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pseudografx

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Everything posted by pseudografx

  1. I guess this is related to NTSC compatibility. Drutt was definitely made for PAL machines in the first place.
  2. I am sorry for your loss. The intro is beautiful, hope the sources will be available as I cannot understand how did you squeeze Mona Lisa in 250 bytes..
  3. Thanks, but it was actually all MaPa's job. I only created the graphics for the ring (each consising of 1 player and 1 missile + 1 in graphics).
  4. Actually, that was the demo compo, the intro compo #1 was ours
  5. I think it's due to the design of the formula that is used for generating the palette inside the graphics circuits. It was designed for NTSC system in the first place and PAL support (which changes some variables in the formula due to different frequences) was of secondary importance. Thus the engineers didn't feel it as a serious issue. Therefore it is not a bug, but rather a trade-off. But my deductions may be completely wrong :-)
  6. That is because they ARE identical on real PAL hardware. Atari PAL machines do not really have 256 colours, it's actually only 240 (though there might be some undistinguishable difference in the two hues).
  7. Nice songs :-) However, could you please use MP3 or OGG instead of uncompressed WAV files? Or maybe FLAC if you want to use lossless compression.
  8. A really nice concept. I hope the final version will include some interaction with the background and, of course, POWERUPS! :-)
  9. Just found out that it is not a good idea to kick squirrels...
  10. Another year has passed, anothere release is out! ASMA 3.7, the greatest archive of Atari POKEY music that can be played on your PC, Mac, smartphone, etc., contains 5016 songs. News: 400 new songs Many fixes in credits Heavy update of STIL.txt (includes additional information for many songs) Many fixes of bugs in binaries. Enjoy! Link: http://asma.atari.org
  11. Hi, I've got an answer by Bob!k himself: "It depends whether you have resistors on the SIO lines (inside your Atari) or not. It also depends on software; the Hias patch might also help. I have never seen setting faster than 2 to work, except laboratory conditions (special OS, special loader) thus completly unusable for normal operation." Bob!k himself uses the default speed "6", which is a de facto standard for fast turbos and should work 100% reliably on all machines and configurations (though there might be rare exceptions). From what I remember, SDrive may work faster with QMEG OS, but as Bob!k says, you cannot set DIV to 0 there as QMEG assumes that as "no fast". However, Bob!k has no idea regarding behavior of SDrive micro revision, which is not his implementation of the original design.
  12. Feel free to use the tune. It's a MOD imported to RMT.
  13. This weekend, I have finished the RAM 320XE sticker so it seems that the carts will be ready soon. I didn't ask Ctirad regarding the release date though.
  14. Actually, the tape drives (mostly XC12 models) were THE storage devices in the post-communist countries. However, we used a hardware modification (and a software loader) that increased the speed to over 2200 kBaud, which made loading a matter of minutes. Most games loaded in less than two minutes (about 30 KBytes loaded) so in fact it might have been faster than the C64 disk drive at stock speed :-) Moreover, the recordings were more reliable so load errors became less frequent.
  15. You might like our game Mind Blast, which has some slightly similar principles as the Rubik's cube. http://a8.fandal.cz/detail.php?files_id=5547
  16. Now it would be nice if AMY emulation was added to Altirra
  17. I think the issues with Xirius defect relate to NTSC/PAL differences. It works fine on PAL machines while on NTSC the cursor seems to disappear in some areas.
  18. Just because something is used in modern games and not in the old ones does not necessarilly mean that it is bad. Sure enough, it takes some extra effort for the developers, but why not leave the decision to them (us)?
  19. Nowadays there is a standard to incorporate some kind of tutorial level for the new players, which explains the gameplay step by step. This makes learning the rules much more fun since you learn while actually playing instead of reading instructions, which is unenteraining. Perhaps something like that could also be included in The Hunt?
  20. I just played this for the first time and also had a 15/15 :-) Czech is also quite similar to Slovenian :-).
  21. The results are online: http://www.abbuc.de/atari/software-ressort
  22. I just played with your sprite and came up with this: This is what you get when you use single-line PMG resolution instead of double-line.
  23. Forgot to mention this regarding Rolltris: The tunes used are Amiga modules imported to RMT. Title screen music: Jazzbery Juice Edit by Reed/Damage, 2001. Ingame music: Beyond Music by Captain/Image, 1991. The Game Over jingle is an original composition.
  24. Hi, we just mailed our game entry for the annual ABBUC Software Contest 2013. Objective Rolltris is a Tetris variation where you have to create gapless rows in order to clear them from the playfield. The difference is that you cannot move or rotate the piece that is falling. Instead you may choose rows at the bottom of the playfield and shift them to the left or right, arranging gaps for the falling pieces. The game has 10 levels with increasing pace. The game is over when a landed piece (or part thereof) stays in the checkered area of the playfield. Requirements Atari 8-bit computer with 64 KBytes of RAM, a joystick or a keyboard. Tested on PAL 800XL/XE models. Should work on NTSC (further testing required); the game detects the videostandard and adjusts music and gameplay speed accordingly. Therefore, the scores should be comparable between PAL and NTSC systems. Authors Code and idea by Marek Pavlík (MaPa) Graphics, music and documentation by Zdeněk Eisenhammer (PG) Betatesting by the authors plus Karel Ondráček (Solaris) and František Houra (Fandal). Thank you! Quick Facts • The development of the game started on August 10, 2013, 21 days before the deadline. The game was finished just on the day of the ABBUC Software Contest deadline. • It was MaPa’s idea to revert the classic Tetris concept. • Each of the 7 standard tetris pieces has a different color. This is achieved by the now well-known trick of coloring certain playfield objects by ORing with PMGs (known as PRIOR0). This makes it possible to have up to 21 colors in a line while the used ANTIC4 (160x240) mode offers 5 colors as a standard. • There are 10 levels in the game. Link to video sample
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