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s0c7

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Everything posted by s0c7

  1. Thanks Chris. I'm really burned out at the moment and can't face the prospect of starting another game. I have been reading old Stella List posts though. I'm interested in some of the more obscure things people have done with the 2600. I will probably continue to experiment and if I ever do pop up again it will probably be with something written in asm. David Note - Eckhard Stolberg wrote the following bit of code. I just twisted it to my purposes. get_dungeon_robo_shill_.bin
  2. Yes, this is a bB game (with a bit of asm on the side). There is no "right" forum to post in. If it is something you are planning on releasing and you need testers, this forum gets more traffic.
  3. I have no doubt any of the main players on the asm side could probably do it in half the size. I think the game is actually about 22k ROM wise. bB crashes on me if add even a few more lines of code to what I have now. I do want to point out that I can't imagine programming something like this in asm. It cries out for a high level language. This is looking like my swan song for Atari programming. As for the source, I haven't decided yet.
  4. This is a variant of my old game Pirate. Pirate was a love it/hate it type of deal. If you didn't like Pirate, I can pretty well assure you you aren't going to like this. I can't release the rom to this, but I don't want anybody to feel ripped off. If you've never player Pirate, you can get it - http://www.atariage.com/forums/index.php?s...t&p=1191607 Note: On the link, scroll back one post. Not sure why it jumps forward like that.
  5. This will be in the AA store when it comes back in Dec.
  6. Yup. Mr. Dries strikes again. IMO (prejudiced though it may be) this is his greatest yet. As for the AA logo, I think Al sends people who have been banned from the forums down there. I can't promise there won't be a final tweak to the game, label, map/poster (oops), etc., but everything is mostly final.
  7. Happy Halloween to all! Coming soon...
  8. IV is tied with I as my favorite. "Ice cream man... It's all in his head..."
  9. Rumor is he always planned IV to be the final one and all the talk about V was just to placate those who had a "WTF??" reaction to IV. BTW - on the Alamo clip, note the dialog is pretty much the reverse of the final scene of II.
  10. This is probably as close as we're going to get:
  11. This is a fan tribute (Phantasm is one of my favorite films). There are only 5 copies in existence (2 of which are in the actor's hands), the rom will never be released, and Scott has no hopes of making any money off this. I don't see a problem with it. Besides, you can't beat the mental image of the Tall Man hunched over a joystick playing this:
  12. Turns out there are. NES as well. http://retrocrush.buzznet.com/archive2003/.../videogame.html
  13. Came across this today. Scroll down a ways. http://retrocrush.buzznet.com/costumes/ Wonder if there were more?
  14. Nope. If it is outputting at 262 scanlines, every frame needs to be 262. The swag he's talking about is although 262 is your baseline, some games output at 264 or something else close. But every frame needs to be the same or you'll get jitters or rolls.
  15. F4 should work. Dungeon doesn't use a SuperChip. I believe I have discovered the cause of the remaining jitter. This version should (hopefully) remedy that once and for all (be sure to let me know if you see any and what was going on at the time). Thanks to everybody who has helped root out all the little annoying glitches along the way! Update - 1/6/10 - Added the final beta docs per request. dungeon_rc4_ntsc_.bin dungeon_rc4_pal60_.bin dungeon_doc.txt
  16. Thanks for trying it out. I'll give the spell routine a look. I'll be happier if I can get it working without any jumps on that particular TV.
  17. More or less. Keep in mind you don't have to define everything then check everything. You could define temp6 (the r * 15 one) then define temp5, do a check, redefine temp5, do a check, redefine temp5, do a check, etc. If you're going to do the exact same check, but on different array elements you probably want to break the check part off into a separate routine (making it as generic as possible) that you call after setting your temp vars. Thanks!
  18. Assuming I understand the question properly: You have a table where each row has 15 elements. And the the table will be made up of multiple rows, each representing one room. Assuming you have a variable keeping track of what room you are in you can do the following: Assuming r is the room variable: temp6 = r * 15 (note: the first row of the table would be room 0) temp5 = temp6 + (whichever individual element you are trying to pull. would be 0 - 14) a = array[temp5] I did something similar to this in Dungeon.
  19. I still haven't been able to replicate the problem on my system. However I would like to fix this if possible. All the varying hardware out there can make it difficult to have something universally compatible. Try this version and let me know if it makes any difference on the TV that is giving you problems. dungeon_rc3_ntsc_.bin dungeon_rc3_pal60_.bin
  20. Finally got around to trying this. Excellent work! Can't wait to see what it looks like when it's finished! Re: The whole blue mat/green mat thing... you may want to have it change between the two depending on how your opponent is colored so they don't clash. It could be explained away as fights at different venues. The black background looks best. Personally, I'd like see maybe one less opponent in the final product to free up space for the addition of a ring girl...
  21. Hmmm.... I just spent an hour playing it on my Krok cart without issue. Vader with a newer TV. Not sure if that is making a difference. As time allows I'll try on one of my other TV's. To those with a Krok or CC, if you've played the latest build on your system please let me know if you've seen any screen rolls or jumps. I want this to be as compatible as possible with all the different setups people have.
  22. Anybody else come across anything like that on a real TV? I've been sidetracked here lately and haven't put in enough testing time on real hardware. I need to take a look. Many thanks!
  23. Thanks! Interesting site. Didn't realize there were so many for the handhelds. I'll leave it up to Dave as to whether he wants to give any updates on that front. Just keep in mind he's taking his time and trying to make it really nice. Please don't bug him about it. I will say there has been a lot of interest in the artwork.
  24. Minor update & manual fix. What's new: The heart icons for both cure spells will now either be red (you have 5 or more points of damage) or yellow (less than 5). dungeon_doc.txt dungeon_rc2_pal60_.bin dungeon_rc2_ntsc_.bin
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