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Posts posted by s0c7
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Chavert has declined his prize, so it falls to MrBeefy. Congrats!
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No worries. It's all good. Although I was starting to wonder if Canada had their own definition of the word.

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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.
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It is currently 11:51pm ET on Fri Dec 15.
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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.
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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.
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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.
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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.
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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.
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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.
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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!
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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.
This is one of the few projects where I don't want to know too much before it makes it to the finished stage, but I will add that this is EXACTLY the kind of game I get jazzed up about.
I advise not playing this build.

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Just finished trying it out. It's working fine on the Harmony Encore on my Vader, my 7800, and my Jr.

I ended up playing it longer than I realized. It's great!
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.
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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!
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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.
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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.
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Playing well so far. I still haven't won yet

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.
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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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Release candidate 1 in the first post. Some cosmetic changes, a few extra rooms in the temple, and you can only heal at the megaliths once per game now. So now you'll need to be a little more strategic on the more difficult settings.
As always, if you see any issues, please let me know.
Also, very pleased to report that DaveD will be returning to do the label art for this one (he did the art for the original Dungeon).
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Beta version in the first post. This has a few minor bug fixes, a few color tweaks and a quasi-title/select screen. When you are in a new game state you will see a "II" in the text area. If you change the options with the difficulty switches they will be reflected on-screen. Once you move the joystick the options are locked in until the next game.
We're down to the end, so for those of you playing along at home please let me know if you encounter any glitches or if the colors are too dark. Thanks!
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Was the first dungeon only 4k?
Nope. 32k. However it was written in mostly bB. This is all asm. The 4k thing is more of a personal limit.
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I did make a ton of under the hood changes, so I suppose there is a chance it works on the portable now. My best guess is it probably still doesn't. It works fine in emulation (z26 & Stella) and on hardware (at least on my Vader using a Krok). That's all I'm really shooting for. Hopefully they'll improve the emulation on the next revision of the portable.
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Thanks everybody!
I've uploaded the latest version to the first post. I'll let you figure out what's different.
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Pirate_se little score challenge
in 2600 High Score Club
Posted
Yeah, sorry about that. I double checked the PM to Al and it is correct in it.