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Fort Apocalypse

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Everything posted by Fort Apocalypse

  1. It could be kind of cool to somehow utilize Jstella within the AtariAge site and/or forums. For example, if the forums supported it, maybe there could be a "play" link next to .bin files in some forums? Or maybe in the roms area, you could setup the ability to play each 2600 rom?
  2. I updated it so that there is a paddle specific and joystick specific page with the params you specified. Looks much better! Thanks!
  3. Jstella is pretty awesome. Check it out if you haven't already on a cheesy page I setup here. (click 'play' next to any of the games to play it in your browser. scroll down to see select and reset buttons.) Please let me know what you think!
  4. Has anyone ever played with writing some asm code produce something like the ion field in Yar's Revenge? I heard that this was done by somehow using the source code for the data of colors and dots in the field. I haven't decompiled it though, so I don't know what it would look like. I was thinking that might be cool to put in a bB game (using asm tag somehow).
  5. A few things: 1) Was thinking about using something like this in a scrolling 1-player tank game (and would have up to 2 tank enemies on screen - maybe a U.F.O. like a top-down version of battlezone, except with rocks that the shots could ricochet off of like in combat). 2) When I originally saw Zeta, I thought a similar deep-sea exploration game with playfield scrolling would be fun. 3) I also like the idea of a shark and giant squid hunting game. It might be a while before I get time to work on any though.
  6. May do something with this eventually... just an example. deepseaexplorer0.1.bas deepseaexplorer0.1.bas.bin
  7. Look at http://www.randomterrain.com/atari-2600-me...c-commands.html if you haven't already. You can use 8k without having to do anything else though, maybe. Include/inline may need different placement (I forget). I should probably shut up. Not much experience with it > 4k yet.
  8. Assuming this isn't going to happen as a Flashback project, should this thread be locked and unpinned then along with the FB2 portable thread, and maybe a separate thread be started up under "Dedicated Systems" for Curt's new project? I'm not sure who we talk to about locking and unpinning it. Maybe we should talk to Albert? Thanks!
  9. What about this: http://www.totalvideogames.com/news/Atari_...2603_5130_0.htm Specifically this: But I bet that I've gotten something wrong, and I apologize if I've misled about the investment. I just thought that this was good news for Atari's future (as is the other recent news about Atari- just look it up on Google financials- yeah the stock is low as it has been but the news recently, like that which I mentioned, seems to be really good). Assuming that things are finally turning around, I'm thinking that this project should go to completion and be fairly profitable. I spoke offline with Curt about things on Dec 19-20, 2007. From what he said, I understood that the project was still on go. He said he was working on rights and production details among a few other things, and said he had very little sleep recently (back then). I really doubt that things would have changed substantially since then, so I'm still under the assumption that all is cool. And I'm still really excited about his answer to the question I asked then (if you know anything about me recently you might figure out what I asked about). He also indicated that he would let us all know details when the time comes.
  10. Might want to look at this too: http://www.mediawiki.org/wiki/Category:Spa...ment_extensions I'm not sure which/where is the Captcha stuff, but that would be a good idea.
  11. How the math works is that when a number goes below zero it is 256- the remainder, so 2 - 6 = (256 - 4 =) 252. By the same token, 252 + 6 = 2. The other tricks with floating points in bB are that you compare to integers, not decimals in if statements, but you must add/subtract floating point/decimal numbers. So: (for example) if myfloat = 3 then myfloat = myfloat + 2.0 This can be tricky because it means if you are adding variables together or subtracting one from another, they must both be floating points. You can't really multiply/divide them I think. In addition to using floating point (dim something = a.b) you could use a timer variable (a counter like a=a+1 on each loop) and then check a bit on the variable to see if is set or not to do something. (That effectively slows down things.)
  12. http://www.youtube.com/watch?v=O4Lhw4M-GTg
  13. Here's some noise from the sidelines... Looks like there is promise of investment in Atari coming soon, and from what I hear the new Flashback will totally kick butt. Hoping that we're going to hear the good news any day now.
  14. Holy crap, this is awesome! I can totally imagine each homebrew game getting its own page (which could itself have more pages, game manual, etc.!) and you can even show related topics in the wiki page and has single sign-on! http://www.ipbwiki.com/IpbWiki_Features
  15. Wonder why CTRLPF=$xF makes the ball draw a line across the right side of the screen from it. That doesn't seem to be described in the documentation (or did I miss it)?
  16. Use ball as a whole playfield line with CTRLPF=$xF Effects: * ball changes entire line of playfield to height and color of ball * ball is playfield color (COLUPF) * left half of playfield is player0 color * right half of playfield is player1 color use_ball_line.bas use_ball_line.bas.bin use_ball_line.bas.asm.txt
  17. Something else to think about is that on older t.v.'s (not sure what happens with plasma and lcd t.v.'s though) the phosphor continues to emit light a little after the scan is over. In Stella you can emulate that phosphor effect with alt-P. That is helpful if you want to take screenshots in Stella when there's flicker. I didn't know that option was there until a kind soul showed me.
  18. Flip the right-side of the playfield with CTRLPF $x0 ctrlpf00.bas ctrlpf00.bas.bin
  19. Starting a thread for people's examples of doing crazy stuff in bB. This doesn't necessarily have to be anything useful. Just wild stuff that isn't documented (or at least not much) and is not necessarily "supported".
  20. This is a lot better! If you could continue and create dims for every variable so that there are no references to the variables themselves, that would be the best. I'm kind of sloppy about dimming when it is my own game, so I feel a little hypocritical for suggesting it, but it really would help me and others learn what is going on in the game enough to collaborate without a lot of detective work. Also (and sometimes more importantly) add comments (rem) as many places as you think you need to.
  21. One idea might be to do it so that each time you get a cartridge on the boss screen the boss's life counter goes down? I like the "bouncing" boss idea or maybe just have it move really slowly toward you or have a lot of "little bosses".
  22. I've had the same question myself. In multisprite, no. But if you do the superchip stuff, you might be able to. Look at waterskiier http://www.atariage.com/forums/index.php?showtopic=117201 for example of how to do playfield, resolution and then try to pfpixel. should work.
  23. This sounds suspiciously like the problem that happens when you don't pop as many times as you need to from a subroutine before doing a goto.
  24. Not sure about the difference is x/y coordinates. I know there was a bug in multisprite kernel that made one of the sprites offset by some amount, but not sure about missiles, and it doesn't look like you are using multisprite kernel. One other thing is that the only way I know to paint is by setting playfield via pfpixel. You can look at the insane painter game for more about that: http://www.atariage.com/forums/index.php?showtopic=111513 I never got to the point where I put the sprite where it was painting but the ball collision code may help a little (also look at the translation from pfpixel x/y to player/missile x/y coordinates in Delta Force Sniper http://www.atariage.com/forums/index.php?showtopic=118973 Good luck. I am really interested in seeing a good painting program in bB!
  25. 1.2 - new level, screensaving colors titan_diamonds_1.2.bas titan_diamonds_1.2.bas.bin
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