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Omegamatrix

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Everything posted by Omegamatrix

  1. I just read this and applied a fix to the HSC roms. It looks like the root cause is Spider Fighter is hitting HMOVE ending on cycle 67 (12 cycles too early), and your console does not like that.
  2. Robot Tank has been modified for the PlusCart High Score Club. PlusCart users can find the PAL, PAL60, and NTSC versions in the PlusStore directory "Public ROMs\PlusROMs\High Score Club" The NTSC version can be played online in javatari.js. The ROM-file can also be played with Gopher2600. The "PlusCart High Score Club" page for Robot Tank: https://highscore.firmaplus.de/?game_id=42 `
  3. I really like that one, but I think you meant three lines could be ORA #$F0 as: ldx roomId lda roomSpriteIdx, x pha and #$F0 ; a is now lower half of the pointer sta roomSprPtrL pla ora #$F0 sta roomSprPtrH If you don't need X=roomId after this bit of code than you can use TAX TXA to save 3 cycles too: ldx roomId lda roomSpriteIdx, x tax and #$F0 ; a is now lower half of the pointer sta roomSprPtrL txa ora #$F0 sta roomSprPtrH Using Y register instead for TAY TYA is also an option.
  4. If you look at the link I posted there is another glitch with attract mode the way I understood it is that any time the player is not moving there is a timer incrementing and eventually it will go into attact mode. I put Nukey's fix in there to clear the timer when the player is moving. Yep that's what I meant.
  5. I have just posted some updated Berzerk roms into the HSC club. I fixed the too many lives & attract mode sudden death glitches. I also put in an extra write for SWCHA so that accidental early exit came be avoided.
  6. I found there is a game killing bug in regular Berzerk carts: https://atariage.com/forums/topic/183006-berzerk-reset-bug/?tab=comments#comment-2300120 I'll fix this one and post some new roms. With not being able to shoot, are you saying that happens on a regular Berzerk cart as well?
  7. This one was a lot of work, but Dig Dug has been modified for the PlusCart High Score Club. PlusCart users can find the PAL, PAL60, and NTSC versions in the PlusStore directory "Public ROMs\PlusROMs\High Score Club" The NTSC version can be played online in javatari.js. The ROM-file can also be played with Gopher2600. The "PlusCart High Score Club" page for Dig Dug: https://highscore.firmaplus.de/?game_id=41
  8. It's here: https://atariage.com/forums/topic/245554-wico-command-control-trackball-hack/ I have also linked it on the main page of the Trakball thread.
  9. I love the circle demo Andrew. Well done!
  10. I believe you unlocked the bug big mode, eh? Anyhow it should be normal now...
  11. Keystone Kapers has been modified for the PlusCart High Score Club. PlusCart user/tester can find the PAL, PAL60, SECAM, and NTSC versions in the PlusStore directory "Public ROMs\PlusROMs\High Score Club" The NTSC version can be played online in javatari.js. The ROM-file can also be played with Gopher2600. The "PlusCart High Score Club" page for Keystone Kapers: https://highscore.firmaplus.de/?game_id=40
  12. I believe the original is the same as the one found on the internet archive. The one on the Atari Museum looks the same. http://www.atarimuseum.com/ahs_archives/archives/pdf/videogames/2600/2600_Guide.pdf
  13. Andrew, I'm trying to understand what you are trying to do, separarte of the implementation. Are you actually drawing a circle, or just having a circular boundary of which you want to do some detection of objects being inside or outside of that boundary? Can you describe it a little more?
  14. I had 3 bytes free before doing VSYNC, so I inserted a LDA SWCHA. Hopefully everything is good now.
  15. While testing the new HSC roms for Solar Fox I triggered early exit often. What I think is happening is that when I lost my last life I was traveling to the right, and a second or two later I hit reset. I also had this problem with early exit while playing Berzerk a long time ago.
  16. Solar Fox has been modified for the PlusCart High Score Club. PlusCart user/tester can find the PAL, PAL60, and NTSC versions in the PlusStore directory "Public ROMs\PlusROMs\High Score Club" The NTSC version can be played online in javatari.js. The ROM-file can also be played with Gopher2600. The "PlusCart High Score Club" page for Solar Fox: https://highscore.firmaplus.de/?game_id=38
  17. The RESPx trick is quite cool. Yes, you can draw many sprites and at first it can seem confusing how it all works. Scrolling is possible too and then it gets amazing. Here is the first full screen scroll done. What is cool is that there is absolutely no flicker. Note you can use Up/Down in this rom for speed of the scroll. https://atariage.com/forums/topic/207391-circus-atariage-2600/?do=findComment&comment=2677582 FullBalloonTest.bin I've used the RESPx trick many times over the years such as for the Warlords menu screen: https://atariage.com/forums/topic/300168-original-games-updated-with-menus/?do=findComment&comment=4536885 While it is obvious that the rows of bricks are drawn with the trick, it might not be that the knights are too. This is because there are more than 3 sprites, and towards the bottom of them the bricks are drawn too so right away there is a limit on using GRP0 and GRP1. Anyhow repeated bashing of RESPx allows kernels like this to be created, along with some other creative touches.
  18. James, I wasn't able to catch the stream but enjoyed the replay. Glad to see Nathan's label too. It's pretty sharp and I love the gloss look with the sharpness of the graphics. The whole concept of the characters popping out and above the plane was well done. I like how for the most part both of you were able to get far, but then the difficulty leaves something more to go back and finish. Thanks for showing Venture Reloaded.
  19. Frogger has been modified for the PlusCart High Score Club. PlusCart user/tester can find the PAL, PAL60, and NTSC versions in the PlusStore directory "Public ROMs\PlusROMs\High Score Club" The NTSC version can be played online in javatari.js. The ROM-file can also be played with Gopher2600. The "PlusCart High Score Club" page for Frogger: https://highscore.firmaplus.de/?game_id=36
  20. Here is the code: AtariLogo4.zip I think the main thing I did was to reflect P1 so that some of the data tables could be re-used, and after that there was just some byte savings here and there. I'm sure that there could always be more byte savings found. This is just a demo, and when the timer runs out or the firebutton is pressed it executes BRK. The code to properly handle the screen transistion is not in there so the game will probably bounce on the TV screen and just repeat it's jingle. You can easily adapt the code to your game by building a BRK routine to go to another bank and so on.
  21. Yes, very easily. The rom is only using 383 bytes, and that is everything (Startup, Vblank, Overscan, etc...) I now see the other AA logo Andrew posted and realized I had optimized that as well for use in one my unreleased games. I think I got the logo from one of the trackball hacks or maybe I reversed it (don't remember now, it was a few years ago). Anyhow I will see about ripping it out of my game and posting soon.
  22. Here is a version I made, and gave some updates to today: AtariLogo3.zip This version is a little restrictive with the kernel placement, but extremely economical for byte savings. There are a few tricks used for sure but that's part of the fun.
  23. The problem is that the code is ending at $FFF5, right before the hotspot $FFF6, and because it is code the next address is read which triggers the bankswithch. If data is at $FFF5 it's fine, but RTS is not. The solution is just leave $FFF5 as data or put a buffer byte in there. I often just pad the byte before the hotspots with a buffer byte as I have ran into this situation many times.
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