Jump to content

Cador

Members
  • Posts

    17
  • Joined

  • Last visited

Cador's Achievements

Space Invader

Space Invader (2/9)

1

Reputation

  1. I presume they wouldn't be. If they were, then it would definitely not work. As far as I can tell from my cursory reading about DB9 joysticks is that they're based on the 9 pin RS232 standard. I'm surprised that nobody else has inquired about my question before.
  2. Basically, I'm tired of having to reach to the back of my Atari 2600 and unplug a joystick, then plug in the paddles every time I want to play Kaboom!, Video Olympics, or Warlords. Call me lazy, but this type of process creates a disincentive for me to actually play paddle games. It would be nice to be able to use a manual switch so that I can choose a joystick or paddles at the push of the button. I'm looking to buy something like this: https://www.aliexpress.com/item/32809416772.html Are there any technical limitations as far as using this device with my Atari 2600? If there are alternative solutions, please let me know as well. I presume that I wouldn't be able to use an RS232 9pin splitter cable as this would likely create a conflict with both joystick and paddles sending signals to the controller port at the same time.
  3. (originally posted on: 2600 Programming for Newbies. reposting here to spur discussion) Here's some background on my technical knowledge: -I read the Stella programmer's guide about ten years ago. So I think I understand the capabilities and the limitations of the TIA. -I know 6502 machine language fairly well. Most of my games programming has been done on the Commodore VIC-20. My most well known homebrew game for that platform is "Realms of Quest III". Here are some links about the game: http://sleepingeleph...opic.php?t=3368 http://realmsofquest.blogspot.com Now, I'm not expecting to be able to pull off an Ultima or Wizardry-style game on my first Atari 2600 game. And since the Atari 2600 doesn't have a save game feature, the scope of the game will be modest (instead of a 6 character party, it will involve a solo player character). I'm thinking of the following features: -A dungeon crawler where the 3D wireframe graphics drawn by the 2 missiles, ball, and the horizontal lines will be drawn by the playfield -use the 2 sprites to display wandering monsters, water fountains, thrones, pits and other elements that can be shown in the dungeon -in-context game music (different tunes for when you're in the castle, in the dungeon, fighting a monster, and fighting a boss, etc) -proceduarlly-generated dungeons based on a random number seed. So the game would be different every time. -I'd like to be able to make use of text. I'm thinking of using the 48 pixel routine to display the following information: ---------------------------------- STR 18 DEX 18 INT 18 CON 18 WIS 18 CHA 18 LEVEL 99 EXP 99999 GOLD 99999 HP 999/999 SP 999/999 SWORD+99 ARMOR+99 SHIELD+99 POTIONS 99 ---------------------------------- How difficult would it be to display the preceding on it's own separate screen? I'm just at the thinking stage right now. But I'm also hoping to spur discussion on the feasibility of actually making such a game for the Atari 2600.
  4. Here's some background on my technical knowledge: -I read the Stella programmer's guide about ten years ago. So I think I understand the capabilities and the limitations of the TIA. -I know 6502 machine language fairly well. Most of my games programming has been done on the Commodore VIC-20. My most well known homebrew game for that platform is "Realms of Quest III". Here are some links about the game: http://sleepingeleph...opic.php?t=3368 http://realmsofquest.blogspot.com Now, I'm not expecting to be able to pull off an Ultima or Wizardry-style game on my first Atari 2600 game. And since the Atari 2600 doesn't have a save game feature, the scope of the game will be modest (instead of a 6 character party, it will involve a solo player character). I'm thinking of the following features: -A dungeon crawler where the 3D wireframe graphics drawn by the 2 missiles, ball, and the horizontal lines will be drawn by the playfield -use the 2 sprites to display wandering monsters, water fountains, thrones, pits and other elements that can be shown in the dungeon -in-context game music (different tunes for when you're in the castle, in the dungeon, fighting a monster, and fighting a boss, etc) -proceduarlly-generated dungeons based on a random number seed. So the game would be different every time. -I'd like to be able to make use of text. I'm thinking of using the 48 pixel routine to display the following information: ---------------------------------- STR 18 DEX 18 INT 18 CON 18 WIS 18 CHA 18 LEVEL 99 EXP 99999 GOLD 99999 HP 999/999 SP 999/999 SWORD+99 ARMOR+99 SHIELD+99 POTIONS 99 ---------------------------------- How difficult would it be to display the preceding on it's own separate screen? I'm just at the thinking stage right now. But I'm also hoping to spur discussion on the feasibility of actually making such a game for the Atari 2600.
  5. I received my Harmony cartridge in the mail yesterday. This was one of the first ROMs I tried. Impressive, it's quite an achievement.
  6. I just got my Harmony cartridge yesterday. The menu is very nice. It's nice to be able to check out the homebrews and demos on the real hardware instead of by emulation.
  7. I voted for Super Pac-Man. Although I never programmed a 2600 game (yet), I did read the Stella programmer's guide from front to back a few years ago, and I was thinking of how feasible this could be done. -Use playfield graphics for the maze -Use playfield graphics for the fruit (there wouldn't be much detail for these, you simply use square blocks, say 6 scanlines for each--red will be apples, yellow will be bananas, etc. A sprite at the bottom right corner would be used to give a detailed graphical representation of what the square block fruits are supposed to be). -If fruit and maze are to be of different colors, then flicker both (as in Lady Bug) -Use flashing playfield graphics for the power pills -Sprites for ghosts, keys, "supersize power pills", and "slot machine" graphics. -Use a single scanline playfield graphic for horizontal doors (skip the maze playfield as in Lock N Chase/Lady Bug) -Use missile/ball graphics for vertical doors And of course, when pac-man turns into Super Pac-Man, it's a simple matter of using the double or quad sprite. All of this is easier said than done, of course. But I was really impressed with Lady Bug, and it's one of the greatest Atari games of all time, I rank it right up there with Gyruss and Star Wars: The Arcade Game. Go johnnywc!!!
  8. I just discovered this thread today. At that price ($40), maybe even $60, I would definitely buy one. I don't want to impose my point of view, but what would make this device really cool is if it had the woodgrain look of the FB2.
  9. I was seriously considering buying the Paddle Keychain online, but because of the comments on this thread, I decided not to. I love buying things for my keychain and I carry all kinds of weird things on it: a flashlight, a compass, an electronic blackjack game, etc. I also love classic gaming, especially Atari (I bought FB2 even though I already had a 2600 with 150+ cartridges). I am pretty much the target market for this product. I guess Atari & Basic Fun blew it. What I can't comprehend is the decision to go to the "NES-on-a-chip" route, which required programming "simulated" versions of Atari 2600 games in an NES environment. I may be speculating here, but didn't this decision for short-term savings actually cost more in the end? (in terms of lost sales, and the cost for paying a programmer + QA team to oversee the coding, etc). Curt's FB2-on-a-chip that only required 1 internal AA battery sounded much better. If the size of the unit was such an issue, a AAA battery could have been used instead (the drawback being that the battery life is reduced, of course). Instead, you have this poor NES-on-a-chip immitation that needs THREE AAA batteries plugged to the unit from an external pack. I don't think this makes the unit very portable. If I was Atari/Basic Fun, I would have done the following: -FB2 on a chip (no need to re-program the games) -Only 1 AAA battery needed -10 original 2600 games for each of the joystick version -10 original 2600 games for the paddle version Sell it for $14.99 and people on this forum would have enthusiastically bought this quality product at that price. This model would probably cost less than the one that was put out because there would be no need to write new code (save for a menu system) or require the external battery pack. I found the email from the Basic Fun representative laughable. Typical "pass-the-buck" mentality BS that permeates modern corporate culture these days, reminds me of a boss that I used to work for who underpaid everyone, and kept blaming the company's problems on ex-employees who had the gall to quit for better prospects.
  10. How about making FB3 to be like FB2 except that it has games that primarily use paddle controllers (and said controllers are included, of course)? That would give a reason to FB2 owners to get the FB3. My main motivation for getting the FB2 was because I needed extra joysticks for my real Atari 2600.
  11. I bought a FB2 as well -- just because I needed extra joysticks for my 8-bit machines. But I also liked the fact that it had many games that I didn't have on my real Atari 2600 Everything about the product is perfect, the FB2 is shaped like the original Atari, the joysticks and even the packaging is awesome. In fact, when I'm done using it, I put everything back in it's box to keep everything in pristine condition.
  12. I'm afraid "Pitfall 3" was already made about 20 years ago. I made it on the Commodore 64 using Garry Kitchen's GameMaker. Basically, you controlled Pitfall Harry and you had to fight evil Pitfall Ninjas by kicking them to death like in "Kung Fu Master". As stupid as this game sounds, it did use Pitfall I graphics and had a very old-school feel to it.
  13. I got this game a few months ago. A very underrated Atari 2600 game, in my opinion. Although it fails to simulate the isometric feel of the original arcade version, if you use your imagination a little it's a very Zaxxon-ish game.
  14. Something I've always wondered about maze games on the Atari 2600 is--how do you keep track of which dots to turn on and off? Do you use an entire byte for each dot or use 1 byte to keep track of 8 dots? It must be quite a pain to set the values in the playfield as the Stella chip is drawing in realtime.
  15. I just downloaded the latest build--it's simply magnificient. Although I never developed a game for the Atari 2600 (I'm a Commodore 64 + VIC-20 guy), I am quite aware of the graphical limitations of that machine (I've read the Stella programmer's manual). I like the mirrored doors myself, don't succumb to "feature creeping" and try to make the playfield "asymmetrical". The mirrored playfield is a bug/feature/TRADEMARK (depending on your point of view) of the Atari and it's what will make this arcade adaptation UNIQUE in it's own way. Keep up the EXCELLENT work.
×
×
  • Create New...