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Nojeee

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About Nojeee

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    North Norfolk, UK

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  1. Same for me ... I don't remember anything available when I started programming on the A8. My graphics editor for Jet-Boot Jack was graph paper and an assortment of coloured pencils 🙂. When I moved on to some C64 programming I kept my trusty 800 to do the coding and sent the assembled data to the Commodore via the joystick ports. That evolved into writing some editors that ran on the C64 but transferred the data back to the 800 for inclusion in the assembly (this also worked for editing Atari data too). That certainly sped up development. When I returned to the A8 I was amazed by the quality of development tools available. Having said that .... I've just been colouring in some squares on graph paper - old habits die hard!
  2. The Clone Generation of 73 was higher than I expected but 105 is mad! 🙂 I checked my original source code and it reminded me that the value is only bumped for a new Master Multi-Boot - the disk that creates the new master retains its original value. This means that it would take a lot of new masters creating more masters for it to get that high ... if you see what I mean. The image also shows another feature I'd forgotten about; 'Updated Multi-Boot' means that at some stage one of the older style Multi-Boot disks was updated to an XL version. I'm not sure if it's widely known but you can use CTRL and cursor Left or Right to adjust the chroma of the text and CTRL Up or Down to adjust the luma. If you then create a new master it will retain these settings.
  3. It's really interesting to hear how Multiboot made it's way out from the south coast of England - it was long before the days of the Internet so it could only have traveled via physical media. When I got back into the 8-bit scene last year I was really surprised to find out how many people had used it over the years. If anybody is interested, if you go to the Sector Copy Menu ('X' for Utilities, then 'X' for Additional Utilities and '1' for Sector Copy) ... entering NOJ and Return shows values for Clone Originator and Clone Generation. Note - this was added for the XL version of Multiboot and there are lots of the original Multiboot disks out there. If I remember correctly, I only handed out a few copies of Multiboot to friends and each would have a different Clone Originator number (my master being zero). The Clone Generation value would then be bumped for each new master generated from that copy. I haven't kept the record of who had the original copies but I don't think it was more than a handful? I wonder what the highest Clone Generation value is 🙂
  4. I remember Chips well ... I used to go in and slyly make sure any copies of Jet Boot Jack were at the front 🙂. Happy days ......
  5. I think Multiboot might be well past its prime now . There are many new and faster alternatives available. I'm still surprised how far it spread from the handful of people I gave copies to in the 1980's. Jon PS: It's fun spotting Multiboot 'clones' where my original text has been changed .
  6. Hi Jason, I've been taking a peek at the High Score Club posts regarding Berks 4 and I thought I'd take the opportunity to clarify the way the score and percentage completion works. I wanted to retain the feel of the original Berks 3 game so the Berks and Drones respawn when you revisit a room. This was done to keep the game busy while exploring but does make it possible to 'farm' enemies to get a high score. I decided to add the Percentage Complete feature for players who wanted an additional challenge. The Percentage Complete value is purely based on the number of shoot-away blocks completely removed (any remaining blocks can be seen on the map). Getting 100% completion does make the game much more difficult as you end up removing blocks that act as protection from Drones ... and the dreaded Snakes. It's really rewarding to see the game being played in this way. I'm sure it will also affect the way I approach the scoring systems on future games . Jon PS: I've read through the Jet Boot Jack thread and I'm amazed at the scores players achieved!
  7. I know It's always tricky getting the difficulty level right. I had a few comments that my previous games were too easy so I tried to make World 4 hard (but possible after lots of practice). I played the game a lot during testing and made sure that I could complete all of the Worlds - World 4 was definitely the hardest. If you do continue to have trouble completing the game drop me a PM ... I may be able to help. ...
  8. Thanks for all of the kind comments. They're much appreciated and make it all worthwhile. Georgina is one of my daughters ... if you keep playing you may spot the other one
  9. That's still pretty much the plan ... I think I might sleep before doing all of that rather than after
  10. Phew! That's a relief ... thanks for letting me know.
  11. That's strange ... I don't have any XL hardware but I've tested the ATR on Altirra in that mode. Have you created a physical disk or are you using SIO2PC? Maybe somebody else could check it on an 800XL?
  12. I'm glad you've enjoyed it so far. The first two Worlds are intended to be 'training grounds' leading up to the original Berks 3 layout and then World 4. I'll be interested to hear if you think World 4 is easy or hard
  13. Last year I converted two of my C16 games to the Atari - Baby Berks and Major Blink. I decided to follow this up by writing an enhanced version of another C16 game, Berks 3. After a few months it became clear that the game would be more than an improved conversion so it is now Berks Four. The game grew so much that needs a 64K machine to run on. The original game contained a grid of rooms that the player explored looking for keys to gain access to the final Crystal. This new incarnation has four Worlds with the Berks 3 layout (of 6 by 5 rooms) forming World 3. The four Worlds increase in size from the new 4 by 4 and 5 by 5 rooms up to World 4 which has a 6 by 6 room layout. The largest World is split into 3 zones, each with a Puzzle Room that needs completing to gain access to the 'Final Chamber'. The main reason to write the game was to see if I could get a retro-rush working on my code from 1985. I wanted to keep the style consistent with the original so there are no apologies for the old school nature of the game. There's no fancy music driver and the sound effects are very 1980's. However, it's been great fun getting back into Atari programming after so long. Development has been made much easier by the wonderful WUDSN and Altirra utilities - rather different from using Synassembler on my Atari 800 and sending the code across to the C16 via the joystick ports I've put some basic notes together in the Berks 4 Notes.doc file and this contains a few hints to help along the way. I've been playing the game for a good few weeks now and it does appear to be stable (famous last words?). I can complete Worlds 1 to 3 easily but World 4 is definitely hard! Finally, the game uses all of the available 64K of memory and needs a 2-stage load to get everything into place. I've tested the bootable ATR disk on my 130XE and it runs fine. I'd be interested to hear if it runs ok from any of the cartridge utilities. Please let me know if you spot any major problems. I hope you enjoy the game ....... Jon BERKS4.ATR Berks 4 Notes.doc
  14. Thanks for the suggestion. I did a fair amount of cartridge based games on the NES and SNES but have never looked at this for the Atari. My problem is that the game has grown so much that I'm using (and reusing) all of the RAM including the space available under the ROMs. There's a lot of swapping around of data in order to get everything in the right place at the right time and I'd be concerned that trying to rework this for a cartridge model would take too long. I'll certainly take a look back on some threads about Atari cartridge based games though. PS: Jet Boot Jack .... ah, the memories
  15. Almost there I started off with the intention of converting Berks 3 to the Atari and adding a few enhancements to make it Berks 3+. However, it just kept growing so it's now Berks Four. The new game has 4 'Worlds' with the original Berks 3 game effectively being World 3. I've deliberately programmed Berks Four in the same style as the original so I hope it's not too retro for people. I'm hoping to upload in a week or two ... unless anything nasty crops up in testing. PS: The game will need 64K to run and I'm still scratching around trying to find a few more bytes for the final tweaks!
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