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Posts posted by Xan
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On 1/29/2021 at 3:28 PM, Gemintronic said:
Very nice spacing out of the virtual sprites so they don't flicker!
I noticed you can crash into the side of the road to halt movement of the other cars. Basically, after that you can just rack up points (albeit slowly)
it is true, when completing the course 10 cars are added in the next race and running is essential.
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Very cool and creative too..
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it's true, thanks, I also understand your icon
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7 hours ago, stephena said:
I would suggest upgrading your version of Stella at some point. Version 2.0.1 is 15 years old! We are at version 6.5.1 right now. The have been huge advancements in the emulation accuracy in the past 15 years.
Thanks for the tip, what's the difference from 6.5.1 to this one I use??
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On 10/20/2013 at 2:49 PM, Rabbit 2600 said:
Managed to get rid of a lot of flickering. Press the firebutton to lay down a bomb.
very nice, I really liked the project
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10 hours ago, JetSetIlly said:
Short video of the debugger with an ARM timing overlay (the purple pixels) sketched in. Still work in progress and it's nowhere near 100% accurate but I wanted to post now to show the potential of the idea.
What I need to do next is to factor in the speed of the different memory types.
At the moment I'm assuming that S and I cycles are the same length and N cycles are double the length of an S cycle. From what I understand of the ARM (which admittedly is not much) it is the length of the S cycle that can change depending on the memory type being accessed (N cycles being double of whatever the S cycle is).
The next step is add a to configuration window that will allow the dialing in of precise timings for each memory type.
From an emulation point of view this is now working more like what happens in the Harmony, although not precisely. Step 2 is a fudge, albeit one without serious side effects.
1) CallFn register is triggered
2) ARM program is run in it's entirety and number of ARM cycles consumed is returned
3) Reading cartridge memory results in a NOP being returned (put on the data bus)
3b) This continues for the length of time the ARM program requires to run (even though it has finished in actuality)
4) When ARM program has concluded, the three bytes of JMP <resume adddress> is put on the data bus
As far as I can see, the only value of running the ARM program in parallel with the 6507 program would be the ability to monitor the ARM program step-by-step and possibly to add breakpoints, but I don't believe it's required to get accurate timing information.
I would love to put these stars in my game
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On 1/21/2021 at 4:14 PM, alfredtdk said:
It's just a suggestion of mine, like the old 4k games like River Raid or Megamania, use the A-B difficulty, easy or hard level keys.
do I add for harder or easier?
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brake, colors, car counting, colored tracks, restarting the game and leveling up ...
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I changed the graphic style and include one more sound, also a less cold ending.
Now I changed the sound of the shot and reduced the ship because it was very difficult to maneuver in the pilot phases.
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I never had a paddle for the Atari but it must be easy to adapt
I upgraded to 6 tracks, but there are a few things to do
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Police ship with missions like chasing and facing the big boss. I switched from Star to Star A.D because of "Faith no More"
https://www.youtube.com/watch?v=k-oICdWeNPY&ab_channel=Jogos%26Programa%C3%A7%C3%A3o
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it is true! this version also seems to be inspired by Dodge it from channel f
https://www.youtube.com/watch?v=gwjzfDj4_eg&ab_channel=hirudov2d https://www.youtube.com/watch?v=3-2al1yLUhQ https://www.youtube.com/watch?v=0N1mp41pxC4&ab_channel=GregDegGames
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it's possible for more things, I don't intend to launch it for the cartridge, it's just for fun
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I have an Arduino version of this game and I made this one for Atari2600
I put in this version 3 difficulties, Red Orange and Blue left on and right on
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On 1/17/2021 at 10:46 AM, Captain Spazer said:
Neat game! Though there seems to be some glitches, if I press the joystick button while facing up or down I teleport up, and collision seems a bit wonky when I collide with the playfield, zooming across them.
that's right, the obstacles in the center get tangled and confusing to make it difficult, I made a key system for the game but I couldn't finish it because no fit more instructions
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yes i will put an opening and i have a version with several tracks too
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Has the option to brake accelerate overtaking with sounds in this project...
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nice game!
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Obrigado, Se chama Star é um tipo de Gradius, estou fazendo ele agora vou postar aki quando estiver pronto...
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4 hours ago, Al_Nafuur said:
Do you have a PAL or PAL60 version?
NTSC
Region: PAL
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Collision function for multi sprites
in batari Basic
Posted
I used this example to distinguish which item is being hit by the player, I tried to be economical
set kernel multisprite player0x = 10: player0y = 88 player1x = 80: player1y = 78 player2x = 30: player2y = 65 player3x = 90: player3y = 52 player4x = 110: player4y = 39 player5x = 130: player5y = 26 player0: %01111110 %10000011 %10110011 %10101011 %10101011 %10101011 %10011011 %10000011 %10101011 %11010110 %01111100 end player1: %01101111 %10000011 %10111011 %10010011 %10010011 %10110011 %10010011 %10000011 %10101011 %11000110 %01101100 end player2: %01101111 %10000011 %10111011 %10100011 %10111011 %10001011 %10111011 %10000011 %10101011 %11000110 %01101100 end player3: %01101111 %10000011 %10110011 %10001011 %10011011 %10001011 %10110011 %10000011 %10101011 %11000110 %01101100 end player4: %01101111 %10000011 %10001011 %10001011 %10111011 %10101011 %10101011 %10000011 %10101011 %11000110 %01101100 end player5: %01101111 %10000011 %10111011 %10001011 %10111011 %10100011 %10111011 %10000011 %10101011 %11000110 %01101100 end COLUBK = 56 _COLUP1 = 18: rem coloring player1 _ COLUP2 = 25 COLUP3 = 10 COLUP4 = 45 COLUP5 = 60 loop COLUP0 = 155: rem color player0 must be updated control if joy0up && player0y < 82 then player0y = player0y + 1 if joy0down && player0y > 29 then player0y = player0y - 1 if joy0left && player0x > 16 then player0x = player0x - 1 if joy0right && player0x < 136 then player0x = player0x + 1 colidir y = colide(player0x, player1x, player0y, player1y) if y then player1x = (rand&127)+20 y = colide(player0x, player2x, player0y, player2y) if y then player2x = (rand&127)+20 y = colide(player0x, player3x, player0y, player3y) if y then player3x = (rand&127)+20 y = colide(player0x, player4x, player0y, player4y) if y then player4x = (rand&127)+20 y = colide(player0x, player5x, player0y, player5y) if y then player5x = (rand&127)+20 drawscreen goto loop function colide y = temp1 + 9: x = temp2 - 7 if y > x && temp1 < temp2 then y = temp3 -13: x = temp4 -10: if temp3 > x && y < temp4 then return 1 return 0 rem p0 width 9, p0 height -13 rem px width -7, px height -10
Hit_Multi_Sprite.bin