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Fort Apocalypse

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  1. 0.3 released Fixed the problem with the player sprites. It looks much better now (you can tell where you are going). Lap counting still needs work as does gameplay. If anyone wants to suggest different player sprites please do. I was just trying something different than the normal indy 500 car sprite, but am not against using it if you think that would be better. All suggestions welcome. If I could use 8.8 fixed decimals, the action would be smoother, but I don't have enough free vars to do that as far as I have tried. Note: there was a problem with two of the sprite with playfield collision detection so I had to turn that off. ultindy500_0.3.bas.binultindy500_0.3.bas
  2. Neat! Could you explain what about the scoring that it misses?
  3. Also note that Michael was working on a wiki and potentially could keep a copy of it there that everyone could edit. In a different thread we were talking with the AtariAge webmaster about having AtariAge host a wiki, but their concern is that they would want it to integrate with the existing forum, and unfortunately there are many mainstream wikis out there that can do it the way that they want it I think. So for now we have the forum and Michael's wiki.
  4. I like the idea of Boulder Dash. Would be cool to do as a standalone 2600 game too, but I guess you would pretty much be stuck with a single screen's worth of playfield. Seems like maintaining the state of the dirt, rocks, diamonds, enemies would be too difficult if you had more than one screen's worth of playfield.
  5. Sounds like good simulation of a lava wall to me, although I would assume that I would turn into a flaming ball of fire and my charred skeleton would melt into the lava, but I would settle for just being sucked into it.
  6. In case anyone needs it to compile here is the player scores minikernel: http://www.atariage.com/forums/index.php?s...t&p=1371092
  7. Can anyone see what I'm doing wrong that is causing the player sprite to go nuts instead of using the direction I give it? It is almost like the cars are possessed. and unfortunately the game is not "Christine". TIA! ultindy500_0.2.basultindy500_0.2.bas.bin Note the balls at the bottom are the direction (I'm dividing the direction to get the value to use for the number 1-16 player definition to use for each car)
  8. attached program to show you what I mean: the flickering ball at bottom is the paddle0 value. (the steadier ball below that is the directional value I'm adding to or subtracting from so ignore that one). notice how after a while of changing it via keyboard it resets to 0. Note if you build this you'll need playerscores from here ultindy500_0.2.basultindy500_0.2.bas.bin
  9. I want to use only keyboard for paddle emulation in stella (have 4 paddles being emulated), but I tried tab -> Input Settings -> Virtual Devs -> Mouse is paddle = 0 and it still resets the paddle value to 0 periodically (I'm assuming this is because it is still looking at the mouse for paddle 0. Is there a way to fully turn off mouse emulation of the paddle in Stella, or am I just stuck with erratic behavior of at least one paddle? Thanks, Gary
  10. 0.2 released. Notes: * The player icons should be tied to direction now, but something is wrong with this currently * Have added a ball at bottom for each player to indicate direction since it doesn't appear to correspond to the actual sprite direction. If anyone can figure that out or any other bugs, it would be super helpful! ultindy500_0.2.basultindy500_0.2.bas.bin
  11. I think Curt is busy, so jediknight0, I'm pretty sure you win! The other mod was way cool too though.
  12. Not-yet-written ones, but it would be pretty funny to use it for existing paddle games!
  13. Cool! Thanks! Just updated the screenshot. Please let me know what you think of the controls. Steering is really rough in Stella using a keyboard (I haven't tried fine tuning the paddle settings, maybe that would help). In Crimson Editor per suggestion I'm running Stella with the argument line: "-bc paddles $(FilePath).bin" which works great, at least for using paddles and paddle buttons.
  14. I definitely would like to do a contest for track design. Hopefully will be able to do that after I get the gameplay a little smoother and more nailed down.
  15. Version 0.1 finally released. Notes: * I don't have paddles, and playing it in Stella is difficult. I have a feeling the steering part still needs work. Maybe if you have paddles you tell me whether the steering is too rough and maybe even suggest how I could fix that. * You can move the cars around in any of 16 directions using the paddle buttons as accelerators. * The player icons are not tied to the direction yet (the car points west even if you are going north, etc.) * Has limited collision support (with playfield and you can run over it just like the old indy 500, but can't go off of the boundaries). No car collisions yet. * There are four cars, but you can only see two in the screenshot because of the flicker. * Has sound for all four engines and collision sound. * Has lap count, but lap detection is only partially completed and needs to be track specific. ultindy500_0.1.basultindy500_0.1.bas.bin
  16. I think the problem is not that people don't want to retrogame, but that people need variety, and the same old games aren't new anymore if you keep pushing them. I also think that the Wii distracted people that would have otherwise been into the retrogames, but even the Wii will wear out. The way to combat this by coming out with new and exciting old stuff. Sounds like an oxymoron, but it really isn't. If people have forgotten about it then there will be a market for it. Some perfect examples of this would be Pengo, Q*Bert, Marble Madness, Crystal Castles, 720(degrees), Tron, and maybe even do some laserdisc type tv games (yes I know they've had Space Ace/Dragon's Lair etc. for a while on DVD and there is the Daphne emulator, but if that stuff showed up in a little plug n' play unit it would sell- how you'd do it- don't know- not famicon and linux is still too expensive for a cheap unit, or is it?). So the takeaway is, "Keep old new!"
  17. If you have Stella set to emulate a paddle using the mouse, then it will likely ignore any joystick mapping. I would assume that the mouse button would act as a the paddle button, which would be read in bB using the appropriate joystick function. Sorry, I made a mistake and didn't realize stella had the buttons mapped to "Paddle 0 fire", "Paddle 1 fire", etc. in stella input settings (tab -> input settings -> emul events tab) instead of actually the joystick (which was ignored since paddles were set as the controller). was easy to figure out once I started randomizing the background color based on joy0right, etc. Thanks!
  18. I'm having trouble getting this to work in Stella. I have left/right arrows mapped for both joysticks in stella and have controllers set to paddles (the paddle controller part works fine) but I can't seem to get it. any ideas?
  19. How much would you pay for a system that did all of that? Unfortunately for me I would top out at $129 (maybe just a little more) and would hope that you could buy carts that would include the ROMs so that you could play them legally (and without question). There are so many games out there- you could definitely sell a lot of the carts.
  20. The perfect FB would: * Run all 2600/5200/7800/400/800/etc. games perfectly * Would come with wireless controllers that could function as joysticks, paddles (the rest would be supported by db-9 adapter) * Would support multi-person network play, and possibly support in-game player audio (via wireless headsets sold separately) * Would support near perfect emulation of all other atari products and consoles every made * Would allow you to take and save videos of games, maybe with audio from players * Would allow you to play all Atari arcade games, including vector, with near perfect emulation * Would let you play any arcade game at all * Would have emulators for many other old computers, consoles, systems (Apple 2, ...) * Have a way to easy transfer homebrew games into the console without having to plug the console itself into the computer * Supports buying/downloading games from its wireless internet connection * Have an Atari logo
  21. Actually it looks like this couldn't work if you are reusing player0 and player1 sprites. Rats.
  22. Great idea! Michael Does this work even if player0 and player1 sprites are being reused, since I'm not using multisprite kernel? I'm guessing it does now that I look at it. Man, that is a great idea. I had been considering switching around on each frame like this to be able to handle collision detection between the 4 players sharing the 2 player sprites like: frame 1: show p2 and p3 as player0 and player1 sprites (and check for collision) frame 2: show p4 and p5 as player0 and player1 sprites (and check for collision) frame 3: show p2 and p4 as player0 and player1 sprites (and check for collision) frame 4: show p3 and p5 as player0 and player1 sprites (and check for collision) frame 5: show p2 and p5 as player0 and player1 sprites (and check for collision) frame 6: show p3 and p4 as player0 and player1 sprites (and check for collision) but I think the flicker would have been too bad for some player sprites if I did that, and I think the benefit of getting more variables freed up with the method described is worth the lack of good collision detection between the 4 cars.
  23. Michael is starting a Atari 2600 Programming/bB wiki: http://www.atariage.com/forums/index.php?s...t&p=1375110 For those that didn't see Michael's post, he is working on the following one for everyone's use. You can sign up on this page by clicking "Join" at the top which sends Michael an email so he can put you on the access list: http://atari2600programming.wikispaces.com/
  24. Michael is starting a Atari 2600 Programming/bB wiki: http://www.atariage.com/forums/index.php?s...t&p=1375110 For those that didn't see Michael's post, he is working on the following one for everyone's use. You can sign up on this page by clicking "Join" at the top which sends Michael an email so he can put you on the access list: http://atari2600programming.wikispaces.com/
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