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Posts posted by pseudografx
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That looks really awesome! Is the background a text mode or a graphics mode? How many sprites does the engine handle? And will this run on a basic 64kB machine?
Keeping my fingers crossed for the developers!
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just to let you know that i am still working on the sprite engine. i was bussy with the games convention and the ifa show so i guess that now i have little bit more time for coding...That's a good news
I hope we can expect another alpha (or beta) soon 
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and the winner is....8 ) Crownland / Piotr Wisniewski / Game - Jump'n RunI bet for this game with high quality level.
But you don't know the other programs, except your own

Also programs of very high quality!
Could we, ABBUC non-members, look forward to some teasers before October? Screenshots, videos?
Pleeeease! 
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Can someone explain exactly what needs to be done to a text file to make it A8 compatible?? For instance, typing or OCR'ing a BASIC program on the PC and converting it to an A8 loadable file. Also, is there a PC based A8 character set/font for generating the proper A8 graphic/control characters?I suggest trying this tool:
http://raster.infos.cz/atari/forpc/dratex.htm
The description is in Czech, but the program itself is in English and should be easy to use (just drag&drop).
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Ok, so there are 4 entries. Download them from the link above (or just from here, and change extension to .xex if needed). Vote on main site of atari.area. You have to be logged to cast a vote though.
Wow! Some very nice entries! It's a pity that I didn't have time to contribute, I have a few PMG-related ideas in my head :-)
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Thanks for the update, just posted news about this on the front page.
..Al
Thanks a lot, Albert!
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Hi to all lovers of POKEY beeps,
The newest release of Atari SAP Music Archive, version 3.2, was just uploaded!
News:
360 new songs (that almost doubles the last record), which is more than the whole 1.0 release had!
119 credits fixes
20 better rips
12 duplicates removed
TIME tag added to all songs (supported by ASAP player)
2540 songs total
Now THAT is an update! We hope that you will like our archive and wish you a pleasant listening experience :-)
Download at http://asma.atari.org
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Besides poor gameplay is doesnt keep your score - so if you were playing this to achieve a new record or such take a picture quickly since when you lose your last life it quickly goes to the home screen never to show your score again...............Oh, what a pearl in the Atari game library!

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Back in the days I liked Speed Ace from Zeppelin Games, which is a motorbike racing game. It is a little bit slow, but IIRC it also has a two-player split-screen mode.
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Well, if games like Claim Jumper count, then Archon should definitely fall into this category as well!
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Oh, if only this had been implemented! It would kick SID's ass
There were 5 Amy development disks posted by John Hardie some time ago. These had programs and data for a Amy development system on a board with an 8051 connected to a PC parallel port. There wasn't any 8051 code I found. There didn't seem to be any Amy instrument data for the 8051 when I first looked. I only found Atari music composer files.I looked again a few days ago and I found one file called MERGE.OLD which contains an instrument called "rhodes2." There is some Fortran code that converts data from PCPLOT to a binary format which is loaded into the 8051. Since Curt Vendel posted the Amy docs I could figure it out and make an attempt at reconstructing the sound.
I am not sure of how fast the harmonics should be played back so I will give two example speeds.
This may be the only sound that survives from the Atari Amy project.
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or...some "blood"...i have the missles free for such fx...Well, not unless he has a helmet :-)
Tomorrow I will try something.
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thanks uborg...re: 1.
i personally found it challenging enough. as you must be careful with your potions... would it be a good solution to gain little bit health every few seconds?
Well, this could be based on your hero's class/level or perhaps finding some magical item or fulfilling a quest.
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I use ConTEXT as a source code editor, which supports calling external apps (XASM in my case) with the file (including command line flags). 6502 syntax highlighting is also supported.
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marvelous!
can not wait to integrate them... 
have you considered that the bar gfx (red/blue) are PMs while rest is in charmode?
Yes, I did. We could discuss that on skype if you can come there.
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ok. small update... implemented facing...so player gfx with left/right plus monster facing implemented...next will be weapon gfx plus attack animation to implement... then we have a small but important step made.
PG...any chance to get a static "bar gfx" for the mana/health bar?
before you jump into outrun...Ok,
Here you are :-)
I hope you like it but of course I can do any changes you wish
Btw. I am not very good at drawing faces, but the result turned out acceptable. Anyway, if espire8 thinks he could draw a better face, he can feel free to do so.By the way, this is the first draft and there are probably some misplaced pixels that make the actual image undisplayable on a real atari or emulator. I will fix these later.
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oh...this damned skeleton... but i am close to hit him...
Hah, cool :-)
The walls are fine now (well, maybe there except for the corner tiles that have to be slightly improved, but that's not a top priority).
Also the gates on the side walls look a bit different than on my fake screenshots.
Anyway, great job, Heaven!
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ok. small update... implemented facing...so player gfx with left/right plus monster facing implemented...next will be weapon gfx plus attack animation to implement... then we have a small but important step made.
Hi,
The walls are still constructed in a wrong way - the lower part of the wall should be shifted one char to the left or right so that the upper part ties together.
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Well I can help with snippets of code but there's stuff I have on the backburner that I've been meaning to get onto.However, some of the work I want to do is sprite-engine related so might be helpful anyway.
That would be excellent rybags. any help would be appreciated. anyone involved will get an even share of the royalties from the sales.
I could help with some graphics, too, if coder is not the only thing you need. I know espire8 will do the gfx, but perhaps I could assist. I'm quite successfull at converting existing graphics to atari acceptable form

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could be cool? wouldnt it? even without DLIs?`It would still look good, just some rules have to be obeyed.
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here will be software sprite like the monsters... i wanted to have the PMs free for fx etc...There will be some trouble with different colours of armor and helm. We have 3 colours for this, third of which is ORed from the two base colours. Therefore we cannot just make the armor blue with red decorations and the helmet white. We have to respect the limitations (unless you want to add DLIs to make the hero more colourful), which will be quite tricky.
We will have to use colour combinations that can always be displayed correctly.
The screenshot below does not respect the limits, it's just for illustration.


Turrican on little Atari...? Maybe in nearest future...
in Atari 8-Bit Computers
Posted · Edited by pseudografx
Does the engine run at 50 fps, or just 25? The AVI is captured at 25, but that doesn't mean anything