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Baby Blue Azure

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Everything posted by Baby Blue Azure

  1. Due to popular demand (1 person), I have a new version NUM_MUNCH game. It has an intermission at the beginning of the game on both INV and non-INV versions. PHOTOS: NUM_MUNCH TITLESCREEN: JENNY (1981) NUMBERS ANIMATION (SHE'S MOVED AWAY FROM SARATOGA SO THE # DOESN'T WORK ANYMORE): NUM_MUNCH NTSC NORMAL (non-INV) BIN: NUM_MUNCH_F599.bin NUM_MUNCH NTSC NORMAL (non-INV) }A78: Num_Munch_32K.a78 NUM_MUNCH NTSC INVINCIBLE BIN: NUM_MUNCH_INV_0214.bin NUM_MUNCH NTSC INVINCIBLE A78: Num_Munch_INV_32K.a78 Enjoy! /BBA
  2. Well, golly Kurt W, I really don't know what the answer is. There is so much about this game I don't understand, especially the DLL's. So far we've gone from one incomplete game to yet another incomplete game. I'm just trying to get the existing docs up to snuff at the moment so we know exactly what is in both of these versions. To answer arcade124's question, I hijacked the Galaxians stage of Scavone's 7800 Gorf to create the Galaxians game that you see above. Thanks guys, BBA
  3. Last night I began the arduous task of checking the GALAXIANS Disassy versus the bin Hexdump. May have done the task too fast but I did find the following errors: 1) The Hexdump is missing block $80XX for some reason - never saw that before. So I added that and it will be called Hexdump1 for the next release. 2) There are 2 instructions listed in the Disassy at address $8653: STA SCREEN01,X and JSR HISCORE_$8F50. The binary, which never lies, has 20 50 BF which is the JSR HISCORE_$8F50 command. Going to the HISCORE subroutine we see the first command is the STA SCREEN01,X command. So everything is there, it's just a Disassy documentation error. 3) The instruction at address $E0E2 on the Disassy doesn't match the binary. The Disassy has '90 56' but in the Hexdump it has '90 52'. I counted it out and '90 52' is correct. So the Disassy needs to be corrected. I also found this identical error in the originating GORF Disassy so that's been corrected. The next step will be to check the GORF Disassy versus its Hexdump to verify if it has any other errors. In my check last night I didn't check the graphics bytes or the massive amount of DLL bytes. I can do a file compare in these two cases once both the GORF and GALAXIANS Hexdumps have been verified. Then I have a changelist that created the GALAXIANS and I will check to see if anything else looks erroneous. I did try Scavone's GORF binary (checksum = BE2B) on hardware today and it does function on hardware. The GALAXIANS module on that doesn't do anything - no scoring - no bomb drops - no invader scroll down. These are all features I added to make it look and feel like a real game. It may not exactly be a bonafide "GALAXIANS' game, but it can easily be changed to anything we want once it's completed and working. Next time I report I will have all these proposed checks completed and and I will have all new Disassy's and Hexdump's for both GORF and GALAXIANS. The target due date is January 6. Thanks, BBA
  4. Rushjet1, ya mean like this? This is a hack of a hack of a hack so I get 2 points.
  5. HEY FANS! RACK 'EM AND STACK 'EM, THE 7800 FLOOD GATES ARE OPENING! So here it is - the long-awaited top secret *******MAN game. Did you guess what it would be? The other guys have SONIC and now we have CLOBBER and his opening-day original game CLOBBERMAN™ - only on the Atari 7800. This could kick off a whole new franchise of games including CLOBTRON, CLOBBY BIRD, and QcLOBBER, to name a few. I can’t wait to do those. The Atariage CLOBBER blogger has gracefully accepted this brand new concept. He says this game is a lot of fun. I just needed to tweak Clobber’s color a bit, and make a couple of other minor changes, and now we have a game. The florescent little green guy can’t wait for you to bring him to life in these new games. So what are the new features in this game? Surely we must be running out of ideas by now. (But, no!). Recently we learned that all Pac-man Programmers are left-handed which explains why everything is designed using the left-hand rule. The Pac-man always faces left at the start of the game. The ‘fruit’ indicators always start at the right and add towards the left. Everything is backwards to me, a right-handed person. In a test, I face the Pac-man to the right and start the game. Oops, the Pac-man runs out of control to the right. The algorithm doesn’t expect the Pac-man to start off in any direction other than left. So scrap that idea, although of course [some day] the algorithm can be altered to work the ‘right’ way. In CLOBBERMAN™ the ‘fruit’ indicators can start from the left and add to the right so that’s been added. And the spare life indicator faces to the right in this game as well. Perfect! By the way, I’m just mentioning my ‘funny’ personal preferences here. I’m not criticizing the games that Bob and Kurt W. produce. I always support their work 100% and even if they temporarily misinterpret what I’m saying, I’m always supporting them. There’s a new feature now, starting with PACMUNCH_JR and this game to have subsequent bonus lives added. In PACMUNCH_JR it happens blindly. In CLOBBERMAN™ on the upper right of the screen is ‘NBCnnnn’ which stands for Next Bonus Countdown. In the normal non-invincible game this counter will count down from 0999 to zero when a new spare life is added at each 10,000 points. In the invincible game it will count down from 4999 to zero when a new spare life is added every 50,000 points. In case anyone wants to know where the 10000 point life bonus is set, it’s the bytes at addresses $D050 (MSB=09) and $D051 (LSB=99). The normal game commences with 4 spare lives and the invincible game starts with 0 spare lives (who needs them?). The maximum amount of spare lives is set to 9 lives; the number above Clobberman’s head on the lower left is the current number of spare lives. Will you have this game under your Christmas tree this year? You may be CLOBBER'd if you don't! Or will this be yet another lump of coal in your stocking? We’ll soon see. And at 3am will GORFCADET be memorizing '150, 250, 300, 450, 500, 650, 700, 850, 900, 1000, 2000, 3000, 4000, 5000 and last but not least 10000...' for his next video? For sure all kids will be giggling when they see Mr. Clobberman in action. When he travels down the maze, he inverts! Wait until the real Pac-man sees this! He’ll want to do the same trick! Happy holidays y’all, BBAAKABA PHOTOS: CLOBBERMAN INVINCIBLE TITLESCREEN: CLOBBERMAN INV RACK 11: CLOBBERMAN INV FRUIT COUNTDOWN: CLOBBERMAN INVERTED: CLOBBERMAN 10000 BONUS: CLOBBERMAN NORMAL NON-INVINCIBLE VERSION CLOBBERMAN NTSC BIN (TESTED GOOD ON HARDWARE): CLOBBERMAN_98b1.bin CLOBBERMAN NTSC A78: Clobberman_32K.a78 CLOBBERMAN INVINCIBLE VERSION CLOBBERMAN NTSC INV BIN (TESTED GOOD ON HARDWARE): CLOBBERMAN_INV_1FBA.bin CLOBBERMAN NTSC INV BA78: Clobberman_INV_32K.a78
  6. Hey Fans! Happy Monday to you! Late in the eleventh hour, reached into the vault and found yet another one by Michael Ferrell. This pre-empted the impending release of the top secret *******MAN, however, that’s coming shortly. Ferrell hasn’t complained yet, so here we go again. PAC MUNCH JR is a derivative of JR PAC2, whatever that is. It has different mazes than Bob's original JR PAC, and the code is massively re-organized. So translating what I have in Bob’s original JR PAC to port into JR PAC2 style games is a lot of work. But one by one, all my features ported successfully. The game starts off with a RED Pac-man, which I hope PACMAN RED approves. And the rest, I’ve changed most everything to get into the holiday spirit. With the Pac-man red we’re missing the green so at BLUE time it’s GREEN time so the ghosts all turn green. The snow flakes have been imported as the new dots, and the dots that were red are now white. The fruit stamps are at identical locations in both JR PAC and JR PAC2 but I didn’t do anything with that, except cleaned up the skateboard a bit. We already have a Christmas Pac-man for 2018 so that should suffice. PACMUNCH could be an all-winter game. Press start and you’re greeted with a welcome intermission, the only one in the game. By popular demand (one person), the intermission is activated in the both the normal and invincible games. As the game starts, it’s MUNCH time, not lunch time. The ‘ready!’ has been replaced by ‘Munch!’. In Germany, this should be replaced with ‘Munchen!’. Now, for new features. Instead of watching 3 or 4 or 5 Pac-man indicators at the bottom of the screen munching all the time, I reduced that to one (and when you’re out of spare lives the single stamp disappears). At the top of the screen, in the scoreboard I added a mini Pac-man icon and a single digit number that tells you how many spare Pac-mans you have. Like a cat, the maximum is 9 lives. In the normal (non-invincible) game you start with 4 spare lives and the invincible game you start with 1 spare life. The game still awards you a bonus life at 10,000 points. But now I have a new feature that adds a subsequent bonus every 10,000 points for the normal game and every 50,000 points for the invincible game. So at 360,000 points on the invincible game you will finally achieve the maximum of 9 lives. After that, there will be no more lives granted. In the normal game, if you achieve 9 lives and then lose one, you will gain one at the next 10,000 point marker. This can be adjusted down to 10 point increments, so if people want more (or less) bonus lives it can be easily changed. The DOT remaining counter has been added, but the word ‘DOT’ has been removed and replaced with a dot stamp to allow room for the spare player count. The only gripe I have with this game is the ‘fruit’ vertical offset can be as much as 6 lines off (estimated). Generally the ‘fruit’ is so high a Munch-man running through the ‘fruit’ horizontally won’t be detected. I’m looking for the table but can’t find it. Maybe someone can help me on that. ENJOY the game! /BBA PHOTOS: PACMUNCH JR TITLESCREEN: PACMUNCHJR STRATUP: PACMUNCH JR RACK 07: PACMUNCH JR RACK14: NORMAL NON-INVINCIBLE VERSION PACMUNCH JR NTSC BIN (TESTED GOOD ON HARDWARE): PACMUNCH_JR_6D48.bin PACMUNCH JR NTSC A78: PacMunch_JR_32K.a78 INVINCIBLE VERSION PACMUNCH JR NTSC INV BIN (TESTED GOOD ON HARDWARE): PACMUNCH_JR_INV_6FA5.bin PACMUNCH JR NTSC INV A78: PacMunch_JR_INV_32K.a78 Enjoy! /BBA
  7. 7800 CENTIPEDE derivative SLINKIPEDE originated in 2015 when I accidentally changed one byte that I thought was graphics but it was actually program code. The original coiled Slinky was discovered in the 1940’s the same way - by accident. History Repeats! The game was catered to my personal level of ability. Come to find out when my cousin played, she couldn’t get past the first rack since she was shooting more mushrooms than Centipede segments. Returned to the development lab in 2017 and I made the game with increased flea droppings so through rack 12 there’s plenty of mushrooms to survive any battle. And the Scorpion, which is now a Caterpillar, turns the mushrooms invincible and that aids you to get through the waves more easily. At first you’ll wonder why I made this game invincible. It won’t be long before you see why. This game at times is wildly HARD! What is the SLINKIPEDE challenge? Let’s see if you can beat my score! Of course the game has no ending. In fact when I was playing it I wondered if there is a Rack 1000’s digit. Looking at the the code - sure enough, there it is! It will take a solid 10 hours to get there, but you can do it. And I did test this game's Rack 1000’s function and it does work so no disappointments here! GL2U! PHOTOS: SLINKIPEDE RACK 122 SLINKIPEDE RACK 256 JOYSTICK VERSION SLINKIPEDE NTSC BIN (TESTED GOOD ON HARDWARE): SLINKIPEDE_NTSC_2017_CDB3.bin SLINKIPEDE NTSC A78: Slinkipede_NTSC_2017_16K.a78 TRAKBALL VERSION SLINKIPEDE TRAKBALL BIN: SLINKIPEDE_TBALL_2017_60E1.bin SLINKIPEDE TRAKBALL A78: Slinkipede_TBALL_2017_16K.a78 Be sure to post your results! ENJOY! /BBA
  8. RevEng, following up, I downloaded your fix and it operates about the same on ProSystem 1.3G, including the existence of the starfield. The hexdump agrees with the disassembly in this case, so that's the bad news. Not looking at this code for over 2 years and just spending a few minutes on it right now, it appears the jump at $E874 is supposed to go to MOVENEXTGALAXIANS, and there are 2 of those. One at $E8CD (which you selected) and the other at $EF7B (which I just now selected). But $EF7B provides jerky entrance dance so that's no good. It's clear that this will probably bounce back to me. The next step is to scrub this situation by pairing up the original GORF with a 100% compare to its disassembly and then pair up my version with a 100% compare to its disassembly. Then and only then we'll know where we were and where we are. I don't have time for this right now, but I should have time by January 6 which is some kind of magical date. Sorry about the problem - I didn't know about any of this until I posted it. It's still a cool looking game and surely can be a viable game in the future. /BBA
  9. Nice Job, Rev Eng! I'll have to look at that to see how that happened and perhaps how the star field got run over. I do have A7800 on my machine, just not using it yet. Most of what I'm doing can be accomplished using the old method which we know can be dicey. Making changes at the level I am now can't/shouldn't be done that way any more. I already know that. I "fixed" one of your games as well, the one you recently posted the source list to. It will be interesting to see what you're going to have to say about that one. It won't be released without your blessing but I'm too busy with other games at the moment. Ultimately it could bring in more sales for you. Thx again, BBA
  10. Hey GorfCadet, just noticed one of your questions I had missed seeing/responding to. You asked about what was the source of this genre of the Ferrell hack. The original Bob Pac-man 16K design had the Pac-man and ghosts running across the titlescreen and that was what I call Pac-man 2005 (checksum=C9F0). There was another 16K version in 2006, based on Bob's design, which I call Pac-man 2006 (checksum=675F) that had the ghosts splat on the titlescreen like you see on the current Pac-man Christmas 2018, which is now 32K to accommodate the expanding maze structure. Not sure who the source of the 2006 model was, maybe not Bob. And there probably many versions of these two and I may not even have the appropriate final copy of one or the other. There was another entrance called "Pacman Collection" in 2012 that Bob was involved with and has a Pokey implementation. Could be a good candidate for yet another whack and hack. I have no plans for that right now. But someone else might try. I just scanned uTube for Ferrell's latest works and he had a few in 2018, so it's good to see he's still active on the 7800 this year. Sorry for the delay in responding to this question. /BBA
  11. Alright GCC (Gorf Cadet Company) we'll have a new Pac-man game for you to video review in a few days. There isn't a kid on the planet that won't want this ********MAN game! I just got license approval to release it. But I want to make a couple of mods to it so we'll know the difference between what was approved and what was released. Snookered again! Yes, TrekMD, the normal non-invincible game has the introductory intermission and the invincible doesn't. That was intended. The invincible game is all about blitzing through the racks to see how quickly you can get your first million points or possibly 1000 Rax. Some people don't have the patience to wait for the intermission. It's only 3 bytes difference between the two versions. I could probably tell you which bytes they are if you want. In fact, well heck, I'll look it up right now while my boss isn't looking. At address $CBFD for the intermission you type in 4C CD BE, for not the intermission you type in 4C B6 BF. There, now you can customize either version to your flavor. Glad to hear everyone is enjoying this game. My daughters Tia and Maria love this game, but Maria is getting cranky and broke the hardware video portion and I don't know how to fix it. Actung! Again, this PAC-MAN RE-ARRANGEMENT game does NOT work on any hardware that I have. Any attempt at modifying this .a78 into a bin you do at your own peril. I hope all the Evelyn Wood fans understand this Genglish (German English). /BBA
  12. Well here we go again - history repeats! Long, long ago that RPD guy announced he would release his last PAC-MAN game. And then came ULTRA PAC-MAN, PAC-MAN TWIN, and BABY PAC-MAN (in progress). It's all spectacular! Recently I announced I'd release my last Pac-man whack or hack, and here we go - now we have PAC-MAN RE-ARRANGEMENT. This is yet another "hack of a hack of a port of possibly the greatest video game ever made that has a history of being hacked...". (Quote of GORFCADET). Kudos again to Michael Ferrell who produced the predecessor PACMAN ARRANGEMENT released ca.03262017. It's a great game with not 1 maze or 2 mazes or 4 mazes or 8 or 16. Well, it has 15 mazes to keep the player occupied. Fast forward to 2018, now we have yet another entrant to the Pac-man collage of games. It MUST have new features or I can't post it. Ferrell's game wasn't just hacked, it was whacked. So badly, it won't work on hardware. But it does work on our trusty Prosystem 1.3f/g (or equivalent) emulator. So what does it do? 1) First of all, somebuddy on here mentions he wants a Super Pac intermission on Pacman. Well that's a lot of work, or is it? Call the Animate0 proc and et voila, there's the Super Pac - he's already in the game. Nobody knows it, but he's there! So I play that intermission at the start of the game and that's it - no more intermissions (normal non-INV game only). I like to play the games, and not have a bunch of interruptions. 2) Second, there are not 1 maze or 2 mazes or 4 mazes or 8 or 16. There are a record new 17! There are 16 and a hidden 17th. Will you ever find it? Well, you could if you got to Rax1000 (by the way, it takes about 65 minutes to run through 100 racks) and I added just the right bytes to make you access maze 17. So for now you'll have to live with just 16 mazes in this version. And now, there's just 1 Pac-man indicator on the bottom. Why? So we can make room for 11 'Fruit' indicators. I wanted to place 15 indicators, but come to find out I need 32 more bytes of RAM. I found maybe 1 or 2, bytes that is. Oops, so we can only have up to 11 indicators and never more. 3) Next up, there is a 'Fruit' bonus-o-rama in this game where you have fruit bonuses of 150, 250, 300, 450, 500, 650, 700, 850, 900, 1000, 2000, 3000, 4000, 5000, and now the all-new 10,000 bonus! And the points all add up the way they should! Would you like to hear how fast GORFCADET could say all that? (Well let's wait for the next new game to be released in the next few days before he attempts that). 4) And added some all-new 'fruit' sprites, like Mars and Saturn. Thanks to Gambler 172 for his help. 5) This game was designed not just for 1 Player or 2 Players. It's for the audience that will collect when you start playing this game. Even grandmas who never play games will want to watch. Don't try to explain the game to them, they just want to watch. You'll see. PHOTOS: HERE'S A PAC-MAN 7800 GAME WITH 11 'FRUIT' INDICATORS, NEVER SEEN BEFORE! IF YOU EVER GET THERE, THIS IS WHAT RAX999 MIGHT LOOK LIKE: HERE'S THE ALL-NEW 10,000 'FRUIT' BONUS: THE GOODIES: PAC-MAN RE-ARRANGEMENT NORMAL (NON-INV), ONLY WORKS ON PROSYSTEM 1.3 EMULATOR, (OR EQUIV.): Pacman_Rearrange_32K.a78 PAC-MAN RE-ARRANGEMENT INVINCIBLE, ONLY WORKS ON PROSYSTEM 1.3 EMULATOR, (OR EQUIV.): PACMAN_Rearrange_INV_32K.a78 ENJOY THE GAME! BBA NEXT UP IN A FEW DAYS, A TOP-SECRET NEW PAC-MAN GAME CALLED *******MAN. ONLY 2 PEOPLE IN THE WHOLE WIDE WORLD HAVE SEEN IT. WATCH FOR IT. IT'S AS GOOD AS PAC-MAN CHRISTMAS 2018, IF NOT BETTER.
  13.  GALAXIANS - based on the original GORF7800 set of games released by Steven Scavone (2009) It’s hard to believe it’s already been 9 years since all that went down with Steve. The guy did a tremendous amount of work on the GORF family of games even before what all he did for us on the 7800. He had to go and it’s completely our loss. But to our gain, he did drop off his source code to Bob. Of course Bob knows what to do with source lists and make things “pretty.” But I couldn’t get the source to work and I went to Bob and he couldn’t get it to run either. So it was dropped - back into my hands. So a couple of years ago I did a disassembly of everything - GORF, WARBIRDS and UFO!. On GALAXIANS I’m on revision G16 which I just built today - so it’s been a long road to get here. Today I built a new spare life indicator sprite and changed the color to match the player sprite. Cool! In the original games, the scoreboards didn’t work, in some cases player collision works, and some games drop bombs and some don’t, and there’s a myriad of other enhancements that could be done. GORF and WARBIRDS have 5 game modules each that can be played in sequence or skipped across. Personally I have my 5 favorites which are ASTROBATTLE and GALAXIANS in GORF, and ASTRALASSAULT and DEATHSQUAD in WARBIRDS and then UFO! It is possible that those 5 could be imported into a new modern version of GORF. Or, as I was thinking, we could have stand alone versions of some or all of them. Enjoying GALAXIANS the most with that wonderful entrance dance, I started with that and have another one UFOgenesys. They are both done except for player collision and other minor housekeeping. Knowing the time I have spent on these I just can’t justify continuing. So I’ll be putting this out there with the complete documentation and hope someone will pick it up. We don’t know whatever happened to Steve Scavone but would love to hear from him at [email protected], if possible. You did a grand job on everything! But you already know that. PHOTOS: GALAXIANS START-UP SCREEN: GALAXIANS 49-POINT BONUS: GALAXIANS WAVE 04 START: SUPPORT DOCS: GALAXIANS DISASSEMBLY: GALAXIANS_G16_BEC7_Disassy.pdf GORF TO GALAXIANS CHANGELIST: GALAXIANS_G16_BEC7_Changelist.pdf GALAXIANS HEXDUMP: GALAXIANS_G16_BEC7_Hexdump.rtf GALAXIANS NTSC bin: GALAXIANS_G16_BEC7.bin GALAXIANS NTSC a78: Galaxians_G16_32K.a78 ENJOY THE GAME! Baby Blue Azure
  14. I hear you Kurt. I'm in the same boat as you are. There's a lot of pressure to get these games off our plates. My family left town to go celebrate some holiday while I stayed home to work home fix-it projects during the day and Atari at night. It's working real well for me after yesterday one of my partners showed up unexpectedly and we finished 3 projects at the house. I have 2 games I want to release NOW, but neither are ready. But I slept on it last night and I have a plan of attack I'm working right now. I cleaned up some code and built a new sprite, did the full deal on documentation, and one game is ready to go. For me, January 1 is where I look back at 2018 to determine if anything was a success for me. I was murdered on the stock market, but I think the rest has mostly fallen into place. Plus it's one month to Christmas today so there's loads of time for other great things to happen. Quite frankly Bob solicited your support and you've done a fabulous job. I know Bob is chomping at the bit (and bytes) to get his hands back on the BPM code, but you should be allowed to finish what you need to finish to present your final result to Bob. Housekeeping is essential! It sounds like you have a calculation to completion which must be way under (I hope) 100 hours. JUST DO IT! Bob can wait, IMHO. He has a list of other games he wants to finish and he can be looking at one of those, to get refreshed on that in the mean time. Of course now the phone will be ringing and it will be Bob asking what I think I'm thinking about. I'm thinking of his well being as well. He should get the best of the best to continue his work. It's not that important BPM gets launched by Christmas or New Year's. We already have a game we can play with. Oh well, that's just a few of my thoughts. /BBA
  15. Oh goodie, this could be the Hack-of-a-Hack-of-the-Year-2018. I've never won that award! A speed-up button during BLUEAZURETIME. You're so funny and bang on. You really must be a TOYADDICTEDDAD. You know I used to make demo videos like you do now. I can't believe how well you do it and so quickly. When you're recording the kiddies are so hush quiet. How do you do that? Must be at 3am. /BBA
  16. Thanks again GC. My family is having fun watching your video review. The intermission request will be looked at some day. I also want to have a 16-maze Christmas game. Maybe we'll do that for next year. I just located a template for 16-maze Pac-man on yet another game I can post any day now. And viewing the game play posted by the OyamaFamily I see we have the difficulty just about right (for my speed). The 'Fruit' Energizer feature optimizes this game. More than a quarter million points! Good job from our friends over in Brazil. /BBA
  17. Nice work on the video GC. So you want an intermission sleigh, eh? I may have to hire Kurt W to do that job! He's the Pac-man mod squad expert around here. /BBA
  18. Opened the vault and I couldn't believe my iBalls !!! There it was - a Miner 1979er game for the 5200 - 38 years later! Grey scale colors, must be a PONG post-era game. The BIN files even pre-date the 5200! Might have been the first game programmed for the 5200. Who knows? How did Bill Hogue know what the 5200 design would be before it was even released? He must have had early connections with Atari. This must be a really rare set of eproms! If I get a million for them I could actually buy a shack in NorCal. Merry Christmas to me! Just dumped the eproms right now. Here it is: Miner1979er.bin TITLE SCREEN: ZONE1 STATION1: ZONE1 STATION2: ZONE1 STATION3: ZONE1 STATION4: ZONE1 STATION5, LOOK AT THE MARTINI GLASS - IT WAS MOVED! : ZONE1 STATION6: The game has some fascinating features. First, Bounty Bob can jump from anywhere on the screen and NOT DIE (except in the radioactive waste dump and the martini glass which was moved and harder to jump into). Bob can also walk off any ledge and NOT DIE either. The game seems to be semi-invincible so most Mutants won't bother him. In fact in some cases you can touch one Mutant and kill all on the screen - very efficient! ENJOY THE OLD NEW GAME !!! /BBA
  19. It could be. So that's what it is, a Ham shooting Christmas ornaments. Better go buy some more ornaments!
  20. Get a room! I inserted the latest RPD BABY PACMAN game into my 7800 machine and it burped out this game instead. Interesting game, but it's not a Pac-man game. The code is morphing. Good job, Kurt. You can play with this while you wait. It has no end, except the score rolls over at a million points. I guess. NOTAPACMANGAME_32K.a78 Bob called in sick today so it will be a little longer before he's done. But then he remembered it was Saturday, so he worked anyways. Things are really bad over here on the left coast. I can't see the Pacific Ocean any more. Is it still there? The sun still comes out but I heard a report today that the GG Bridge is also missing. My smoke alarm is activating for a fire that must be 200 miles away! I hate the noise, so I unplugged it. It's now 7 minutes to tomorrow. I hope it will be a better day. Have a nice rest of the weekend. /BBA
  21. The reason my name changed was I couldn't find a way to re-register into my original account. If it's a simple paste just move all Baby to Blue and the AKA isn't necessary. I should ask Albert if we could simply rename Baby BA to BA and call it a day. If it's a nuisance to move it then just leave it. Thanks again, BBAAKABA
  22. Thanks, Trebor. When we have an opening in the QA department - YOU'RE HIRED! I usually check your Homebrews and Hacks Thread to confirm I'm not doing repeats, but failed to do so in this case. However, now I check and SLIMETIME2 wasn't there under me or Gambler, but it is now under the new me. So this title entirely slipped through a crack. It shouldn't be a big deal as people here come and go and maybe they didn't see it then but they see it now. I was mostly trying to get some kind of a response from Joshua who did a great job on his game. In my defense, I'm working dozens of games and to slip up like this doesn't surprise me. I'll try to be more careful in the future so we're not clogging up the blog with repeats. /BBA
  23. SLIMETIME2 - based on the original SLIMETIME released by Joshua 02212017 This is a re-birth of a recent game. More than a year ago, A7800 blogger Joshua posted a fine game SLIMETIME on 7800 Hacks. Unfortunately, it seems hardly anyone noticed it. We played it and loved it. Joshua has packed and departed and for us it was sad because he had done such a great job and then no fanfare. We tried to contact him but no answer. Maybe he or someone who knows him can contact us at [email protected] In SLIMETIME2 the PIZZA message has been added, the KITE changed to a HOTDOG and the SKATEBOARD was updated. The rest of Joshua's stamps have been maintained as was. A fine work it is. SLIMETIME2 Features...  Five (5) Player 1 start lives.  Now with Peter, Egon, Winston, and Ray labelled in the introduction.  All-new "Fruit" - expert sprite development by Joshua, and slightly modified in SLIMETIME2.  This JR PAC derivative now has a 4th intermission viewable at the start of the game, the others are disabled, so extended gameplay is uninterrupted. The original SLIMETIME has the intermissions so you can still view them in that version.  Faster Player speed to boost Player's confidence.  PlusMode activated at 8th rack so you play 7 normal racks and then 7 PlusMode racks.  Rack numbers in scoring field - works in 2 Player mode as well.  Remaining Dot Counter Display...so you always know how many dots remain somewhere on or off the visible playfield.  Introducing RPD - Retain Position-Direction so when the Player dies he re-starts right where he was, which is handy for a horizontal scroller game. The direction is now set to Left, as there can be Pac-man Runaway when he returns going to the Right.  Invoked “IFR” (International Free Roaming) so the "Fruit" freely wanders around the whole maze until the Player munches it.  TurnBlue activated upon munching the "Fruit,” which potentially reveals the all-new 6400 bonus score for the 4th "Fruit." This gains 800+1600+3200+6400 = 12000 bonus points. Must be some kind of a record.  High Score Cart (HSC) is de-activated for obvious reasons. PHOTOS: SLIMETIME2 TITLE SCREEN SLIMETIME2 RACK 08 SLIMETIME2 6400 BONUS! SLIMETIME2 WITH MEGAPOINTS CAPABILITY Comes with two versions: Normal and Invincible. SLIMETIME2 NTSC NORMAL (Non-invincible): SLIMETIME2_0ABE.bin Slimetime2_32K.a78 SLIMETIME2 NTSC INVINCIBLE: SLIMETIME2_INV_FAST_1A49.bin Slimetime2_INV_FAST_32K.a78 ENJOY THE GAME! Baby Blue
  24. Can't solve my riddle? Maybe IOU apology? En francais, OUI is YES. Could this be another clue to the riddle? If I=input, O=output, U=undetermined, is this fuzzy logic? Does anything make cents any more? Come on guys, let's build some games! I'm pregnant with one right now...must give birth shortly!
  25. As I learnt in collage a long time ago, it's 'O' before 'I' except after 'U'. I'm pretty sure he Rocks.
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