Jump to content

Simon

Members
  • Content Count

    378
  • Joined

  • Last visited

Posts posted by Simon


  1. Hi everybody,

     

    I started working on A-VCS-tec Challenge again and implemented/improved some more things. I really hope to finish the game this year... :D

     

    The next things to be done are:

    - Graphical adjustment of the different leveldesigns

    - Correction of small bug in the player sprite

    - Playtesting of all settings and possible situations

     

    Best regards,

    Simon


  2. Hi everybody,

     

    please find attached the current version (v11) of my demo "Paragon" - which is planned as the intro (splash screen) of a future game.

     

    The use of missiles has been implemented, resulting in three parallax scrolling layers now. No pixel remains at a fixed position - everything is moving in all directions. The grid flashes now and changes patterns and priority over/behind the logo.

     

    I hope that you like the routine and feel free to post comments.

     

    All the best,

    Simon

    11_parag.zip


  3. Hi everybody,

     

    please find attached the current version of my logo-scrolling-demo. It contains horizontal parallax srolling, changing patterns, color-cyling in logo and vertial movement of pattern now.

     

    The zip contains two different versions concerning the vertical movement: 07a moves both the logo and the pattern while 07b moves the logo only.

     

    I prefer 07a, beause the vhorizontal movement looks smoother if logo and pattern are moved parallel vertically (it seems that the distration of the eyes works better in this case). What do you think?

     

    I hope that you enjoy the demo and look forward to the next update. I do. :)

     

    Best regards,

    Simon

    07_parag.zip


  4. Hi there!

    To my surprise I noticed that it was totally buggy: There was weird dots and dashes across the screen and the collision detection was more or less random, rendering the game totally unplayable.

     

    I'm dead curious now wether all "Mr. T" cartridges are "like that" and if it really was sold that buggy?!?

    I checked my copy of "Mr. T" yesterday and the game shows the very same weird pixels here. When playing I remembered that the game looked that way years ago, too. I had a second and third copy years ago and compared them all back then - they were all the same.

     

    The collision detection with enemies is working well, but somehow they managed to screw the collision detection between player and the collectible objects. Mostly jumping anywhere on the same line results in having collected the item. :)

     

    After having collected an item, the item is not completely deleted after showing the score. One pixel of the item is always shown and keeps moving like the normal object until another objects is positioned.

     

    I really wonder why the sold the game with these problems left, as they seem to be avoidable quite simple...

     

    BTW: the game really gives too many bonus lives - you gain another life after every stage, if I remember correctly.

     

    Best regards,

    Simon


  5. Hi Paul,

     

    > You should make it move up and down using a movement table. And

    > it'd be cool to give it a gradient so it looks metalic

     

    That's exactly what I'm thinking of. A free moving (up/down and left/right logo with color-bars inside) changing before/behind flashing and moving sprite-graphics (parallax scrolling).

     

    Updates to follow, but for the first two hours of coding I'm quite satisfied. :)

     

    Thanks and best regards,

    Simon


  6. Hi everybody,

     

    after finishing my "Graz2004" demo, I thought about other demoeffects to program for the 2600.

     

    A very popular thing in old demos has always been a horizontal logo-scroller. As I haven't seen such a routine on the 2600 by now, I decided to create it yesterday evening. The biggest problem on the 2600 is that softscrolling of playfield-graphics is not possible and the PF-pixels are quite blocky (only 40 pixels per line).

     

    I realized that the effect looks much smoother if you put some sprite-pattern above/below the logo. The eye gets dirstracted from the blocky pf-scroller then and the whole effects looks much better.

     

    Technical information: the routine is very flexible, the graphics of the logo can be stretched from one to maximum amount of scanlines. The demo is PAL with 312 scanlines. The logo-scroller is done in RAM for the calculation of the current logo - nine bytes RAM for each of the eight different logo-rows.

     

    I think of adding color-fading for logo and sprites, color-bars in logo and usage of missiles and ball for further effects (more bars, stars etc.). I plan to use this part as introduction-sequence for my next game - hence the logo.

     

    PLease let me know what you think of it.

     

    Best regards,

    Simon

    03_parag.zip


  7. Hi everybody,

     

    please find the final version of the demo (PAL) attached to this post.

     

    The event is over and the VCS and C64 presentations went very well: a lot of visitors showed up and were very interested in homebrewing and demo-scene stuff.

     

    Some photographs and newspapers were there. An austrian radio-station also made an interview, they'll let me know when it gets broadcasted. The austrian fanzine Lotek64 is going to report about the event, too. I'm also going to create a small webpage about the presentation... soon. :)

     

    I sold 4 of the 10 VCS demo carts made, so if you are interested in a copy of the labeled, numbered and signed cartridge, please pm me.

     

    Best regards,

    Simon

    post-748-1098175410_thumb.jpg

    graz2004.zip


  8. Hi everybody,

     

    I just discovered the original "Out Run" inside "OutRun 2". You simply have to reach all five goals in the arcade race - the difficulty level doesn't matter...

     

    The Xbox version of the original "Out Run" is quite nice, but I prefer playing it on DreamCast (included on "Yu Suzuki Works Vol. 1"). I even think that the DC emulation of the old game looks a bit better...

     

    Best regards,

    Simon


  9. I hope you 'final version' also includes an NTSC version... I'd like to play this on real 2600 hardware myself, and in just pal mode, flips my tv screen... AND NO, I don't have a horizonal control knob!  PLEASE PLEASE PLEASE make the b/w switch toggle pal/ntsc like some of the other demos... : (    - D

    The differences are the colors and that the display shows 312 lines. The demo is PAL only right now - as it is presented on a european festival of art and the time to finish the demo was short enough. :)

     

    BTW: We created 10 official demo-carts with labels, serialnumber and signature. I try to sell them on the event, but I doubt that many of the visitors would want to purchase a cartridge. Therefore I'll offer the remaining carts in this forum after the show. If anybody is interested in such a cart (PAL) we can arrange a trade/sale then.

     

    Best regards,

    Simon


  10. Hi everybody,

     

    the demo file was created as cartridge now and will be presented on oct, 16th in Graz, Austria on real hardware.

     

    I try to make some pictures of the presentation and post them here afterwards along with the final version of the file.

     

    Thanks for your feedback and help. :)

     

    Best regards,

    Simon


  11. Every place I check has this slated for release on October 25th. Am I missing something here? I'd love to know where you got this early, as I have been dying for a copy!!

    Here in Germany it was officially released on oct 1st, but some resources provided it a day earlier...

     

    Next important date for me is oct 15th when Donkey Konga gets launched over here. IIRC this one was released earlier in the US.

     

    Best regards,

    Simon


  12. Hi everybody,

     

    I really looked forward to the home release of "OutRun 2" on oct 1st and purchased the game along with an XBOX last week to be able to play the game at home. I like it very much! :D

     

    I also got myself the official demo cd of the game in advance... only three levels (actually 2 and 2/3), but they kept me motivated enough for the final release. :)

     

    What do you think of the game and did it reach your expectations?

     

    Best regards,

    Simon


  13. Hi,

     

    thanks for your feedback. Some motivation is needed to finished this game... :D

     

    A label contest would be great. One question I would have is what is and what is not allowed to be on the label? Can we write Atari 2600? What type of color design or something like that is also allowed or not allowed?

    I'm not sure if there will be any label contest this time...

     

    The most important thing is that the game gets finished (somewhen) - afterwards I'll consider how the label and package might be designed...

     

    Simon


  14. Hello pals,

     

    as most things of my collection are still packed away in boxes (we moved houses some months ago), I'm not able to find my SuperCharger right now. I'm only able to test my new demo-file using z26 on my PC and I really hope that it'll work without problems on a real machine, too.

     

    Can you please try the current version of the demo-file on real hardware (VCS or 2600 with Supercharger or CuttleCart) for me? As the file is PAL only, I especially ask PAL-dudes for help. The following things are of interest to me:

     

    - Is the appearance stable (no jumping scanlines)?

    - Are all lines visible?

    - Are the colors okay?

    - Is anything not running smooth?

    - Is the music running fluently?

     

    Fast answers are highly appreciated as I have to finish the demo-file within the next ten days...

     

    Thanks and best regards,

    Simon


  15. Hi everybody,

     

    please find attached the current version of the demo-file. The music is included now and some routines are faster now.

     

    Thanks to Manuel Rotschkar for the player and song-conversion. :)

     

    The restart of the demo has to be coded properly (without scanline differences) and as there is still some space left, I consider of implementing some more graphics... we'll see. ;)

     

    Best regards,

    Simon

    25grzprv.zip


  16. Hi everybody,

     

    The (foot?)ball physics don't look right to me and some parts should IMO run faster. So some speed variation would be nice, just too prove the 2600 isn't slow there at all ;).

    Nearly every routine is running with brakes pushed, so that possible graphic-bugs are more recognizable in the development stage.

     

    As soon as I sat up the real VCS with Supercharger and TV for testing on real hardware, I'll adjust the framecounters for increased speed on the water-routine.

     

    BTW: Have you though about some "water movement". E.g the reflections could get slightly distorted when the ball bumps the letters into the water.

    Yes, I have thought about it, but that's it for the moment. Unfortunately I don't have too much time left, but a lot of more ideas. :) So the next game or demo will make use of some of them...

     

    Best regards,

    Simon


  17. Yes, but you have to set COLUBK seven(?) times each row, where you would have to set PF0/1/2 only twice each row (COLUPF once a frame), which makes only 6 writes/row.

    Not exactly, as the board does not consist of only the two colors; there is also the cursor to be set. This makes three colors total (player 1, player 2 and flashing cursor).

     

    If only the two colors would've been set, I agree that the PF-solution would've been working easily, too.

     

    Did you see pictures of the PC5-version with the black PF usage?

     

    BTW: COLUBK is changed EIGHT times per line, seven color-tiles per row plus the final black at the right border of the board.

     

    Hm, but mayby loading the values would have lasted longer than with your approach.

    The tiles from my routine are the size I wanted them to be and the timing of the kernel works perfect - so I'm very happy with the result. :D

     

    Best regards,

    Simon


  18. Really? Wouldn't it have been much easier (and time consuming) to use a PF-pattern instead?

    I started using PF and background but came to know that using one of them would be sufficient. And so I decided to use COLUBK only, as setting PF0/1/2/COLUPF would've meant use of more bytes - setting four registers instead of only one. :)

     

    The PC5-version of MK makes additional use of PF-pattern (board-matrix).

     

    Best regards,

    Simon

×
×
  • Create New...