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Posts posted by winkdot
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On 9/9/2019 at 3:19 PM, rurounin said:hi
is it possible patch COMMANDO to play this rom with JagSD ?
thanks
I would love to know this also!!!
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I tried the repetition restrainer method but never got it to work well. Not sure why. Likely me.
So I did some more adjustment to how I was doing it.
Version .06 has this change. As always it is in the first post. Let me know what you think.
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Thanks Chewy. Glad you enjoy it. Makes the time doing it worthwhile!
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Good Job. Really like this. Sound is nice. Just feels good playing it.
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Thanks guys will take yet another look.
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Debounce is definitely better since last time I tried (v3)!
Thanks for testing it! Is is good enough?
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Version .05
Changed goon death so he shows what hit him
Once again increased the debounce for the up and down movement. Let me know if it's better for you.-
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05 update
Some minor graphic changes
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Version .04
Changes to some enemies.
A bit of code cleanup.
Special thanks for info from Muddyfunster-
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Update - Harmony attempt.
update 1.0 harmony - it runs slower. If you do not use the harmony to play I don't think you want this version as it runs slower.
I don't have a harmony so to test I have been putting breaks for scan lines.
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Nice! That 7800 version of Baby looks great. Bob always does superior work. Iesposta, saw your name in the credits. Did you do the sound?
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Version .03
Did some level balance changes.
Added a castle to each level - Avoid them. -
Something I always wanted to do.
I had my hopes up recently because of development on the pinball part of Bob’s 7800 port of Baby Pac-Man.
Then the pinball physics frustration caused the project to be stopped many times.
I was hoping for simple fast 6507 code.
Kurt not only stepped up and wrote the Baby Pac-Man pinball code, it turned out so great that I’m sure it must be way beyond simple.
Future Pinball, a 3D PC pinball simulator, even used an already coded “physics library”, and THAT great program never played like a real pinball machine! It is still fun and at there are at least 2 different “physics fixes”, but I never bothered trying fixes.
I’m hoping the 7800 Baby Pac-Man will lead to other 7800 pinball video games.
But I’d still like to make pinball for the 2600 — with any physics (real or fake), from pong style, to “movement map” style, etc.
Blocky graphics would be good if the table covered many “screens” tall, wide, or both.
Nicer graphics like Midnight Magic and Bumper Bash need player sprite re-use, and player, Missile, ball skewing / offsets as the screen draws down, some things currently beyond batari Basic (unless a custom kernel of pinball construction objects were made).
I used to have a real Baby Pac-man machine. Loved it but it has a special board in it that's sorta one of a kind (Vidiot! currently about $500 or so). It's complicated machine. I figured the board would fail in time so I ended up selling it.
Have not seen the baby-pac man on the 7800. That sound great. Is it still a WiP?
I never knew what I was getting into with Alien Pinball. The code in it is sort of crazy. Collisions were difficult and ball physics were hard (for me anyway). I put in gravity but overall it's just not right, just as close as I could get.
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I'd like to have a batari Basic pinball 'engine' that would help any bB user make Atari 2600 pinball games that will have the ball bounce and move in a realistic way and interact with the flippers in a
. I'm not even sure how many animation frames should be used for a flipper so players will be able to use the usual techniques to control the ball the way they can when playing a real pinball game:atariage.com/forums/topic/270373-realistic-pinball-physics-on-the-atari-2600/
youtube.com/watch?v=r_7TQ6wRZdw
https://www.youtube.com/watch?v=r_7TQ6wRZdw
RT, I would love to take a look at the code. You can PM me or post here if you like. thanks!
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Version .02
Minor graphics updates,
tighter platform code
increased up/down controls
Faster movement left/right
Give it a run and see if it works better.
Thanks
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Playing with a nes pad, I have to agree with bhall408. We need some debounce. About half the time I'm moving two levels unintentionally, and I'm only tapping.
I like the concept and graphics.
Thanks for the feedback. There is debounce there. I backed some of it off. Will look at it again.
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Thanks for the feedback
Off to a great start!
Here is my quick/off the cuff feedback after playing for 5-10 minutes...
Love the title screen... Could use some sound...
The font used for the score reminds me of Atari 800 game fonts like you'd find in Preppie, etc (which is nice)
The up/down controls feel way too sensitive to me... I far too often pop 2 levels when I meant to only do one.
(for what it is worth, I am playing using OpenEmu on a Mac)
Left/right controls on the other hand feel too slow...
Game over animation is quite nice... Would be great to add a sound effect or tune here too...
Are you using a keyboard for control? I struggled to find the right lag for the controls. On my keyboard I learned to hit it just right (just a tap) but I don't think all keyboards respond the same. I need to try it with a joystick where it could be too slow.
Love the people that make good tunes on the Atari, I'm just not one of them. Think some of it is the Atari is out of tune which sorta grates on my head. Some do amazing songs on the Atari and I respect their hard work though.
I can fix the slow left and right though. Need to test that out.I had to remove some stuff because of scan line issues. There are routines that try and calculate placement of sprites so they are not placed into the same lane (they work most of the time), but it takes a various numbers of cycles to pick the right placement.
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I just love pinball. I currently have eight pins at the house and enjoy everything about them. So I thought.. humm I need to try out the DCP+ Kernel for the next 2600 project and pinball should be easy.. (yea right).
After much work and compromise Alien Pinball is what came out. Now I've come to the conclusion that this will never play like a real pinball. I tried all sorts of ball physics. Some were more realistic but the game play was no fun at all. Anyway this is what I ended up with. Please let me know what you think.
Game Info:
Starting in version 0.4 switch difficulty is active.
Left Switch on B = Easy game
Left Switch on A = Harder Game
SWITCH A:
Gravity is more of a factor
Ball behavior is different
Joystick up for both flippers is disabled.
Wall hits are slightly different.
The tilt is more sensitive.
From title screen press fire to start.
Version .9 I think I have fixed the scan line issues. If you have a harmony cart, please test it
Pull back on joystick to pull spring back and press fire to launch the ball.
Push left on the joystick to fire the left flipper
Push right on the joystick to fire the right flipper
Push up on the joystick to fire both flippers (in version 0.5 and up, this is only true if left difficulty switch set to Switch B.)
Nudging the pinball can be done (version 0.4 and up). To nudge hold the fire button + up, down, left, or right.It is possible to tilt and lose your ball and bonus points. If you nudge too often it will tilt.At the end of game press fire to begin a new game.
Scoring:
Space Ship bumper point values - 100 - 200 - 300 (depending on their level).The moving space ship bumper when stationary - 5000Hitting the right button will freeze the moving space ship for a time. While the ship is stationary the value is 5000.Spinner value - 50 - 100 - 150 - 300 (score depends on the level)Top rollover button value 500 per hit + 1000 bonus pointsAfter going over the rollover button at the top of the play field it will award a bonus point of 1000. The maximum bonus points held are 10. There is an indicator for the number of bonus points displayed. Bonus points are awarded at the end of a ball.The rollover button when hit will disappear but can be put back in play by hitting the right wall button.Once you get 5 bonus points, bonus values are doubled. Once you get 10, bonus points are tripled.Mother Ship pylon value - 1000Space ship bumper and spinner values are increased by hitting both pylons on the middle space ship. When both are hit a ship is dispatched to protect the pylons from additional hits. This ship must be destroyed in order to hit additional pylons. For every successful completion of the pylon destruction an indicator will appear below the ship. Up to four indicators will be shown. On the fifth destruction of the pylons all bumper and spinner values increase, the play field will slightly change and the ship bumper colors will change.I have not placed a way to earn an extra ball yet. I'm thinking around 200k points but will see why you folks think would be a fair point value is.Let me know of any issues. I do not have a harmony cart but have put the code in for it to run on one. If anyone out there tries it, let me know. It's current form is NTSC only (sorry PAL).
version .09 posted. I think I have fixed the scan line issues. See more information at
http://atariage.com/forums/topic/235009-alien-pinball/
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New version posted. .09 I think I have fixed the scan line issues. I tested a bunch but there are so many different possibilities in the code I can't be 100 percent sure.
If you have a harmony cart please test it. I tested with PC Stella with breaks set on and did not see any issues.Thanks
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The Goons
You are a Goon on Goon Island and your tribe needs gold.
Use joystick to move up and down and left and right.
Collect gold for points. Also the number of gold chest you collect will take you too the next level.
Avoid everything else as they will cause your death.
You have three lives.
There are 8 levels.
Feedback is welcome!
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The Goons
You are a Goon on Goon Island and your tribe needs gold.
Use joystick to move up and down and left and right.
Collect gold for points. Also the number of gold chest you collect will take you too the next level.
Avoid everything else as they will cause your death.
You have three lives.
There are 8 levels.
Feedback is welcome!
Version .02 - Minor graphics updates,
tighter platform code
increased up/down controls
Faster movement left/right
Version .03
Did some level balance changes.
Added a castle to each level - Avoid them.
Version .04
Changes to some enemies.
A bit of code cleanup.
Special thanks for info from Muddyfunster
Version .05
Changed goon death so he shows what hit him
Once again increased the debounce for the up and down movement.
Version .06
Updated the player movement
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The ROM you've sent by PM isn't in the correct format or the correct size. So it looks like the compilation is being done incorrectly. And hence Stella isn't treating it as a DPC+ ROM.
I don't use bBasic, so I suggest posting your code here (or some subset of it), and getting advice from bBasic users on how to compile DPC+ ROMs. For now, I don't think this is a Stella problem.
I had some odd bank switching going on. Thanks much for looking!
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This is driving me nuts!!!! Just removing a group of REM statements causes invalid instructions. Put them back and it fixes it. How does that make any sense????? Starting to think Stella 6 is badly broken.
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OK, fair enough. That being said, if anyone want the functionality to detect undercycling (is that even a word), I still suggest adding an issue for it on Stella Github.
So is the symptom of under cycling a black screen?

Atari ST Games Ported to the Jaguar
in Atari Jaguar
Posted
Actually I wonder if any of these will run on the JAGSD!