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Everything posted by Fort Apocalypse
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Thanks! Thanks also to Curtis for the 2-player scores, Michael for freeing up more space with the sprites (I need to add another level or something now! Thanks, Michael!), and Fred for bB!
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Albert, Just curious if you've had a chance to think about a wiki some more, and possibly hosting one via AtariAge. Unfortunately, wikispaces is fairly limited. For example, you can't repost a file with the same filename it will ignore the second file iirc. And I tried to copy and paste the entire bB reference page, but it corrupted it in the process of pasting it and also wouldn't hold the entire page of data in one wiki page (granted it is a long page, but that is kind of limiting). Also, it seems like it is in AtariAge's best interest to keep all of the info centralized and on your site as it would attract more folks to Atari homebrewing.
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Good deal. Thanks, and let me know when you'd like me to help. I really think it is pretty good now though!
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Rom's Hacks & Homebrews Collection now online!
Fort Apocalypse replied to Rom Hunter's topic in Atari 2600
This is great! If you're interested in 2600 games that were developed using bB (just as good or better than games written in pure assembly in some cases!) then feel free to contact the guys in the bB forum. I for one would love to see wider distribution of games I write (with help in the harder stuff from Curtis, Michael, and others) in bB: http://www.atariage.com/forums/index.php?showforum=65 (since many games are in development, you may have to check back periodically to get more up-to-date versions). Also there was a post in the last few months from some computer science class students that had some great Atari 2600 games, some written in bB and some in assembly: http://www.bogost.com/games/student_atari_games.shtml -
now you don't move, you only shoot when firing. much less frustrating. note ships bounce off each other properly from 1.0 on. map changes. titan_diamonds_1.1.bas titan_diamonds_1.1.bas.bin
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Hey. Great game! Would like to help. One thing that it would be really helpful for you to do before me or anyone else gets involved in development is if you could add dims at the top for all of the variables and define names with something descriptive and clear so that it is easier to track what var is what (and if you reuse the same variable for two different things then dim it twice). I have been asked for this before and while it is a pain in the butt to go back and do this for a lot of code, it is worth it in the end. Possible features I could help with if you'd like: * a way to select speed of game as "level" while in the title screen * additional enemy/enemies to avoid on gathering and maze screens? * reduce the size a little here and there to make more room for maps, etc. * could help with additional maps
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How to reuse player0 and player1 sprite definitions?
Fort Apocalypse replied to Fort Apocalypse's topic in batari Basic
Thanks! Man, Cloverfield looks really good. Goddard kicks butt. Have you checked out all of the secret sites around the movie? I did that for Lost for a while. Really neat stuff. -
fixed things like diamond drop, added heavier gravity to level 2 and 3 titan_diamonds_1.0.bas titan_diamonds_1.0.bas.bin
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Am thinking about making a non-rock falling version of Titan Diamonds with cooler levels and maybe no gravity like the last 2 levels are now. Need ideas for how the gameplay might be different also. Any ideas for cool playfields? here is an example: level6 COLUPF = 45 playfield: ...X........................X... ...X.....XX..........XX.....X... ..X.......X.XX....XX.X.......X.. ..X..XXXX..............XXXX..X.. ..X..X...X..XXX..XXX..X...X..X.. ..X..XX..X..X......X..X..XX..X.. ..X......X..X.X..X.X..X......X.. ..X..XXXXX....X..X....XXXXX..X.. ..XXXXXXXXXXXXX..XXXXXXXXXXXXX.. ................................ XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX end return
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How to reuse player0 and player1 sprite definitions?
Fort Apocalypse replied to Fort Apocalypse's topic in batari Basic
It saved me 36 bytes, but unfortunately, I don't have a spare variable to use for the dim assigment. Thanks, Michael!! This is awesome and maybe I can figure out how to spare a variable for it. -
error: EQU: Value mismatch - over and over
Fort Apocalypse replied to Fort Apocalypse's topic in batari Basic
You did dim gamebits=m, then later did dim gamebits=w. Thanks, batari!! Man, I can't believe I did that. -
Here are the screenshots for each level now (1 and 2 player game but only two player levels have screenshots shown):
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0.7 - 2 more levels with no gravity, faster reentry time titan_diamonds_0.7.bas titan_diamonds_0.7.bas.bin
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How to reuse player0 and player1 sprite definitions?
Fort Apocalypse replied to Fort Apocalypse's topic in batari Basic
Michael, I'm having a little trouble figuring out how to put this to practical use, even though I really want to. I have the following in Titan Diamonds. What could I do here to reuse these for player0 as well so that I could have subroutines for p0normal, p0up, p0down, p0left, and p0right? (I took percent signs out because I can't remember how to escape them!) Thanks!! -
How to reuse player0 and player1 sprite definitions?
Fort Apocalypse replied to Fort Apocalypse's topic in batari Basic
Thanks, Michael! -
That is pretty creative! Pretty ingenious to use the playfield for the stomach (I think that is what you are doing- didn't look at code). Nice ice cream and mcdonalds fries, etc. I like the sound effect too! Even though it would take the game in a completely different direction, it might be cool to reuse the sprites and create a "Tapper" ( http://en.wikipedia.org/wiki/Tapper ) type game where you have to serve fast food, etc. to people. Neat!
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Michael, I know you posted this already to a different thread, but I'm having trouble finding it. Could someone help me find the info on how to reuse the player sprite definition by setting it once for player0 and player1? thanks in advance!
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This game is awesome btw! It plays just like Tetris. Really neat! I agree with the comment about dropping the shape faster when you pull down (if that is possible).
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That's something I need help with. I tried to do it on my own, but without success. Whenever the block drops to the bottom completely, start a loop to check for completed lines and whenever you find one goto another block where it clears that line, does a drawscreen (maybe flashs the line 3x), moves each block down one that is above that new empty line (working from bottom to top one line at a time). Then go back to the start of the first loop again starting at the last completed line (so you may want to store that value) working down again.
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Any idea what I'm doing wrong? Attached source Thanks in advance! (7) Warning: long line 2600 Basic compilation complete. DASM V2.20.07, Macro Assembler ©1988-2003 2600basic_variable_redefs.h (21): error: EQU: Value mismatch. old value: $00ec new value: $00e2 bytes of ROM space left 2600basic_variable_redefs.h (5): error: EQU: Value mismatch. old value: $00e2 new value: $00ec 2600basic_variable_redefs.h (21): error: EQU: Value mismatch. old value: $00ec new value: $00e2 2600basic_variable_redefs.h (5): error: EQU: Value mismatch. old value: $00e2 new value: $00ec 2600basic_variable_redefs.h (21): error: EQU: Value mismatch. old value: $00ec new value: $00e2 506 bytes of ROM space left 2600basic_variable_redefs.h (5): error: EQU: Value mismatch. old value: $00e2 new value: $00ec 2600basic_variable_redefs.h (21): error: EQU: Value mismatch. old value: $00ec new value: $00e2 2600basic_variable_redefs.h (5): error: EQU: Value mismatch. old value: $00e2 new value: $00ec 2600basic_variable_redefs.h (21): error: EQU: Value mismatch. old value: $00ec new value: $00e2 506 bytes of ROM space left 2600basic_variable_redefs.h (5): error: EQU: Value mismatch. old value: $00e2 new value: $00ec 2600basic_variable_redefs.h (21): error: EQU: Value mismatch. old value: $00ec new value: $00e2 2600basic_variable_redefs.h (5): error: EQU: Value mismatch. old value: $00e2 new value: $00ec 2600basic_variable_redefs.h (21): error: EQU: Value mismatch. old value: $00ec new value: $00e2 506 bytes of ROM space left --- Unresolved Symbol List Fatal assembly error: Source is not resolvable. > Terminated with exit code 0. deltaforcesniper0.6.bas
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here's some new stuff as requested (but not everything yet): * done - Variable speed: Speed up the cursor until it gets close to the target, then slow it down slightly for more precision. It's how Sega made House of the Dead 3 work without a light gun. * done - level 2 and higher (but no jacket) - Headshots: I found I was aiming right between where the eyes would be, even if it cost me more time. I think it's a human instinct. If you can kill the guy by shooting anywhere else, make a head shots only stage, where the bad guy has a vest. * done - level 3 and 6 - Selectable variation: One bullet game: Make it count. * done - level 5 - 7 - Selectable variation: Wind. Fight the elements - try to steady your hand. level 4 and up also have unsteady hand due to HB deltaforcesniper0.5.bas deltaforcesniper0.5.bas.bin
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If it doesn't use the joy0left/right/down/up as normal that would limit the number of people that could play it, but I don't mind maintaining two versions of it (one for your customized controller) as long as you can provide the code for the controllers and it isn't too intrusive to the rest of the code. Or you could maintain the other version of the code and modify it as much as you want. It definitely sounds interesting and cool and I'd like to see a picture of it (and maybe a video) when you're done.
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This is already part of the game I think. If you hold down the button the target goes faster. If you mean that moving in one direction for a long time should make it accelerate in that direction, I could do that. Try out holding down fire as you move and let me know if that is good enough or if you want it faster or you want it to accelerate as you move. Head and body shots are allowed currently but not arms. I like the vest idea though. Will definite try that out (should be easy with player colors). This definitely goes along with the theme. Will see what I can do (first version might be kind of clunky). Sounds great. Any suggestions for how to represent bullets left? Like this and also like the old Winter-games-like moving of the crosshairs to simulate heartbeat shakiness of hand. I like multiple enemies and the speed up idea. All good ideas! Thanks!
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Hoping to get some feedback on this one as I've kind of given up on the others for now until I get the desire/time to fix them up. When it gets harder to implement them than I have time to do anything significant with, I've been moving on (at least until I have time/inclination to fix them). For example, Insane Painter's painter sprites will take work, Ultimate Indy 500 is really tough to get dynamics right (in 4k- maybe should expand eventually), 2-player adventure needs to flicker between the ball for both players and needs a ton of work, etc. This one I knocked out in a few hours (with Michael's help).
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Jimmy, just let us know if there is anything we can help out with. I think it would really be cool for us all to work together on a project. I think if we're serious then working out the logistics like Michael was saying would be the next step. Let us know what you think.
