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winkdot

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Everything posted by winkdot

  1. winkdot

    Doom Patrol

    Cool Turbo-Torch. On the red key room I am not exceeding the counts in that room so that's why I'm interested in this. Just to figure it out. The easiest thing I could do is just take the gray bars out, but it would look a bit dull.
  2. winkdot

    Doom Patrol

    Do they jiggle on your emulator? The don't on mine, using Stella.
  3. winkdot

    Doom Patrol

    Hwy Neotokeo2001. Are you playing this on a real 2600 and the gray bars jiggle? If so do they jiggle on the very first screen?
  4. winkdot

    Doom Patrol

    You are trying the 0.4 version right? It is a bit easier, but not super easy. If you kill the end boss the game starts up again and an increased difficulty level (not that you want to know this , There are over 5 levels of difficulty. Of course the starting level is the easiest. Killad517 made it to the boss (see above) and so have I, so it can be done. I have never done it on level 2 yet though. I guess my advice would be, go slow, when entering a room always fire. If your down on armor (they appear random), go from room to room until a armor icon appears so you can armor up your tank. This also works if the playfield is blocking a doorway. The final path to the boss is around 17 screens, after the first two, the random playfield does not appear. Be careful because it's a long pathway. Good luck!
  5. winkdot

    Doom Patrol

    You did it Killad517!!!! You are the winner of the No-Prize!!! Gratz!!!!! Thanks for the thumbs up on the game!!!!
  6. winkdot

    Doom Patrol

    Sorry Arenafoot but the game can be beat. I have done it. It's sure not a walk in the park though. As no one has posted a screen shot of the boss, I have modified the game to make it a bit easier (again). See if you can be the first to post a screen shot of the boss with the new version (0.4).
  7. winkdot

    Doom Patrol

    I have just put up the 0.3 version. It does not contain all the changes I wished to make yet but the random playfields that keep blocking people in the yellow key room has been eliminated and the path to the super weapon is also clear. Arenafoot, after you get the yellow key, go back and get the red key.
  8. winkdot

    Doom Patrol

    Thanks Atarius Maximus. I have found a couple of places where it is over 262 which I will look at. For example where the four saucers are flying around, but it's sure not going over 262 in most places. The red key room should not roll at all.
  9. winkdot

    Doom Patrol

    Thanks Turbo-Torch. That has to be annoying. The colors are just background. I have no idea why this would occur on a real 2600. Anyone have an idea?
  10. winkdot

    Doom Patrol

    Ha, thanks roryjr. I get it now. Doom Patrol DC comic.
  11. winkdot

    Doom Patrol

    Thanks Turbo-Torch! I have removed the random playfield from appearing in the key room and on the path to the super weapon in the next release. I'm at a loss on the jitter. Do you think the gray bar jitter is from the color or something else? Does it happen all the time? Worse sometimes?
  12. winkdot

    Doom Patrol

    Thanks Mr. Video and TrekMD. I will be looking into that for the next release. I have already changed a few other items such as the random playfield not being generated in the yellow key room or past a point into the lair of the Super weapon. First person that puts up a screen shot of the Super Weapon boss gets a genuine no-prize! (yes, like the classic Marvel comics no-prize). Surely someone can make it to the boss...
  13. winkdot

    Doom Patrol

    Hey, can the first person that gets to the super weapon take a screen shot of it? You will know it when you see it
  14. winkdot

    Doom Patrol

    Doom Patrol As a member of the United Astrocorporation Unlimited (UAU) your mission is to infiltrate the Technotechnics base and destroy their super weapon. Intel: In order to penetrate the base, you must obtain both keys and then make a dash to destroy the super weapon. The Technotechnics base walls are deadly, avoid them. The base also has automatic random wall defense that will appear in a random fashion. Avoid them. The super weapon must be hit five times in order to be destroyed. Know your tank: Your tank is equiped with a slightly defective main weapon the UAU purchased on contract. Sometimes the missile explodes prior to making contact. It will destroy ground and air targets. It seems to work better at short ranges. The UAU programmers are working to improve it. You have two shields on each tank. A shield unit can be replinshed if you find an armor icon. Your tank has improved speed, use this to your advantage. Staying in a room too long becomes very dangerous. You have 3 tanks in which to complete the mission. If sucessful, you will attack again against a stronger enemy. Control: At the title screen press the fire button to start. The fire button also starts a new game at the game over screen. Joystick controls the tank in four directions. Joystick button fires a missile in the direction the tank is facing. A Difficulty is a bit of an easier game. It removes the random wall defense and the gray background bars. NOTE: Version 0.6 is a release made to reduce any harmony cart rolling/jittering. It might not be perfect. I can't test it. Created using batari and the DCP+ kernel. Special thanks to iesposta for helping to optimize this one! Hope you enjoy and as always comments are welcome. Doom Patrol-0.2.bin Doom Patrol-0.3.bin Doom Patrol-0.4.bin Doom Patrol-0.5.bin Doom Patrol-0.6.bin Doom Patrol-0.7.bin
  15. winkdot

    Run Out!

    Looking good Papa! Which kernel are you using?
  16. winkdot

    ORB

    Posted Orb 0.7. Orb 0.7 contains the code that fixes the nasty corrupt sound/graphics error. Thanks to ZackAttack for providing the ASM code to reset the stack in order to prevents the stack overflow that was causing this error. ​Thanks also to Random Terrain for also being on top of this issue. Mighty fine folks!
  17. winkdot

    ORB

    Thanks much ZackAttack!!! Really appreciate this. Put it in and testing. So far I have not seen the issue reoccur but will continue to test a bit more before I post it.
  18. winkdot

    ORB

    I think you and RT are on the issue with it. Stepping into the wrong areas of memory could cause all sorts of stuff. I will PM you the code to take a look and apologize in advance for the coding There are lots and lots of gosub in this fella. Thanks for the offer to look at it.
  19. winkdot

    ORB

    Hey Arenafoot. If you hit the green terrain, there will be a hit sound and your ship is knocked back a tiny bit, but no damage is done to your shields. Is this what you mean, or is it something else? I also think there is a place on the first level when you can go down to the next level, while coming back up, if your not to the right enough it will hit the terrain coming into the next screen.
  20. winkdot

    ORB

    Oh the very weird sound and graphic issue (almost like sound and graphic pointers are messed up), can still occur. I can't reproduce it by playing a specific way or doing a specific action. It does seem to appear if you play multiple games and do poorly. I have made sure all variables are cleared completely at the start of a new game but the issue will still crop up. Currently I still think this is some unholy undiscovered problem with the DCP+ kernel as I have never seen this before. Could be wrong, but it's extremely odd.
  21. winkdot

    ORB

    Posted Orb - 0.6 Changes: When returning pilots to the mothership, 100 points are gained for each unit of shield you have and full shields are restored. Some play balance changes. Some bug fixes. Graphic updates. Special Thanks to Killad517 for tons of play testing on this. He's always excited when I give him a new build. You rock Sir!
  22. Nice work MK! I assume your using something special for the intro title?
  23. winkdot

    The Deep

    Hey folks I got a review of The Deep. I had no idea this was out there as I guess they don't notify the anyone. Anyway, nice little review. http://www.8-bitcentral.com/reviews/2600theDeep.html
  24. winkdot

    ORB

    Thanks RT. Nice program you have there. I was not able to recreate the issue using your program. If you wish to see it, try out the 0.4 version of orb and bump you ship into the playfield until it dies. After that the sound loops are unusually long, and the player graphics are no longer correct. After reviewing my code I don't see how that would even be possible (been wrong before tho).
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