Heaven/TQA Posted July 31, 2014 Author Share Posted July 31, 2014 Aehm??? Al, sorry that you get involved again... you could lock the thread if you like... my "fault". But releasing a public video at various forums and at youtube and filling a lawsuite? ok... As I said... Sorry for that... so we should not get personal but rational critics on the stuff released to the general public... ps. would they (?) go against magazines when they gave the game 60% instead of game of the months? 1 Link to comment Share on other sites More sharing options...
tschak909 Posted July 31, 2014 Share Posted July 31, 2014 I'm just in awe. Mental illness at its finest. Al: Wow. Just. Wow. -Thom Link to comment Share on other sites More sharing options...
Albert Posted July 31, 2014 Share Posted July 31, 2014 Aehm??? Al, sorry that you get involved again... you could lock the thread if you like... my "fault". But releasing a public video at various forums and at youtube and filling a lawsuite? ok... As I said... Sorry for that... so we should not get personal but rational critics on the stuff released to the general public... ps. would they (?) go against magazines when they gave the game 60% instead of game of the months? He has no basis whatsoever for a lawsuit. I'm not going to lock this thread, nor does anyone have to worry about being banned for expressing their opinion about this game. ..Al 12 Link to comment Share on other sites More sharing options...
Bryan Posted July 31, 2014 Share Posted July 31, 2014 I saw..your thread..about our...game....the master...will...not be...pleased! 1 Link to comment Share on other sites More sharing options...
roland p Posted July 31, 2014 Share Posted July 31, 2014 Link to comment Share on other sites More sharing options...
tschak909 Posted July 31, 2014 Share Posted July 31, 2014 TORGO!!!!!!! and yeah, this guy is the Harold P. Warren of the retro gaming scene. Centron 3D: The Hands of HAM. -Thom p.s. we need Joel, Mike and the Bots to riff on bad games. Link to comment Share on other sites More sharing options...
pixelmischief Posted July 31, 2014 Share Posted July 31, 2014 How did this guy manage to make a game for the Amiga 500 that is more coarsely animated than one written on an 8-Bit? In BASIC? Without POKE's? 1 Link to comment Share on other sites More sharing options...
kogden Posted July 31, 2014 Share Posted July 31, 2014 He speaks as if we're all heartbroken we don't have the privilege to pay him for crappy game mockups for a 30+ year old computer. Like we're all clamoring to throw down money because no one writes games for the thing. He even goes so far as to invent ficticious orders that he's had to turn away "on principle" because we're a bunch of meanie faces. His legal threats are even sillier than that guy from Video61. Are personality disorders really that prevelant in this scene? Of all the places to be a poser fraud..... really.... the Atari retro scene? A tiny community of people that like playing with old (but very cool) computers. Even if this game existed, I'm pretty sure it would be a waste of ROM space and I certainly wouldn't pay for it unless this dude agreed to start taking his meds again. At that point I might buy it for humanitarian reasons. LOL Link to comment Share on other sites More sharing options...
sack-c0s Posted July 31, 2014 Share Posted July 31, 2014 anyone else tempted to just *write the bloody thing* for a laugh? 1 Link to comment Share on other sites More sharing options...
Heaven/TQA Posted July 31, 2014 Author Share Posted July 31, 2014 Haha Sack Link to comment Share on other sites More sharing options...
flashjazzcat Posted July 31, 2014 Share Posted July 31, 2014 anyone else tempted to just *write the bloody thing* for a laugh? As someone has just sagely pointed out to me: "the game has attained a kind of cult status which can only be ruined by its actual release - the only game rarer and less playable than X-Man". Link to comment Share on other sites More sharing options...
Heaven/TQA Posted July 31, 2014 Author Share Posted July 31, 2014 Like Duke Nukem 1 Link to comment Share on other sites More sharing options...
Heaven/TQA Posted July 31, 2014 Author Share Posted July 31, 2014 But i have masked ! highly optimized mode10 sprite routine here from Arsantica if someone really wants... Link to comment Share on other sites More sharing options...
+Gemintronic Posted July 31, 2014 Share Posted July 31, 2014 anyone else tempted to just *write the bloody thing* for a laugh? I think our VladR threatened to make a version. Not sure if he meant on the Jaguar or not. Link to comment Share on other sites More sharing options...
Irgendwer Posted July 31, 2014 Share Posted July 31, 2014 - Link to comment Share on other sites More sharing options...
Heaven/TQA Posted July 31, 2014 Author Share Posted July 31, 2014 here the highly optimised promissed sprite routine... ;setshape[x,y] ;this routine sets the sprite in the non-active vram to generate the illusion ;of unlimited sprites on screen setshape lda linetabl,y ;get line adress sta di lda linetabh,y add ad+1 ;in which screen should sprite be copied? sta di+1 iny iny iny iny lda linetabl,y ;get line adress sta di2 lda linetabh,y add ad+1 ;in which screen should sprite be copied? sta di2+1 txa ;xpos will be analysed clc lsr ;x div 2 = byte no in scanline = y reg tay ;2 pixel per byte in mode9 clc adc #48 sta setshape2+1 sta setshape3+1 clc adc #48 sta setshape4+1 sta setshape5+1 clc adc #48 sta setshape6+1 sta setshape7+1 txa ;check if bit0 is set in xpos and #1 ;to detect in which nibble sprite has to be beq setshape0 jmp setshape1 ;set and which shifted sprite data has to be ;copy data setshape0 lda (di),y ;used. (di),y points to vram and shape_l_mask ora shape_l ;get vram & OR sprite data sta (di),y lda(di2),y and shape_l_mask+16 ora shape_l+16 sta (di2),y+ ;next byte of sprite data... lda (di),y and shape_l_mask+1 ora shape_l+1 sta (di),y lda(di2),y and shape_l_mask+16+1 ora shape_l+16+1 sta (di2),y+ ;next byte of sprite data... lda (di),y and shape_l_mask+2 ora shape_l+2 sta (di),y lda(di2),y and shape_l_mask+16+2 ora shape_l+16+2 sta (di2),y+ ;next byte of sprite data... lda (di),y and shape_l_mask+3 ora shape_l+3 sta (di),y lda(di2),y and shape_l_mask+16+3 ora shape_l+16+3 sta (di2),y ;next byte of sprite data... setshape3 ldy #40 ;next line lda (di),y and shape_l_mask+4 ora shape_l+4 sta (di),y lda(di2),y and shape_l_mask+16+4 ora shape_l+16+4 sta (di2),y+ ;next byte of sprite data... lda (di),y and shape_l_mask+5 ora shape_l+5 sta (di),y lda(di2),y and shape_l_mask+16+5 ora shape_l+16+5 sta (di2),y+ ;next byte of sprite data... lda (di),y and shape_l_mask+6 ora shape_l+6 sta (di),y lda(di2),y and shape_l_mask+16+6 ora shape_l+16+6 sta (di2),y+ ;next byte of sprite data... lda (di),y and shape_l_mask+7 ora shape_l+7 sta (di),y lda(di2),y and shape_l_mask+16+7 ora shape_l+16+7 sta (di2),y ;next byte of sprite data... setshape4 ldy #80 ;next line (4x3 pixel sprite) lda (di),y and shape_l_mask+8 ora shape_l+8 sta (di),y lda(di2),y and shape_l_mask+16+8 ora shape_l+16+8 sta (di2),y+ ;next byte of sprite data... lda (di),y and shape_l_mask+9 ora shape_l+9 sta (di),y lda(di2),y and shape_l_mask+16+9 ora shape_l+16+9 sta (di2),y+ ;next byte of sprite data... lda (di),y and shape_l_mask+10 ora shape_l+10 sta (di),y lda(di2),y and shape_l_mask+16+10 ora shape_l+16+10 sta (di2),y+ ;next byte of sprite data... lda (di),y and shape_l_mask+11 ora shape_l+11 sta (di),y lda(di2),y and shape_l_mask+16+11 ora shape_l+16+11 sta (di2),y ;next byte of sprite data... setshape7 ldy #80 ;next line (4x3 pixel sprite) lda (di),y and shape_l_mask+12 ora shape_l+12 sta (di),y lda(di2),y and shape_l_mask+16+12 ora shape_l+16+12 sta (di2),y+ ;next byte of sprite data... lda (di),y and shape_l_mask+13 ora shape_l+13 sta (di),y lda(di2),y and shape_l_mask+16+13 ora shape_l+16+13 sta (di2),y+ ;next byte of sprite data... lda (di),y and shape_l_mask+14 ora shape_l+14 sta (di),y lda(di2),y and shape_l_mask+16+14 ora shape_l+16+14 sta (di2),y+ ;next byte of sprite data... lda (di),y and shape_l_mask+15 ora shape_l+15 sta (di),y lda(di2),y and shape_l_mask+16+15 ora shape_l+16+15 sta (di2),y ;next byte of sprite data... rts ;0x ;here the same code but it uses the shifted sprite setshape1 lda (di),y ;used. (di),y points to vram and shape_h_mask ora shape_h ;get vram & OR sprite data sta (di),y lda(di2),y and shape_h_mask+20 ora shape_h+20 sta (di2),y+ ;next byte of sprite data... lda (di),y and shape_h_mask+1 ora shape_h+1 sta (di),y lda(di2),y and shape_h_mask+20+1 ora shape_h+20+1 sta (di2),y+ ;next byte of sprite data... lda (di),y and shape_h_mask+2 ora shape_h+2 sta (di),y lda(di2),y and shape_h_mask+20+2 ora shape_h+20+2 sta (di2),y+ ;next byte of sprite data... lda (di),y and shape_h_mask+3 ora shape_h+3 sta (di),y lda(di2),y and shape_h_mask+20+3 ora shape_h+20+3 sta (di2),y+ ;next byte of sprite data... lda (di),y and shape_h_mask+4 ora shape_h+4 sta (di),y lda(di2),y and shape_h_mask+20+4 ora shape_h+20+4 sta (di2),y ;next byte of sprite data... setshape2 ldy #40 ;next line lda (di),y and shape_h_mask+5 ora shape_h+5 sta (di),y lda(di2),y and shape_h_mask+20+5 ora shape_h+20+5 sta (di2),y+ ;next byte of sprite data... lda (di),y and shape_h_mask+6 ora shape_h+6 sta (di),y lda(di2),y and shape_h_mask+20+6 ora shape_h+20+6 sta (di2),y+ ;next byte of sprite data... lda (di),y and shape_h_mask+7 ora shape_h+7 sta (di),y lda(di2),y and shape_h_mask+20+7 ora shape_h+20+7 sta (di2),y+ ;next byte of sprite data... lda (di),y and shape_h_mask+8 ora shape_h+8 sta (di),y lda(di2),y and shape_h_mask+20+8 ora shape_h+20+8 sta (di2),y+ ;next byte of sprite data... lda (di),y and shape_h_mask+9 ora shape_h+9 sta (di),y lda(di2),y and shape_h_mask+20+9 ora shape_h+20+9 sta (di2),y ;next byte of sprite data... setshape5 ldy #80 ;next line (4x3 pixel sprite) lda (di),y and shape_h_mask+10 ora shape_h+10 sta (di),y lda(di2),y and shape_h_mask+20+10 ora shape_h+20+10 sta (di2),y+ ;next byte of sprite data... lda (di),y and shape_h_mask+11 ora shape_h+11 sta (di),y lda(di2),y and shape_h_mask+20+11 ora shape_h+20+11 sta (di2),y+ ;next byte of sprite data... lda (di),y and shape_h_mask+12 ora shape_h+12 sta (di),y lda(di2),y and shape_h_mask+20+12 ora shape_h+20+12 sta (di2),y+ ;next byte of sprite data... lda (di),y and shape_h_mask+13 ora shape_h+13 sta (di),y lda(di2),y and shape_h_mask+20+13 ora shape_h+20+13 sta (di2),y+ ;next byte of sprite data... lda (di),y and shape_h_mask+14 ora shape_h+14 sta (di),y lda(di2),y and shape_h_mask+20+14 ora shape_h+20+14 sta (di2),y ;next byte of sprite data... setshape6 ldy #80 ;next line (4x3 pixel sprite) lda (di),y and shape_h_mask+15 ora shape_h+15 sta (di),y lda(di2),y and shape_h_mask+20+15 ora shape_h+20+15 sta (di2),y+ ;next byte of sprite data... lda (di),y and shape_h_mask+16 ora shape_h+16 sta (di),y lda(di2),y and shape_h_mask+20+16 ora shape_h+20+16 sta (di2),y+ ;next byte of sprite data... lda (di),y and shape_h_mask+17 ora shape_h+17 sta (di),y lda (di2),y and shape_h_mask+20+17 ora shape_h+20+17 sta (di2),y+ ;next byte of sprite data... lda (di),y and shape_h_mask+18 ora shape_h+18 sta (di),y lda (di2),y and shape_h_mask+20+18 ora shape_h+20+18 sta (di2),y+ ;next byte of sprite data... lda (di),y and shape_h_mask+19 ora shape_h+19 sta (di),y lda (di2),y and shape_h_mask+20+19 ora shape_h+20+19 ; sta (di2),y ;next byte of sprite data... rts 4 Link to comment Share on other sites More sharing options...
pixelmischief Posted July 31, 2014 Share Posted July 31, 2014 I don't know what most of that means, but it makes me feel "purdy thtupid". Link to comment Share on other sites More sharing options...
+Gemintronic Posted July 31, 2014 Share Posted July 31, 2014 I don't know what most of that means, but it makes me feel "purdy thtupid". I don't get it either. When I compiled the above code I got THIS: Link to comment Share on other sites More sharing options...
tschak909 Posted July 31, 2014 Share Posted July 31, 2014 Centron 3D - The game that makes Cheetahmen II and Action 52 look like "Bladerunner" by comparison. Link to comment Share on other sites More sharing options...
Bryan Posted July 31, 2014 Share Posted July 31, 2014 You know, plenty of people write amateur (or outright lame) games here on AtariAge and they don't get much derision for it. In fact, most of the time everyone is pretty darn supportive. If Pete were to come here and fess up to the whole thing, I'm sure he'd get lots of programming assistance. The only thing people should be upset about is the falseness and accusations. Writing a boring game isn't a crime. 1 Link to comment Share on other sites More sharing options...
ledzep Posted July 31, 2014 Share Posted July 31, 2014 As someone has just sagely pointed out to me: "the game has attained a kind of cult status which can only be ruined by its actual release - the only game rarer and less playable than X-Man". Hahahaa, too true. This is hilarious, I had no idea these guys existed or they loved beating on English so much (the game launch is suspended due to the "unacceptable attitudes and mouth..."?). Ya, coding the game for them would ruin the mystique unless whoever did it made a game that was so so so much better and playable than whatever abortion their game looks like so far. On the other hand it might be a good laugh to call their bluff and apologize to see if they actually release the damn thing, although I suspect we'd all have to make-a da mouse a super-tiny - https://www.youtube.com/watch?v=JuDWKE4NpGs Based on their webpage for the Atari version they seem to have gotten 23 levels created for this vaporware masterpiece. They all look identical except for different background murals. Might be fun to "create" more levels with swapped "art"work. I would insist on a Kirk level before even considering playing it. Link to comment Share on other sites More sharing options...
kenjennings Posted July 31, 2014 Share Posted July 31, 2014 anyone else tempted to just *write the bloody thing* for a laugh? Sounds like time for a programming contest. Based on this description... It looks like the DeLorean went to the drive-in movies but the projector is flaking out. Or maybe the alien ships sabotaged it. I'm not sure what the balls are. Maybe they are free candy that's being thown out to the audiance to keep them happy until they fix the projector. So the object is to collect free candy while trying to dodge the alien ships that are trying to sabotage the show. ...write a game using any play method and style that incorporates the elements described above. (Like third-person view pole position, side scrolling moon patrol, pac-man maze, etc.) Entries will all be named after some form of *ENTRON 3D, with the exception that "C" cannot be used. BENTRON 3D, DENTRON 3D, etc. 1 Link to comment Share on other sites More sharing options...
GroovyBee Posted July 31, 2014 Share Posted July 31, 2014 BENTRON 3D, DENTRON 3D, etc. HENTRON - Tron with chickens! 2 Link to comment Share on other sites More sharing options...
kenjennings Posted July 31, 2014 Share Posted July 31, 2014 ... I would insist on a Kirk level before even considering playing it. Wouldn't that make it infringe on SHATRON 3D's intellectual property? (Very loose use of the term "property". Extremely loose use of the term "intellectual".) It could expose them to a character deformation lawsuit. 1 Link to comment Share on other sites More sharing options...
tschak909 Posted July 31, 2014 Share Posted July 31, 2014 You know, plenty of people write amateur (or outright lame) games here on AtariAge and they don't get much derision for it. In fact, most of the time everyone is pretty darn supportive. If Pete were to come here and fess up to the whole thing, I'm sure he'd get lots of programming assistance. The only thing people should be upset about is the falseness and accusations. Writing a boring game isn't a crime. I agree. (no, I'm not being sarcastic. My whole problem from day 0 was all the frontin') 3 Link to comment Share on other sites More sharing options...
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