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the official Channel F thread!
Arlasoft replied to atari2600land's topic in Classic Console Discussion
Some GFX I did dig out, might provide some inspiration Berzerk Binary Land Dr Mario Jawbreaker Minesweeper Omelettes Some sort of poker strategy game Rectris Nokia Snake Tapper -
the official Channel F thread!
Arlasoft replied to atari2600land's topic in Classic Console Discussion
Here's a list of game ideas I've had for the Channel F but not had time to make yet: Horace Goes Skiing Snake 2 (Nokia 3310) Bejewelled Columns Dr Mario Puyo Puyo Pyromind (PC) Di Lithium Lift (Speccy) TNT Bomb Bomb (PC-88) I also drew the background for Donkey Kong Jr Game & Watch but can't for the life of me find the Gimp file.... -
the official Channel F thread!
Arlasoft replied to atari2600land's topic in Classic Console Discussion
On mine it's a Jerry Lawson tribute, with a little playable platform game editor. Slightly misleading as to what the Channel F was capable of but hey! -
Just to clarify, I'm not cxsfx who created the original browser-based game. Like Thomas I saw it in a roundup for the game jam it was written for and thought it was a nice little concept. Happy that Thomas has built on the idea, my version is very much one of those frustrating 'endless runners' like Flappy Bird that are anything but endless due to their difficulty....but like Flappy Bird it does have the 'one more go' factor. It's pretty crazy that two of us were working on ports of the same extremely obscure game tucked away in a corner of the internet, for the same system at the same time!
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Sorry I'm currently on a cruise ship so haven't had any internet for a few days. Will reply properly when we are back!
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A raw disassembly wouldn't be much use, you can get this for any game using Stella in any case. The ones with comments, labels, constants etc have been reversed engineered to the point where it could be considered as good as having the original source code, probably better because back in the day they didn't have the space or time to put extensive comments. So there's a big difference between 'commented disassembly' and 'disassembly'.
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Source code for my finished games so far: https://github.com/1888games/Stepz-2600 https://github.com/1888games/top
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Puyo Puyo - Proof of concept, needs real hardware test
Arlasoft replied to Arlasoft's topic in Atari 2600 Programming
So is the consensus that the flickering is too much on real hardware to make two player viable? Bearing in mind even single player Puyo Puyo is normally player against an AI opponent. I'll need to watch some videos of endless solo mode in Puyo Puyo Tetris to see how fun that might be, think there's a mode where you have two minutes to score as highly as possible too. -
Puyo Puyo - Proof of concept, needs real hardware test
Arlasoft replied to Arlasoft's topic in Atari 2600 Programming
I had a feeling it would be too much on a real system. Can't really insist everyone plays on Stella 😬 -
Puyo Puyo - Proof of concept, needs real hardware test
Arlasoft replied to Arlasoft's topic in Atari 2600 Programming
Guess that's an emulation issue, i.e. timing is more forgiving. If I delay by even one cycle, the rest of the colours would be out. -
Puyo Puyo - Proof of concept, needs real hardware test
Arlasoft replied to Arlasoft's topic in Atari 2600 Programming
That'd be cool, thanks! -
Puyo Puyo - Proof of concept, needs real hardware test
Arlasoft replied to Arlasoft's topic in Atari 2600 Programming
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Have been noodling with some puzzle game kernels after seeing the Dr Mario example. This one might have some promise, and certainly a solo version is definitely viable, but for two players I was curious as to how this looks on real hardware. In Stella, with phosphorus turned on and blending set quite high, it looks great. But in the Javatari emulator within 8bitworkshop the flicker is uncomfortable. Javatari seems to have some CRT options but none of them seem to make much difference at all. I suspect a real 2600 on a CRT it will be somewhere in between? main (2).a26
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It's looking increasingly likely it will have to be just one colour anyway, as on scanlines where enemies are being repositioned I have no cycles available to update the BG colour, so when they move vertically the location of the bands change.