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Everything posted by Omegamatrix
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Hello Chris, Thank you for enjoying the new version. I hope you keep trying as I would like to see you get all the treasures! I will consider the firebutton option, but as it stands right now this would be trickier to implement than it seems, and the design of it is actually how I intended it. However, I will consider it more.
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Venture Reloaded release candidate 3 is now live, and available in the first post of this thread.
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Resolved. Thank you Nukey.
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As long as I have my racing gloves on then yeah, I can do 5.51
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It's all a stack of cards. Change one single bit and it collapses into a black hole...
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I want to hear from lots of people on the music. I'm had various feedback and I'm truthfully on the fence myself. The choices will be the map music from RC2, or the arcade version I just pointed. I never played the arcade version so I don't know about this. At this time I'm really at the end of the development cycle and there are other things I would try to squeeze in before this. This is on my big laundry list of things that I left out due to rom space, cycles available, and so on. This would definitely be handled in an ARM rebuild from scratch which I may or may not do. Nonetheless I do promise I will take a look to see if it is feasible. Fred, you said you played the Colecovision version. I did myself growing up. It was my first game system. While Venture Reloaded is a hybrid of the Colecovision and Arcade versions (plus my own additions), I am definitely more nostalgic for the Colecovision version. This is actually why I'm on the fence about switching the music too.
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Another video review, this time by The New Retro Show. https://www.youtube.com/watch?v=faxvIFhrFtI He is playing RC1, and one of the times he dies is a cheap death from the Hall Monster outside the Skeleton Room. That Hall Monster was moved in RC2.
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Here is the Arcade map room music I made before. VentureArcadeMusic.bin
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Thank you for the comments! The map screen has been by far the most contentious issue. I feel the map music in RC2 is definitely better that it was in RC1, but yeah that song has been horrible to get to sound better. I actually did a version of the Arcade Map music. I will post a rom later so you can have a listen. If this was homebrew I would definitely made AI for the monsters among other things, but it won't be in this hack.
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Hello Chris, I will make this change for RC3, which will be a while away. Thank you for the input. With the wall sticking I expect it's something that won't be changeable, however I will take a look.
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A hologram would work... 😛
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I like the label on the left best. Which one was used for the PRGE releases?
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Hello Chris, I'm glad you got the cart working. Yes, there will only be a NTSC and PAL60 version of Venture Reloaded. I'm super happy that you liked the Cyclops special event. That almost didn't make it in, but I made a big effort to free up enough bytes to do so. It's rewarding to know it and the Spider room special event were worth it.
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Release Candidate #2 is now available in the first post. If anyone is still up for the challenge, you have until Nov 30 to follow the specific instructions outlined in the first post. Please use RC2 for this going forward, but prior submissions still count.
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Hello Karl, I would lean towards reading the tile address directly from tables too. As you've found out the high pointer is a good place to focus on for optimization. For example if you can just keep at least of 5 of them the same throughout each row for the kernel than you save 25 cycles. However that is really restricted. Likely you would have to have to use different routines for setting pointers that you jump into, and the complexity and overhead for that will quickly kill it. Another page of ram would have been nice when Atari made the Super Chip. Then it would be problem solved.
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Here's another video review. This one is by Tim's Tiny Arcade. He is playing it on a FB9, and it seems fine in the video.
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Thank you all for the feedback. The Hall Monster does appear sooner than the original version. This change was made because: - Winky's speed has greatly increased from the original, allowing the room to be finished much quicker. - I do want people to see the hall monster on occasion, to add some suspense. There is a little strategy for choosing room doors. Some room doors do have a trade off between more initial safety, but at a cost of being further in distance from the treasure. Myself, I rarely see the Hall Monster unless I stop and wait. As you get into the higher levels (7+) the monster speed really increases and you'll have to bolt to survive anyhow. Learning to go quick in the initial stages will help prep you for that! 😀 I will still think about this though. In the meantime I have some news. I have changed my mind, and increased the scope for the project once again to add a couple of the special events into RC2. I hope people will be pleased with them.
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Hello Chris, Thank you for your feedback. The file I made was what we call a "PAL60" version. It is meant to play on an international TV. There are several hacks made for PAL60, more can be found on PAL60 roms here:
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How about Robot Tank? Disable the playfield when it starts to see how many tanks it displays.
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I've taken a look and there is a bug in the collisions for the monster and arrow. This will be fixed for RC2.
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The Hallway music is being worked on. Yeah, I do know about the Spider Room special events. I moved it to out of scope due to several factors. If I ever do make an ARM arcade homebrew version this would be handled as well as the special events for the Wall Room, Troll Room, Two-Headed room, Demon room, and Cyclops room. I'm not sure if anyone noticed but I did restore the treasure in the Spider Room to be the Doll. The original 2600 version had a Key for the treasure, but the Doll is the correct treasure for that room. Thank you for playing. The collision system is actually inherited and unchanged from the original 2600 game. It is quite the convoluted code using hardware collisions for half the sprites and doing software collisions for the rest. It won't get any better unless the game is rebuilt from scratch. So I shelved it for a future ARM version, which I may or may not ever do. I have other projects to complete first, Circus AtariAge being one of them. I have pushed both enhanced collisions and intelligent flicker management to out of scope for this project, but I will look at few previous versions to see if a bug has been introduced. Right now I am wondering if you see the arrow fly through the enemy? Are you playing in emulation or an Atari? Please let me know.
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A recent survey found 100% of AtariAge members affirm that Al #4 is not an evil clone set on world domination. In other news, police are investigating reports of thousands of AA members mysteriously disappearing. Victims were apparently digitized...
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Flags with Read/Write-only variables
Omegamatrix replied to Karl G's topic in Atari 2600 Programming
The flags should be set appropriately, but the write back will not work as it is writing back to the read address. So you really have to do INC and DEC a longer way using this ram. I usually just load the value into the X, do a DEX, and write back. There's more on instruction timings cycle by cycle here: http://nesdev.com/6502_cpu.txt If you take DEC absolute for example, it does this: Read-Modify-Write instructions (ASL, LSR, ROL, ROR, INC, DEC, SLO, SRE, RLA, RRA, ISB, DCP) # address R/W description --- ------- --- ------------------------------------------ 1 PC R fetch opcode, increment PC 2 PC R fetch low byte of address, increment PC 3 PC R fetch high byte of address, increment PC 4 address R read from effective address 5 address W write the value back to effective address, and do the operation on it 6 address W write the new value to effective address The effective address in this case is the one it reads from. So it tries to write back to the read address, and that won't work in this case.
