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Heaven/TQA

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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?

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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

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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

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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". :)

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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
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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.

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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.

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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.

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... 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.

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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') :)

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