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atari2600land

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Posts posted by atari2600land


  1. Version 51, very minor fixes. The tiny bit of hair showing up before you start the game has been removed. It gives the nose a much cleaner look I think. Also, the game does not change color right after you press the reset switch, instead it waits for a few seconds before it changes colors.

    nosehair51.bin

    • Like 4

  2. I made the nosehair's fastest speed faster so it should be more difficult.

    I tried watching the Twitch thing for the first time but I tuned in too late because they were talking about Chaser. What did they say about my game?

    My high score in version 49 is 482.

    nosehair49.thumb.png.ade16c8c8b20c41837b1259785aaf0b3.png

     

    nosehair49.bin

    • Like 1

  3. I was looking through my Intellivision manuals and spotted a couple of interesting things.

    • The cover of the Pac-Man manual by Atarisoft has a picture of the Pac-Man screen in the upper right hand corner...of the 2600 version.
    • The English cover of Tron Maze-A-Tron has copyright notices in French (So does the French side.)

    I found these interesting and wanted to share. Let me know if you spot something interesting in an Intellvision game.

    • Like 2

  4. My program won't save any more. I'm using the following to read and write:

    write_row: PROCEDURE
        FOR c = 0 TO 15
        if c=0 then #row(0)=levelnumber
        if c=1 then #row(1)=lemonnumber
        if c=2 then #row(2)=health
        NEXT c    
        
        FLASH WRITE FLASH.FIRST,VARPTR #row(0)
        return
        END
        
    read_row: PROCEDURE
        FLASH READ FLASH.FIRST,VARPTR #row(0)
    
        for c= 0 to 15
    
        next c
        
        return
        END
    
    

    I'm doing this before every level:

        gosub write_row
        gosub read_row
    
    

    I put the --jlp command in when compiling and playing in jzintv but it still won't remember my progress. What am I doing wrong?


  5. I'll let you guys look at what I'm trying to do. I'm trying to make the "lost" CCW game "Count's Castle." Things are going good so far, but if I have any questions, I'll need to ask before I begin pulling my hair out.

    Here is a zip file containing .asm and .bin files.

    count6.thumb.png.27595b9e994e9c07a07da9ec5e55bd0c.png

    I need new bat and Count sprites, though.

    count6.zip


  6. Hi all. I am working on a game in assembly where I need to have (up to) 9 characters on the screen at the same time. And since Space Invaders did this (not to mention all the homebrew works, like bBlocks), I am fairly certain I can achieve this. But how?

     

    I know that I can get two copies of the same sprite with NUSIZx. But I'm wondering if I can just set GRPx to 0, reset the counter used to draw them, and then start drawing them again and again for the desired 9 times I'd need to do this? By the way, they can all be the same sprite. They don't have to be different sprites. It's just going to be bats flapping their wings up and down, so it's nothing too fancy.

     

    So I would need to use player 0 for the bats, and I'd also like to have player 1 free if possible.

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