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Here are my plans for platformers using that 7800Basic demo. The Agathodaimon (Rastan Saga and Curse of Issyos meet Zelda 2, Gargoyle's Quest II, and Robot Ninja Haggleman 3. I was planning on having 7800XM support, but Curt Vendel's death shot the chances of that happening down.) Kid Zenithian (Classic Mega Man, but with the ability to duck and shoot upward. See also Magical Doropie/The Krion Conquest.) Ð838 (Metroid Clone) Snáwcild (A Ninja Gaiden clone featuring a Demon Lands character whose name literally translates to Snow Child.) Ildu (Wonder-Boy-esque platformer with Old English/Anglo-Saxon themes. Part of the Middanyeard series.) Ghosts 'n Goblins clone.
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Ridley may be the best thing they've ever done in Smash!
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Dragon Warrior CIB Dragon Warrior II complete, no box Hydlide https://www.ebay.com/itm/302600858679 Blaster Master CIB MINTY https://www.ebay.com/itm/302601300613 Solomon's Key CIB https://www.ebay.com/itm/302601346121 Legend of Zelda (gold cart) CIB https://www.ebay.com/itm/302600887637 Metroid (grey label) CIB https://www.ebay.com/itm/302600879009 Nintendo Power vol 1 (SMB2) & 16 (Maniac Mansion) https://www.ebay.com/itm/302600862652 Shadowgate CIB https://www.ebay.com/itm/302600868722 Ninja Gaiden CIB https://www.ebay.com/itm/302601388152 Lot of 24 loose NES games + manuals https://www.ebay.com/itm/302600868722 1. Chip n Dale Rescue Rangers + manual 2. California Games 3. Classic Concentration + manual 4. Commando 5. Double Dragon 6. Excitebike + manual 7. Jeopardy 25th Anniversary Edition + manual 8. Goonies II 9. Little League Baseball 10. Marble Madness + manual 11. Metroid (yellow label) 12. Ninja Gaiden 13. R.C. Pro-Am + manual 14. Roadblasters + manual 15, 16, 17. Super Mario Bros./Duck Hunt (x3) + 2 manuals 18. Super Mario Bros 2 19, 20. Tetris (x2; 1 missing label) + 1 manual 21. T&C Surf Designs Wood and Water Rage 22. Teenage Mutant Ninja Turtles 23. Tecmo World Wrestling 24. WCW Wrestling + loose Maniac Mansion (manual only) All are 7 day no reserve auctions ending next Sunday evening (1/21/18).
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There was a nice little surprise inside!
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- Metroid
- Samus Returns
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She's gorgeous!
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They all have something in common - being Amiibos in my collection!!
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I'm double dipping oh hell yeah!!!!! http://www.destructoid.com/guacamelee-super-turbo-championship-edition-coming-soon-271512.phtml Anyone complete the original 100%?? Sure you did!
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I recently tried a demo of a fan-made Metroid II remake called "AM2R" (short for "Another Metroid 2 Remake"), and I must say I was completely blown away!!! I has such a great time playing it that I felt downright compelled to mention it here on these forums. If you haven't tried it yet, do yourself a favor and download the latest demo from here: http://metroid2remake.blogspot.ca/ You need to have .NET Framework 2 or newer installed (which could be a problem if you're using Windows XP, but it comes standard under Vista, 7 and 8 so no problem there) and I recommend using a proper game controller because playing with the keyboard is somewhat difficult. The version of the demo which I played (version 1.21) seems to have a bug with the map display, and the game slows down or accelerates for no apparent reason sometimes (I hope the programmer fixes this) but otherwise this game will give you a Metroid boner, I guarantee it! The graphics, the music, the in-game physics, the level design, everything is damn near perfect! This is Metroid done right, people!! If you can, please leave some encouraging comments for the guys behind this wonderful fan project. I'm going to join the official AM2R forum and give the team all the encouragement I can muster, and I will keep my fingers crossed that the game will be fully completed as soon as humanly possible. Playing a high-quality fan-made game like AM2R really puts a smile on my face!
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I've decided to sell a few things of mine in hopes that I can get some other items for my collection. I could take them to eBay but after the fees and the hassle it almost doesn't seem worth it. And also note that all prices include shipping, and are negotiable, espeically if you buy multiple things. Anyway, here is what I'm selling. Sparkster SNES: Cart only unfortunately but its in great shape. I've had many hours of fun on this game. Asking $35 shipped for this. Metroid Prime Trilogy Wii: This comes complete. Has everything, tin case, slipcover, manual and black fold out insert. Oh, and of course the disc. The disc is nice, the manual shows little wear, the black fold out insert has a small tear because of a sticker that was on it, the case has 2 small dents as well. One on the top, and a rather small one on the front in the top right. They aren't extremely noticeable by any means but they are there. Also the top clip on the case doesn't close. The bottom one does, but the top does not. The slip cover is pretty good as well. Has some slight wear from just being used. I'm asking $65 shipped on this one. Windwaker Box: Basically mint. Has a gamestop sticker on the front of it but it is on the plastic and not the insert so it will come off very easily. No manual with this one unfortunately. But like I said its in great shape. Asking $20 shipped. Ocarina of Time/Master Quest Box and Manual: Both in very nice condition. Has the manual and the case both and like I said, in very nice condition. Asking $18 shipped on this. Super Mario Sunshine Box and Manual: The box is in nice shape and so is the manual. But, the manual has the name "Adam" printed on it. Somebody tried taking it off and has ripped part of the manual under the label. For the most part it can probably be salvaged, but it does have that flaw. Asking $15 shipped. So that is everything, like I said the prices include shipping and are negotiable, especially if you buy more than one item. I have done a few deals here on AtariAge before. Check with IntellivisionDude, Kefka14, boxpressed, and so on. Also you can check my eBay account for 100% positive feedback there as well, the name is dvskingcobra460. So thanks if you are interested in anything, please message me! -------------------------
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GOING THROUGH the forum/blog archives and I realized that I don't think I ever posted the most recent version of my Metroid VIP (Vaporware In Progress). So anyway, here it is. Metroid20060303.bin I'm not sure how it is different from the last version I posted either here or in the forums, but this one has selectable songs (with SELECT) and decent scrolling - horizontal only, though. The main next tasks for this are the vertical scrolling and adding enemies to the map (so they scroll on the screen). Don't expect any work on this for a couple of months, though.
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SO, VCSTROID development continues, somewhat slowly.Now the 1K master map is implemented, and you can scroll (to the right, only).Since I will be at NWCGE and plan on demoing this, er, demo (along with some other stuff), I thought I'd polish it up a bit, so I also added the Metroid tunes I was working on a month ago. Now a 32K binary, using the bankswitching scheme I outlined a post ago. Metroid20060224.bin Change tunes with SELECT.I've been thinking a bit more about this Metroid port and I realized a couple of days ago that my kernel doesn't really support displaying the lava. Not sure what to do about that...nor what to do about displaying doors. I could use sprites, but it would cause some serious flicker, especially in rooms like this: Oh, and, speaking of NWCGE, I will be there with games to sell and stuff to demo, along with David (djmips). I'll be there almost all day Saturday and he'll be there all weekend. So if you're in the neighborhood, stop by!EDIT: Here is the unfinished stuff I'll be bringing to the show to demo. NWCGEdemos.zip
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- 2600 Game Development
- Metroid
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THIS IS KINDA TECHNICAL, I suppose.While I don't expect to ever actually complete a VCS Metroid port, for various reasons, I am going forward with it right now. I've targeted it for a 32K cart, and I've been thinking a bit about the best way to switch banks.This is what I've come up with:Call a subroutine in another bank with this code: brk .word Subroutine Have the break vector point to this subroutine (copied in every bank): plp tsx inx dec $00,X lda ($00, X sta MiscPtr inc $00,X lda ($00,X) sta MiscPtr+1 lsr lsr lsr lsr lsr tax nop $1FF4,X Assuming I had ORGed all my banks to addresses of this form: 0xxxxx, 1xxxxx, %010xxxxx, %011xxxxx, etc. This would switch to another bank, and at that point the program would encounter this code: jmp (MiscPtr) Which would begin the subroutine. At the end of the subroutine I would have this code: jmp ReturnFromBSSubroutine Which would go here: ReturnFromBSSubroutine tsx inx inx lda $00,X ;get high byte of return address lsr lsr lsr lsr lsr tax nop $1FF4,X Which would switch banks to this address: rts I suppose I could do all this with a JSR instruction also, and save the BRK vector for something else...Anyway. Assuming that this all works (I just dreamed it up this morning, so who knows), it would have these advantages: 1. I wouldn't need to maintain tables of jump addresses in multiple banks. 2. I could move subroutines around freely without having to find and change all the entry/exit points. 3. It is really easy to use. In every bank, at any point, just one opcode plus an address. 4. It uses 4 bytes of RAM: 2 on the stack plus 2 for MiscPtr. If those 4 are contiguous. If not, it takes 5 (since BRK also pushes the flags). Could use JSR to avoid pushing the flags. Disadvantages: 1. It takes a loooooong time to switch banks. Almost a whole scanline to go to a subroutine and almost half a scanline to come back. 2. I don't have to duplicate any tables, but I do have to duplicate all that code in every bank. 3. Probably something else. Basically, I want to avoid the issues I had with Reindeer Runner, where I used a really stupid way to switch banks, which backfired on me when I ended up having to move things from one bank to another. Anybody else have any better ways to do this? I'm looking for a method that: 1. Allows me to call subroutines in other banks and return to the point from which they were called. 2. Not have to maintain and duplicate tables of jump addresses, though that isn't a deal-killer 3. Is fast. 4. Doesn't use a ton of RAM. 5. Allows me to move subroutines around (from bank to bank) without having to spend an hour tracking down and changing jmp addresses.
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SO, FOR LACK of anything better to work on, I decided to see if I could actually get a kernel working for a VCS Metroid. The answer is yes. Right now it supports a partially asymmetric, striped playfield (PF1 & PF2), one non-flickered sprite, up to five (limited by RAM) intelliflickered sprites, M0 and M1. I'm kind of amazed that I got it working, actually. Some of the missile writes come at non-optimal times (around repositioning scanlines) but not too bad. Screenshot: Binary: Metroid20060208.bin
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BASED ON SOME COMMENTS I have received, especially in response to Reindeer Rescue, I thought I'd attach some of the stuff I use to help with 2600 tunes. First off, gotta give big props to my brother. He created these worksheets and has helped with almost all of the 2600 music I've done. Except for Reindeer Rescue, curiously. Tommy made this worksheet for me; based on P Slocum's music guide and E Stolberg's music chart. I find this much easier to use, plus it really shows what you have to work with: Second, here is an example of what Tommy creates for me; that I then translate into code: --hope you don't mind me sharing these with the world, T. The music driver I have written allows for note length between 32nd notes and half notes, and all 32nd-note steps in between. Each note has a volume (0-15), can be articulated (or not), and can be any frequency of any of 4 (predefined, hard coded) distortions. Also, a hi-hat plus two other percussion sounds can be laid over the top, though I just today cut the rhythm tracks out of the Metroid tunes since they are so rarely used and I ran out of ROM space. The tonal data is laid out in byte pairs like this: .byte %LLLLVVVV, %ADDFFFFF Where: LLLL = note length, 00 = 32nd note, %1111 = half note VVVV = note volume (0 - 15, written directly to AUDVx) A = articulate note (1 = yes, 0 = no) DD = distortion lookup number (0 - 3; generally, 0 = distortion 4 (square), 1 = distortion 12 (lead), 2 = distortion 6 (bass), and 3 = distortion 1 (saw)) FFFFF = frequency (0 - 31, written directly to AUDFx) I terminate with $FF - seems unlikely that I'll ever want to play a half note at full volume
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- 2600 Game Development
- 2600 Music Development
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SOME 2600 TUNES for your listening pleasure: Metroid tunes: mm.bin Cycle through them with the fire button: 1. Title (64 bpm) 2. Item Discovery 3. Spawn 4. Secret Corridor 5. Brinstar 6. Mother Brain 7. Title (56 bpm) 8. Title (75 bpm) The title is the most polished. EDIT: Here's the latest version; took out the percussion and added a bunch more songs: 1. Title (64 bpm) 2. Item Discovery 3. Spawn 4. Secret Corridor (polished a bit) 5. Brinstar 6. Mother Brain 7. Norfair 8. Tourian 9. Kraid (not complete) 10. - 16. same as 2-8 mm.bin