Jump to content

Retro Archaeologist

Members
  • Posts

    109
  • Joined

  • Last visited

About Retro Archaeologist

  • Birthday 09/09/1971

Contact / Social Media

Retro Archaeologist's Achievements

Chopper Commander

Chopper Commander (4/9)

0

Reputation

  1. damn, well looks like i am $5.00 dollars lighter on the ol' paycheck thanls. RA
  2. I have been having an argument with a freind of mine as to the type of systems that are pictured here in the pawn shope scene of Tomb Raider Angle of Darkness, I say they are: Atari 5200 and ColecoVision system, my freind says that they are Atari 7800 and Intellivision system. so who is right ?, thanks for the help.
  3. If we forget about making a file that is compatible with the batari Basic IDE Sprite Editor, can't we just do the replacing, stripping, and flipping to the whole converted file and let the user pick out the sprites and manually copy them from their favorite text program such as Notepad and paste them into a batari Basic program? Since most sprites are all clumped together, it wouldn't be that hard for people to do. Seems like it would save time and be less of a hassle. 987289[/snapback] well i could rewrite it to ignore most of the non sprite data, if sprite data is consistently placed thorughout roms, meaning if the Sprites are in the same place in all roms every time then i could probably do that but i am not sure if it is. also we do not need to worry about "Flipping" the data upside down becuase Attendos IDE doe's it for us. let me sit down and go throught the conversion subroutine and see if can get it to work with your appraoch. may take me a day or so, becuase i am going to have to go through Rom files to see if the graphics are consistently in the same place, if they are i can and should be able to do the whole file at once. but just rememeber if the data makes no sense then most likely it is not a sprite and is probably sound data or somthing else. okay, so you want the whole file in bBatari sprite format and you wanted it preflipped (Attendos ide will flip it, either way) so you can edit it before you load it. oki doki, i will get on it today. thanks for the feedback and the ideas RA
  4. wow seaatgruff, great examples !, i am looking at them now very cool and gives me a better understanding than i had before thank you. RA
  5. I would Vote for Dragon Stomper along with maybe London Blitz. both had good graphics and game play and IMO pushed the 2600 pretty far graphicly at least. RA
  6. alright i am back, sorry about hte delay my boss had me working a little more than usual past couple of days . i have not completely tested the program but it *should* work however if it doe's not then please let me know and i will see about getting it fixed. also i have included the source code for this program. so that others can modify it for thier own needs as they see fit. well enough of my jabber jaw'n , here you go. RA gfxtobbatari2.zip
  7. #1 is correct #2 is not needed. for example: consider the following program: rem sets player0's X and Y location on screen 5 x = 50 : y = 50 rem sets color for the playfield, background and player sprite 10 COLUPF = 190 20 COLUBK = 40 30 COLUP0 = 65 rem 8 x 8 sprite defined from Atari 2600 IDE sprite editor 50 player0: %01111110 %01111110 %01011010 %00111100 %00011000 %00111100 %00100100 %00011000 end rem this ends the sprite definition and must be here rem this places the player at the X and Y corrds. 65 player0x = x : player0y = y rem display items on the screen 66 drawscreen 70 goto 5 rem complete the loop same program without the line numbers: topofloop rem must not be indented x = 50 : y = 50 rem must indent one space min. COLUPF = 190 rem must indent 1 space min. COLUBK = 40 rem ditto COLUP0 = 65 rem ditto player0: rem must indent 1 space min. %01111110 rem ditto %01111110 %01011010 %00111100 %00011000 %00111100 %00100100 %00011000 end rem must be not be indented. player0x = x : player0y = y rem must be indented 1 space min. drawscreen goto topofloop both examples do the same thing as long as you respect indent rules you do not have to use line numbers. note: most lines must be indented at least one space if not using line numbers Hope this helps. RA
  8. i see nothing different... i don't think you got my point, i have a rom and i want to see it's code - how do i do that? all i can do is run that kernel.bin and the game bins. anyone able to help me through msn? please 986035[/snapback] sorry, i thought that is what you wanted, although next time try asking "how do i Disassemble a Binary" , becuase i thought you were asking "How to Assemble a Binary".
  9. so how do i open a rom i have? yes this is the first time i'm dealing with DASM... on my desktop i have a folder called "al" - dasm is unzipped into it and i did the above as you see... also on my desktop i have stella - in there i have a folder called ROMS, so how do i open one of bin files? then after that how do i recompile it to test it in stella? so many post - it's confusing.. and nothing answereing my specific questions... there should be a step by step tutorial forum without replies from members.. it would be cleaner and easier. 986015[/snapback] well you seem to be using a wrong switch some where on the command line, so try using this : dasm kernel.asm -lkernel.txt -f3 -v5 -okernel.bin. if all goes well and there are no fatal errors then you will have a bin. now to run the *.bin file you can either 1.right click on the Binary and select "open with" from the menu and associate it with the Stella.exe or you can just drag the bin file and drop it on the stella EXE. there are other ways but these are the Easiest ways to do it. Hope this is the info you needed, good luck with your studies. RA
  10. looks pretty sweet to me , that is a thing of beauty makes me wish i could afford one just like. very nice mod, hope it gets some one who will appreciate it. RA
  11. that is an intresting idea, though i thought a member named Calimari made a 5200 basic compiler, i remeber reading about it but it seems to have gone 404 but i think Adventure 2 is written using it. but i agree i with you on the headers being made for diffrent machines sounds good. i would like to see a 7800 basic as well. RA
  12. just to let you know i have not forgot about ya, i am still working on the problem but i have hit a small snag, it seems that Rapid Q handles arrays in a strange ways, so i am having trouble getting my bubble sort routine to "Flip" the image upside down so it can just go straight in to bB's editor. that and for some reason files are not being read as i Expected when the arrays are defined and redimed. so it may take me a little longer than i thought but i just wanted to let you know that i am working on a solution. RA
  13. why not use small straight pins like the kind used to hold fabric together while sewing ?, they are small and would not damage the patches. just my 2 cents. RA
  14. yeah, i could probably get that done for ya , let me fire the RapidQ program and see what text functions it has, it should be fairly easy to do. I just checked yep, it can do it, so i will write the program to do that, then i can combine both the programs i wrote together in one easy to use interface. that way you only have to run one instead of two. be back in a little bit. RA
  15. 7. black isle software. the others i know have already been mentioned. RA
×
×
  • Create New...