Gorf #1 Posted February 12, 2008 Once I finish up the contract work which is close to finish, and get a Jag game or two out, I will continue working on this.... Circle Square Plus Bowtie Cross Triangle Clover V Steps U Flat Heart Star W Fan Infinity 3 Quote Share this post Link to post Share on other sites
Gorf #2 Posted February 12, 2008 (edited) Ooops...here is the bin. Nothing much but you can shoot and move the crawler. Left and right arrows and fire up arrow goes to next conduit. t26000.bas.bin Edited February 12, 2008 by Gorf Quote Share this post Link to post Share on other sites
Atari_Owl #3 Posted February 12, 2008 WOW - on the 2600! WOW! Very, very good work there Quote Share this post Link to post Share on other sites
Gorf #4 Posted February 12, 2008 WOW - on the 2600!WOW! Very, very good work there Thanks Owl....Im hoping to 'lure' a few seasoned 2600 coders to help me with this one. Quote Share this post Link to post Share on other sites
downix #5 Posted February 12, 2008 Hmm.... need to dig out a cart to out this on for, er, *testing*... Quote Share this post Link to post Share on other sites
Gorf #6 Posted February 12, 2008 Hmm.... need to dig out a cart to out this on for, er, *testing*... It will need to have a SARA. Quote Share this post Link to post Share on other sites
Dan Iacovelli #7 Posted February 12, 2008 (edited) steve you beat me, Laserman is my version of Tempest but instead of having a changing playfields I figured to use one (a triangle) and make it smaller at each level. I'll test it out on z26 . (btw: laserman is WIP hope to have most of it done by my show in july) [edit] as a tempest fan, I saw you have exeded my expectations, good job,playfield is small but thats good. I'm still going work on my laserman game though because I tink it will be great game for 2600 players keep us upadted[/edit] Edited February 12, 2008 by Dan Iacovelli Quote Share this post Link to post Share on other sites
PacManPlus #8 Posted February 12, 2008 That is truly awesome. It's amazing that we have so many talented people on this board: you, JohnnyWC, Thomas, Spiceware, Andrew Davie, etc. It's a blessing for this community. Also... makes you wonder why Atari couldn't do this themselves. Quote Share this post Link to post Share on other sites
downix #9 Posted February 12, 2008 Ok, this is fun. Can't wait to see how you handle the enemies. Quote Share this post Link to post Share on other sites
Gorf #10 Posted February 12, 2008 Yeah that is the part I dread the most. That and how to do the spikes. Quote Share this post Link to post Share on other sites
Bakasama #11 Posted February 12, 2008 Yeah that is the part I dread the most. That and how to do the spikes. Look on the bright side, in terms of level design you gotten a lot farther than the official attempt at Tempest. Quote Share this post Link to post Share on other sites
Gorf #12 Posted February 12, 2008 Yeah that is the part I dread the most. That and how to do the spikes. Look on the bright side, in terms of level design you gotten a lot farther than the official attempt at Tempest. True, but playfields are one thing...enough player/missiles to be convincing and not overly flickering is another thing. That is where I think this will have to have a special kernel written for it. I may make the levels in a higher vert rez if that is possible to give it an even cleaner look. Again..Im a novice at 2600 anything so this was a big step for me. Quote Share this post Link to post Share on other sites
Gregory DG #13 Posted February 12, 2008 Truly excellent start! I think you should drop everything and work on this full time until it's done. (And no, I won't be paying you $100 per hour. ) Quote Share this post Link to post Share on other sites
downix #14 Posted February 12, 2008 Yeah that is the part I dread the most. That and how to do the spikes. For spikes could you "shade in" the middle with an off-color, so you can see them growing? Quote Share this post Link to post Share on other sites
Gorf #15 Posted February 12, 2008 Truly excellent start! I think you should drop everything and work on this full time until it's done. (And no, I won't be paying you $100 per hour. ) Lucky for you I do this for fun as that would not be enough anyway. Quote Share this post Link to post Share on other sites
Gorf #16 Posted February 12, 2008 steve you beat me,Laserman is my version of Tempest but instead of having a changing playfields I figured to use one (a triangle) and make it smaller at each level. I'll test it out on z26 . (btw: laserman is WIP hope to have most of it done by my show in july) [edit] as a tempest fan, I saw you have exeded my expectations, good job,playfield is small but thats good. I'm still going work on my laserman game though because I tink it will be great game for 2600 players keep us upadted[/edit] Lazerman is certainly different enough to be its own game. I'd certainly keep working on it if I were you. I will keep you updaetd also. Quote Share this post Link to post Share on other sites
Gorf #17 Posted February 12, 2008 Yeah that is the part I dread the most. That and how to do the spikes. For spikes could you "shade in" the middle with an off-color, so you can see them growing? I was thinking flipping frames of playfields Quote Share this post Link to post Share on other sites
Dan Iacovelli #18 Posted February 12, 2008 (edited) steve you beat me,Laserman is my version of Tempest but instead of having a changing playfields I figured to use one (a triangle) and make it smaller at each level. I'll test it out on z26 . (btw: laserman is WIP hope to have most of it done by my show in july) [edit] as a tempest fan, I saw you have exeded my expectations, good job,playfield is small but thats good. I'm still going work on my laserman game though because I tink it will be great game for 2600 players keep us upadted[/edit] Lazerman is certainly different enough to be its own game. I'd certainly keep working on it if I were you. I will keep you updaetd also. it's called Laserman not Lazerman the Laserman game is basicly a port I did on the Ti-99\4a the Ti (as far as I know when I made the game for it) had no Tempest like game so I made laserman, I was upset at the 2600 version (the proto version since it was unreleased) Iwent a head to port it t 2600. there are couple differences between the two version of laserman: TI:bombs appear at random areas in the playfield 2600: bombs fall instead of appear at random ti: has speach(I loved doing work with the the ti speech) 2600: no speech(not yet anyways,hoping to get the speach thing for the 2600 do work on some speech) anyways Laserman will still be worked on just taking some time off for now. if that game goes well a sequeal to laserman might be in the works(my second laserman game on the ti (third for the 2600,laserman 2k3 was the first,laserman is the second)) and yes keep us updated Edited February 12, 2008 by Dan Iacovelli Quote Share this post Link to post Share on other sites
Gorf #19 Posted February 12, 2008 it's called Laserman not Lazerman Sorry...my retardation....I always hit 'Z' instead of 'S'..I even mispelled it on the Gorf in game text and manual with a 'z'. Good thing tester Kev Manne caught that amongst others. Enjoy your time off. someday I'll find some of that too. Quote Share this post Link to post Share on other sites
Fort Apocalypse #20 Posted February 13, 2008 (edited) This is awesome! For spikes, maybe you could just do a sprite that is basically just a green line (only 8 pixels or less long) and not worry about a really long line. Edited February 13, 2008 by Fort Apocalypse Quote Share this post Link to post Share on other sites
EmOneGarand #21 Posted February 13, 2008 Wow, great work Steve! Quote Share this post Link to post Share on other sites
+Psionic #22 Posted February 13, 2008 ...makes you wonder why Atari couldn't do this themselves. They could have if they hadn't gotten lazy. Quote Share this post Link to post Share on other sites
Gorf #23 Posted February 13, 2008 Im not lazy.....just a novice at 2600 coding. Quote Share this post Link to post Share on other sites
supercat #24 Posted February 13, 2008 I was thinking flipping frames of playfields Doing that without excessive flicker is apt to be difficult. Further, even if the playfields are symmetric the spikes wouldn't be. I would think the 4A50 cartridge would be the best approach for doing a game like Tempest (actually, it's one of the games I had in mind when I wrote it). A 104x192 flicker-blinds bitmap screen with alternating scan lines colored blue-cyan and orange should work pretty well, and 4A50 has just about the fastest pixel-plot of any 6502-based machine. If the coordinate is in the X and Y registers, just: lda $7F00,x ora $1E00,y sta $1E00,y Three instructions, thirteen cycles. It's possible a future 4A50 might improve that further (to nine cycles, and not trashing the accumulator) but that's being pretty optimistic. Quote Share this post Link to post Share on other sites
4ever2600 #25 Posted February 13, 2008 Thats incredible! You are doing an EXCELLENT job on this! I'd love to see a 5200 AND 2600 release of TEMPEST in 2008! Looks like the groundwork is laid out for BOTH of them! Let's see them HAPPEN!!!!! - D Quote Share this post Link to post Share on other sites