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Atari Pixel

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About Atari Pixel

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  1. It's a design choice to help users from getting lost in the directory structure while running the retron.
  2. Besides the USB Image Tool mentioned above you can also use Win32 Disk Imager from sourceforge: https://sourceforge.net/projects/win32diskimager/ Lord Thag in the Retron 77 thread suggested a web browser imaging tool called Etcher (no downloading necessary): https://etcher.io Latest Ubuntu versions come with a built in tool just for this. All you have to do is right click on the sdcard.img file and choose "Open With->Disk Image Writer".
  3. I found this game on my retron and it has grown on me. I like it a lot! If you are open to suggestions: + Let the player choose a Mrs.Amoeba. Give her red lipstick and a bow (Mrs Pacman style). + Change the color of the background from time to time. Let the player know they are doing well. + Give the amoeba a simple somersault-like animation. + Add lives. If the amoeba dies then show the amoeba flapping some wings (or a sprite angel, balloon or wingy thing picking it up) and placing it on the nearest platform. Die 3 times and you loose! (5 if playing on easy difficulty). Keep the current "1 life" mode as a game variation. + Give the player more incentives to jump on to platforms by placing objects like fruit or letters (exidy style) for extra points. Place these on a platform or hang them in the air in straight lines, sine or tangent patterns.For example if doing letters think like in Mr. Do or LadyBug where if you spell "Extra" you get an 1up. + Pickable power ups like * extra lives * temporary super jump boots (all platforms boost the same as the spring). Play a catchy tune or color cycle somewhere while this goes on * a net on the bottom that automatically follows the amoeba. Once it catches the amoeba then it disappears after the amoeba jumps on it or you could make it last a few jumps before it disappears. * an umbrella that allows amoeba more horizontal air time. + Enemies that kill the amoeba when touched or fall from the sky that eat or break the platforms. Or a platform that when touched forcefully pushes the amoeba in one direction. + Enemy that attaches to the amoeba making it heavier decreasing its ability to jump. Have the player quickly move left and right a few times to shake them off. + Special square windows that when touched send the amoeba into a bonus screen. Make it a timed challenge, e.g. "grab as many goodies as you can" Or a "Jumpy Challenge", eg, some pre-made tricky platform level where the amoeba has to reach the top before time runs out. + A night stage where platforms are only viewable when lightning strikes. No need to draw the lightning, just flicker the platforms or similar. + An ending screen where Mr. Amoeba reaches home as is met by Mrs. Amoeba and the kids LOL + Play a short musical riff somewhere when starting the game or at a title screen.
  4. It already works like that. I was trying to implement something more convenient.
  5. I am new here but I've noticed the negativity around this product. Of course it's bad they break so easily but I was trying to provide useful information. I get that you don't like it but posting a turd next to my goodwill efforts is lame.
  6. I am trying to implement a 3 second hold on the reset button (to get back to Stella launcher) but I am getting nowhere with it. I was thinking of using SDL_KEYUP and SDL_KEYDOWN events in Event::Poll() but they are grouped together for the same switch case structure. So If I change the following (original) Stella code: SDL_Event event; while(SDL_PollEvent(&event)) { switch(event.type) { // keyboard events case SDL_KEYUP: case SDL_KEYDOWN: { StellaKey key = (StellaKey)event.key.keysym.sym; StellaMod mod = event.key.keysym.mod; bool state = event.key.type == SDL_KEYDOWN; bool handled = true; To this: SDL_Event event; while(SDL_PollEvent(&event)) { switch(event.type) { // keyboard events case SDL_KEYUP: { // I am leaving this empty for clarity // but this is all I need to reproduce behavior. } break; case SDL_KEYDOWN: { StellaKey key = (StellaKey)event.key.keysym.sym; StellaMod mod = event.key.keysym.mod; bool state = event.key.type == SDL_KEYDOWN; bool handled = true; Then Stella can no longer tell when the joystick has been depressed. It sticks in one direction until I press another one. Is there a way to make keyup and keydown events go back to being mutually exclusive?
  7. Thank you stephena. I think I understand now. I downloaded the r77 github branch this morning, but when I try to compile it ubuntu complains I am missing libraries I didn't need before to compile the project. First it was opengl, then libpng (though it is in the r77_gui_v0.9 folder), then SDL2. My ubuntu is a fresh install with build-essentials only.
  8. This is what I have on SettingsR77.cxx (line 54). It's the same file (unaltered) taken from stella.tar.gz on post 4074223: setInternal("keymap", "116:40:0:0:0:0:0:0:0:99:95:0:0:0:15:0:0:0:0:0:94:0:0:0:0:0:0:0:98:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0:62:0:63:64:55:41:42:43:16:17:23:24:53:54:0:61:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0:96:0:0:0:97:47:0:52:49:46:22:20:19:56:21:59:60:0:0:57:58:44:0:48:0:0:0:45:51:18:50:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0:11:12:14:13:0:0:0:0:0:9:10:3:4:5:6:7:8:91:89:90:92:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0:115:0:0:0:0:110:0:0:0:0:0:0:0:0:0:0:0:0:0:114:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0:102:103:105:104:0:106:107:108:109:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0"); If I understood correctly 98 would be index 28 (Counting 116 as zero). Is my keymap different?
  9. Oh I mean if Stella can tell which button (left or right) was pressed on the retron controller. EDIT: as in the left red button or the right red button This edit went on in realtime I was thinking if it was possible to reset back to the launcher by pressing them both for a specific time (eg. 3 seconds) but as you explained then it wouldn't work. If I wanted to use the Retron's reset button instead what scancode would I have check for? I am not familiar with Stella code and keep going down rabbit holes of class abstractions. Would I have to use StellaKeys for that? The hardcoded code in settingsR77.cxx has a line that goes like this: setInternal("keymap", "116:40:0:0:0:0:0.... Would that mean that 40 is a decimal value assigned to Console Reset and that number refers to KBDK_LEFTPAREN in stella keys enumeration struct?
  10. Can Stella tell which fire button on the retron joystick has been pressed?
  11. Go to the search field (near top right corner of this page), type "latest" then click on "This Topic". Post you're looking for should show up on the results.
  12. Thanks guys. I hooked the adapter [didn't work] ... EDIT: Never mind. Got it working (wrong drivers). Thanks again!
  13. Sorry to bother you stephena but I am trying to connect a USB to Serial TTL (P2303) adapter to the debug port and don't know where to connect the 5V cable (from the usb adapter). Do I need that to setup a terminal connection?
  14. My Retron 77 joystick broke too. Not gonna get into it but I did contact Hyperkin and decided to fix it myself. In my case the stick didn't break. It's hard to notice in the picture below but one of the switches got bent from normal use. I bought replacement switches from Digi-Key (but they can be found on Ebay too). It's a surface mount tactile switch, 5.25mm square by 1.5mm high, gull wing termination style. Part #: CKN9104CT-ND It was an easy soldering job. Just use pliers and be careful with the solder pads on the board.
  15. I sort of figured it out. Turns out I was using a modified version of dumper.c. Now everything is back to normal. It's a bummer cause I can't test for process id's or existence of files while the cart monitoring loop is running. E.g. the dumper code ignores my calls to access() or stat() (or at least I think it is). Without hardware to connect to the orangepi directly I am as blind as a bat.
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