placed a file named comball (combat variation, I have the original stored elsewhere). The file type is .s; the actual name is comball.s Okay, after I open DOS and get to the C prompt, I try typing the following command: dasm comball.s -f3 -osource.bin I have tried several variations on this input, such as comball.asm and other things, but always get the following message: 'dasm' is not recognized as an internal or external command, operable program or batch file. I have screwed around with this program since I joined the forum a week or so before the end of February, and am terribly frustrated with trying to get it to work. I think I've provided all possible information, but if there is anything else I can provide let me know. Oh, one last thing, I've used Notepad to open/view the source code. My understanding is the command should 1. open dasm, 2. load in comball.s, and 3. output the binary into a file named source.bin. Is this all correct? Any/all suggestions most welcome. Hacking on graphics is okay, but I really need to get into the code! Thanks, Jason
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Just to clarify, that was just for the console and not a bunch of games as well? That seems high even for the Jag and a bunch of games too. Either way, I'd tell him to sell, sell, sell.
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Well, easier said than done. You can't hit the brakes, wreck, and you can only graze the wall 1 or 2 times. I remember still getting a perfect score with two hits on at least one occasion. One of the (seems obvious) secrets is not skidding around the corners, but rather continually tapping. In all honesty, I haven't played the game in about 8-10 years. I just bought a stack of games off ebay, and of course it was the first one I plopped in. I finished the race, but my score was only 59,000+. I can't remember for sure, but I'm pretty sure the perfect score is either 62,360 or 63,260. Depending on the layout, sometimes you can drive a "perfect" race and still get 50 points less (one less car passed). Growing up it stayed interesting because it was one of about five playable games we had, and was by far the coolest of those five. Ah, the joys of actually knowing how to fix an atari now.
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Well, yes emulators, but I thought that would be obvious... I prefer to play on the real system and you can always put it back in the cartridge when you're done playing around. I guess it's just a personal preference.
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I had a lot of fun with the revamped version of this, but I know you made the original, so thank you. I spent the entire night changing what could eat/be eaten by the little fishy game that is yet (I believe) to be named from the homebrew section. Which is really funny, until you turn into the platypus, then it loses it's fun for some reason. Anyway, thanks again. Jason
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The profile pages says the rarity is undetermined. Does that just mean no one has taken the time to find out the rarity value, or would it have something to do with the number of pirates available or something so that it's impossible to tell the actual number of real carts? With that said, If the game isn't extremely rare, I would suggest just taking it out of the cartridge to play. Keep in mind though, this would likely heavily damage the label, and ruin a lot of the value if the cart is indeed uncommon.
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I'm in complete agreement moycon... I think a high resolution picture of her, or the webcam address would be the most beneficial!
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sorry, I didn't see batari's message before my last post- I am out of town for the weekend, will try it when I get back. I thought that too, and put another copy directly on the C drive as well, but still get the same message. I'll let you know how it turns out.
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The error message (for all input) is: 'dasm' is not recognized as an internal or external command, operable program or batch file.
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Yeah, I should have put that as one of the examples... I've tried it already, as well as any/all variations I could think of, and tried it again just to make sure. And yes, they're both in the same folder. I hate people who beg for help with their computers. Okay, not really, but also know how annoying it can be sometimes. I really, really appreciate the people who've taken the time to try and help. -JD
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Well, I've tried a million different things... I've tried dragging DASM into DOS, which gives out the screen above (probably still the closest i've got). I've also tried typing variations such as these. dasm combat.asm -f3 -ocombat.bin dasm combat.asm -f3 -osource.bin dasm source.asm -f3 -combat.bin dasm source.asm -f3 -ocombat.bin Perhaps a better approach is what I SHOULD be typing. All of these and the other combinations i've tried all say 'dasm' is not recognized as an internal or external command, operable program or batch file. It's pretty obvious I haven't used DOS in a while... it took me forever to remember how to get back to the C prompt. It's also probably obvious that the file name I'm trying to assemble is a copy of the combat code I found in the forums, combat.s is the actual file name I believe (what is an s file? I assume it stands for source, but have never seen it before). I can open the file and view the code in Notepad. Anyway, sorry for being a pestering nuisance, it's just really frustrating tyring to get these programs to work so I can actually begin! Once again, thanks to everyone for your help so far. -Jason
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By far mine is Pole Position, however Vanguard and Frogger and Popeye all deserve honorable mention. As I mentioned in the Homebrew section, I had a garage sale console and the button was broken on the player 1 side (the console, not the controller). Thus, game that REQUIRED the button weren't nearly as fun for me. Pole Position is still one of my all-time top 5 games for any system. NES has two entrants as well, I'm all about the old school.
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yeah, I've tried that already, here's what happens... [/img] I'm sorry if I didn't add this picture correctly. It's only open for a fraction of a second. I was able to get a screen capture of it to read, and it just says fatal assembly error and closes. What do I need to do differently? Thanks, Jason
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I realize I'm late, but I just picked up this forum... some names I didn't see. Fish Buffet, Floaters & Sinkers (MXC anyone? ), Sushi Bar, Bobby Fisher I would vote for these, and in this order. 1. Grow Fish (whoever said it first) 2. Fish Frenzy (nathan) 3. Lord of the Fish (neotokeo) 4. Aquateen Hunger Fish (xot) 5. Tie: One Fish Two Fish, Red Fish, Blue Fish (gateway) & The Deep (pacmanplus). Do you have artwork yet, or do they do that for you when they make your carts?
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Well, about a week after I have got here, I have finally got my emulator working correctly (z26). However, I use XP on my computer and can't seem to be able to access DOS... or is this incorrect? I also have my original Windows disc for ME, but need to run XP for our home's wireless network. Any suggestions on how I should run my assembler short of partitioning (sp?) my hard drive or buying a new computer? I know this will be much more fun after I'm actually able to play with the code instead of just reading through it. Also, thanks to everyone for your help so far. I have several mockups I have done, I may post one in the next week or so. -Jason
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Wow... I too am very intrigued by this. It's been about a month since the last post, so the inevitable question is, what's the current status? huh? huh? huh? And if it's not too big of a deal, why is there a rift between AA and DP? I hadn't ran across DP yet, and after reading through their forums they seem to be the cool and classy people I've come to expect of classic gamers as experienced by this website. If you guys tried working together, it seems you may get a lot more accomplished (as you were both able to obtain a copy of the long lost prototype, I think this shows the value of both forums). And, as Captain Planet always said... "with your powers combined...!" Just a thought, no offense meant/taken.
