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Everything posted by atari2600land
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Skunkboard: Special Edition (v5) Interest?
atari2600land replied to cubanismo's topic in Atari Jaguar
Yep, that's what I was talking about. I'm comparing it to emulation (VirtualJaguar). -
Skunkboard: Special Edition (v5) Interest?
atari2600land replied to cubanismo's topic in Atari Jaguar
It's right here: http://www.atari2600land.com/aarontheaardvark/ -
I played this on a Skunkboard and saw stuff that needs correcting. There should be way more than just 10 UFOs per wave. Audio hiccups (that I have no idea what is causing that) You have to wait a long time after the wave announcement screen goes away to start the level. I'll be back working on this some more now that I have a Skunkboard.
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Skunkboard: Special Edition (v5) Interest?
atari2600land replied to cubanismo's topic in Atari Jaguar
I thought I had to type in the dollar sign. It was only when I tried it without it that I got it to work. I tried my Aaron the Aardvark game and I noticed there were some audio weirdness sometimes, like a hiccup in the noise department. I'm wondering if it's my game or the Skunkboard. -
Last night I decided to work on my Channel F game. I put a fish in it. It's green. It moves like the fireball in level 2 from right to left. When it reaches the left side of the screen, a new one appears. I spent a long time trying to make it so no traces of the cranberry were on the screen. I think I succeeded. But I needed to think of a way to make it differ from the fireball that I put in the game earlier, which does the same thing. So I decided to make it move up and down. I made it so when it reaches the bottom it begins to rise and when it reaches the top it begins to sink. A random number tells the fish what to do in the beginning (at the right side of the screen). If it's below 85 then move up and if it's above 170 then move down. If it's between 85-170 then it moves straight. 255/3=85, so that works out well. A lot of work went into making the fish look okay when he was on the screen. And yet even more work went into making the level end temporarily when you get past the fish. But now I have no ideas on what to do next...
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The Computer Intro one is going to be a long process, it's very thick and complicated. It's so big, it's a small-sized spiral notebook.
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So my packages came today. I put in FIFA '96. It worked, but there was no noise. Could it be my Game Gear was having a problem? I tried putting in the other game I got, Sports Illustrated: Football and Baseball. The title screen music played, much to my relief. So it must be a problem with the cartridge. I put FIFA '96 back in and turned the volume to maximum. And there, on the game options screen, music played. But not on the title screen. Why not have music on the title screen? Oh well. I didn't program FIFA '96. But I did program Hamburgers En Route to Switzerland 2. The game is for the most part finished. But apparently nobody wants to test it with me, so I guess I'll call it completed. I found an odd way though, to get the score to display in white. And I'm sure the code could be optimized, LOTS, but IT WORKS. And you know the saying "If it ain't broke, don't fix it." 8 stages of French fry shooting action, and an ending.
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I have a R-Zone XPG and the following games: Indy 500 Star Wars Millennium Falcon Challenge Star Wars Jedi Adventure Daytona USA I'd really like to get rid of this as one lot. I typed up the instructions for a game. I think I may have another one laying around here somewhere. starwarsjediadventureinstructions.txt
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But I think he's wondering if it is a binary file for use on Atari 2600 or something else.
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Try it using the Stella emulator. If it runs there it will work on your 2600.
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Hamburgers En Route To Switzerland 2 (Game Gear)
atari2600land posted a topic in Homebrew Discussion
I have finished programming it and now it's bug hunting time. I've attached a binary to test. Let me know if you find any bugs. herts2test.zip -
The burger flock have found themselves in a forest. Originally I was going to have a photo of a forest. But I quickly came to the realization that just wouldn't do. So I had to draw one. At least it's in color since it's on the Game Gear. I came back to Game Gear programming after finding some Game Gear titles I didn't have on eBay. Next I made some background music for it. I made it too fast, but I fixed it. There were things I forgot I needed to do when I was programming this. Little things, like adding in onion rings for testing, but I solved that problem by making sure the onion rings were loaded before the level intro. In level 6, there was a 50% chance of getting a vanilla milkshake which always shoot onion rings at you, and a 50% chance of getting a chocolate milkshake which can but sometimes won't shoot onion rings at you. In level 7, I bumped it up to 75% chance of getting a vanilla milkshake. In level 8, they will all be vanilla milkshakes. I've learned a lot since the first game, when they were all vanilla milkshakes on level 3. What was I thinking? The box for the Virtual Boy version of Hamburgers En Route To Switzerland is done. I think it looks great. It incorporates the title screen very well. Here is a little screenshot of level 7 from the Game Gear version. All that's left to do is add in level 8 stuff and I'll be done. Which makes me wonder why I quit working on it when it was so close to being finished. Now that I've thought about it, the Game Gear versions look really hard since the milkshakes aren't far away to begin with, like in the Virtual Boy version.
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Aaaaand, I'm back...to the Game Gear. I think Zipzap is finished, and I've downloaded ConText (despite automatically making my browser go to a PayPal paying page which I just clicked out of. Do they have to beg like that? If I wanted to give them money, I would. As a test, I successfully compiled what I had of Hamburgers En Route To Switzerland 2 for the Game Gear. Now the hard part: Thinking up of two more level locations. In the second Game Gear adventure, the burgers visit the moon, the jungle, the snow, the desert, the fast food restaurant, and the library. So I need two more places. Well, one could be a castle. So I now need just one more. And I just bought two more Game Gear games on eBay. So when they come and work, I'll have over 150 individual titles. I already have most of the rarer titles: Mega Man, Tails Sky Patrol, Iron-Man, Arena: Maze of Death. But here's a question: Why are the prices on eBay on Game Gear games going up? I don't want to pay $15 for Paperboy. Madness, greediness, or stupidness? I checked to see if my Game Gear still worked. It does fortunately. I don't know why people have so much trouble with them. It only took three tries to find a working one. I think perhaps, there might be one way to save a Game Gear. Plug it in. That's right. Well, that's just a Sega Master System then? Yes, but can you play the Master System while you're in the bathroom? I think not. So anyway, I need to get back into Game Gear coding mind and finish this game up.
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Is the Pokemon Mini any good?
atari2600land replied to Egrulps's topic in Classic Console Discussion
Yes, but they are quite expensive. I have been making a homebrew game for it. It is called "Frank the Fruit Fly" and has nothing to do with Pokemon. And you'll want a flash cart (called "Ditto") if you go ahead and get one. But my opinion MAY be a little biased since I love obscure consoles. I've heard nothing but praise for Togepi's Great Adventure, and I like Pokemon Tetris. -
Yesterday I got extremely bored, so I decided to program in level 4, the ball bouncing around the screen level. Then I thought that level 4 was easier than level 3 so I switched them around so level 4 is now the robots and level 3 is the ball bouncing around. The purple background looks a lot more purplish and less pink on a real Odyssey2 console against O2EM. My package came today. The guy taped the box shut, but I don't really care, all I wanted was a working console with both controllers working. They both work great, no stiffness on either one. It's really great. And now I can play Lady Frog. If anyone wants a couple of Odyssey2 carts for homebrewing, let me know. Blockout/Breakdown cost $19.70 at a Caldor department store. I don't know what that is. It's great to see little odd stuff on the cartridge boxes that display its history. And now I'm happy, even though the UPS woman was 10 minutes late. I kept calling her a "UPS Guy". Thankfully I didn't have to meet her or have her hear me say that. They said between 9:30-11:30. The package came at 11:39 a.m. And I'm happy, even though I completely failed at Colecovision programming. Oh well. At least I can make games for other consoles. Now I do have a problem. The box. I guess it can go out in the garage with the rest of the console boxes.
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OK, this is stupid. Why won't this work? ld ix,(MUSIC_B) inc (ix) ld a,(ix) cp 2 jr z,note222 note2: ld a,$86 out ($ff),a ld a,$0d out ($ff),a jp move_cod note222: ld a,$80 out ($ff),a ld a,$0a out ($ff),a jp move_cod codgodfraud16.asm
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Note: I'm using TNIASM. Apparently it likes define spaces at the beginning of the file, which is where I put them. If I put them in $7200, the program will not work. I am wondering how this will affect my program if at all. It seems to work okay right now. I made a little song that loops. I am also wondering why equates even exist. I mean why not just use their value instead? I am also wondering why I have to use ix and not b to make this work: ld ix,(MUSIC_TIMER) inc (ix) ld a,(ix) I looked through the code, saw 'iy' and figured if 'iy' was being used, so could 'ix'. So I tried it and it worked. Although I have no idea what it is. Another thing I am wondering is how complex games are handled when there's a limited number of things to write define spaces to. flawedcodgod15.zip
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I don't think I'll get my Odyssey 2 console tomorrow as expected. It's been stuck in Illinois since 3/12.
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I already have one, but the right controller is broken, so I thought I'd get another one that has both working controllers. Turns out it wasn't such a good idea...
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If I'm not mistaken, you can actually open it up, the controllers plug in, and I *think* to can plug a CX-40 into it, even?
Opening consoles is a little scary at first, but there's usually not a lot going on in there.
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repairing odyssey 2 controllers is easy, just wire it up to a 2600 stick, or build something custom , or wire up a male db-9 and make it support detachable controllers
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I think level 4 is easier than level 3 so I switched them around. Level 3 is the ball bouncing around the screen and level 4 is the robot trying to get you. zipzap22.bin
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There is now just one robot in level 3. And a ball bouncing around the screen in level 4. zipzap21a.bin
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I changed the name of the game from Xybort to ZipZap. I didn't especially like the name Xybort. So I had to think of a new name for it that was 6 letters or less so it would fit on the title screen. I do like the name "Zap Master," but alas, it was too long. So I thought some more and came up with ZipZap. It's like zigzag, but you zip around and zap ufos, so it fits. Today I worked on level 3. In level three, the desert robots follow you around trying to get you to crash into them. Although I think this may be too hard. Let me know and I'll see if I can remove one of the robots. It's too hard for me, though, I only got 6 points. So I thought some more and what I decided is to make it once you pass the last level, the levels start all over again. You start at level 1. There will be no ending, just a "see how many points you can get" type of game. I'm looking at the Odyssey2 character set and I'm thinking Level 4 will be a purple background with green balls bouncing around the screen. Or at least that's what I'll attempt to program. I have about 500 bytes left in bank 2, so this should fit. The question is "Can I make it work on real Odyssey2 hardware?" We shall see...
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Robots come after you trying to crash into your ship in level 3. Let me know if this is too difficult. zipzap20.bin
