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s0c7

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Everything posted by s0c7

  1. Release candidate 8 in the first post. More than likely the final version.
  2. Yeah.... sorry guys... coming soon...... It'll be worth it when it does. The label art is mind blowingly good. We're trying to get everything just right.... Anyway, if you can't hold out you can always play the core game and save trying to find anything else that may be lurking about for a later date. It takes about the same amount of time as a game of Adventure or Haunted House (getting old, no time for giant games that take forever to play). Bear in mind it is easier to win with certain characters than others. Irks me to no end to know for sure Atari COULD have done a game in this vein back in '79-'80.
  3. It's been years since I've used bB, but I imagine this is still the case - no matter where you put your graphic data in the program, it gets relocated to whatever the last bank is (in this case bank8) at compile time. Try commenting out a sprite and see if the size of bank 8 changes when you compile it..
  4. Release candidate 7 in the first post. One minor bug fix and a minor color tweak to the PAL60 version.
  5. Release candidate 6 in the first post.
  6. Release candidate 5 in the first post. This fixes a major bug where you never missed when selecting "Fight". So now the dark faerie stealing the mistletoe back is a very real danger. The odds of missing when selecting "Fight" have also been been changed to a sliding scale by character. The wizard is slightly more likely to miss than the faerie, who is slightly more likely to miss than the warrior. As always, let me know if you encounter anything weird.
  7. Yeah, sorry about that. I double checked the PM to Al and it is correct in it.
  8. Chavert has declined his prize, so it falls to MrBeefy. Congrats!
  9. No worries. It's all good. Although I was starting to wonder if Canada had their own definition of the word.
  10. Now it is past 23:59:59 on the 15th. Congrats to DarkQ Massacres and chavert. Look to hear from AA in the next few days. Let me know if a week goes by and you don't hear anything.
  11. It is currently 11:51pm ET on Fri Dec 15.
  12. Still 30 min or so before it ends. I'll let Al know the info tomorrow. He stays busy, so it may take a few days. If you haven't heard anything after a week, let me know.
  13. Out of my old stuff, Phantom II/Pirate, 1775, Star Hawk, & Cold War (Stella's Stocking cart) are bB games. Dungeon is a hybrid. Bifrost and Dungeon II are all asm.
  14. Not really. I've thought seriously about asking Al to retire the Phantom II cart more than once. May still do it at some point. It's currently the oldest thing in the store written in bB (over a decade now). If I were to ever do anything new with Pirate, it would probably be a complete rewrite in asm. Side note: If anybody wants SE on a physical cart, I give Al the OK to make a custom cart for them. Just don't make them to sell.
  15. No. The biggest difference is the sprites are monochrome. These were some of the first programs I wrote for the 2600. Back then I was using bB and it was not quite as full-featured as it is now. You can check it out here. Also, hit fire 3 times at the title screen to get to the Easter Egg game. p2p_ntsc_final.bin
  16. I'm assuming that's what he meant. To show my appreciation for everybody involved, I have dug up LeDuc's treasure and am offering the following at the end of the original timetable: 1st place individual - $50 AtariAge store credit 2nd place individual - $25 AtariAge store credit In the event of a tie by two or more, first to reach that score wins. @chavert - you are eligibile to participate if you so choose.
  17. Wow! I'm really flattered that you like the game enough to do something like this. I'm not entirely sure it works as a high score type game, but I'm interested to see the final results.
  18. It's an interesting idea and I like the setup. I only tried the NTSC 2 and 4k versions. Both have scanline issues. Jumps over 262 sometimes. I also played one game where I walked to the right from the first screen and the spaceship was there. You might want to tweak the placement routine so that sort of thing won't happen. I've never been a big fan of putting a timer on this sort of thing, but I understand the reasoning due to the plot. You might want to make a variation (difficulty switch or whatever) where the timer doesn't count down and you can take as long as you want. Good job so far. Keep it up!
  19. Release candidate 4 is in the first post. For those that try it on their home setup, please let me know if you encounter any glitches running it on your equipment. Thanks. I advise not playing this build.
  20. Thanks! I'm glad you are enjoying it! I really appreciate you letting me know about the issue in the first place and testing it again now that the fix is in place. If anybody finds any bugs or other issues, please let me know.
  21. I found a really dumb mistake that got added into the code at some point. I'm hoping this will take care of the previously mentioned incompatibility problems. It may even work on the portable now, but I do some stuff with the display that it may still choke on. Anyway, new binary in the first post. Please give it a whirl on a Jr and let me know if it works or not. Thanks!
  22. Hmmm...... it works on my Vader. I'm using a Krok though. Anybody else tried it on hardware? Issues? UPDATE: Auugggghhhhhhhhh!!!!!!!!!!!!!!!!!!!!!! Found a really stupid mistake I introduced in the code at some point. I think this will fix the compatibility issues (with the possible exception of the portable). I need to do a few more tests and I will post a new binary.
  23. One tip I can give, the owl can come in handy in the tower. Since it is an automatic hit (granted small number), it is useful for taking out Dark Faeries or if you've already exchanged blows with a Crow and didn't kill it on the first hit. Don't use it on a Crow unless it isn't already wounded. Also, if circumstances permit, avoid healing at the megaliths until you have the key.
  24. Hmmm.... just this version or all of them? I'm trying to get a sliding scale of difficulty with the different characters. It may need a little tweaking. It's hard for me to judge properly. On the older versions I could literally win every time on the easy variations. I can win most of the time on this build. Granted I wrote it and understand the ins and outs more, but I'm also trying to future proof it for people as they get more familiar with it. For those of you have been playing the various builds, what's been your experience? Have I made it too hard? That's the reason I'm posting these, to figure out any needed tweaks prior to finalizing.
  25. In the end, the easy variants were just too easy. I have removed them. The good news is with that and a bit of rearranging I was able to squeeze in a 3rd character class (Warrior). The difficulty switches are no longer used. On the 'II' screen, use Game Select to cycle through the characters until you get to the one you want. Release candidate 2 in the first post.
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