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You guys can thank UniWarS for this one... (Galaxian?)


PacManPlus

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15 hours ago, DrVenkman said:

You are far too good to us, Bob! 

Bob, I have always admired your outstanding work on the 7800, ever since I picked one up and a Concerto and await every ROM you make (and have had nothing but great things to say on every one of them I have reviewed on the 7800 Edition of The Atari Report, but have you ever thought about taking your talents to the 5200/8-bit stage!!! Even though I DO own both "Lil' Sexy" (my affectionate nickname for the 7800) along with her big sister (my 5200, a.k.a. "Big Sexy") I'm sure that you can do some of that magic you have been able to create with MARIA and TIA on the 7800 to the ANTIC/GTIA and POKEY on our consoles. Since Paul Lay @playsoft is contemplating doing the exact opposite (leaving the 5200 community for the unexplored waters of the 7800 community), why not??? Forget about waiting for January for the (proverbial, and to use football terminology) "transfer window" to open up, we would love to see some of your great work here too.

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Thank you for the kind words ? it’s greatly appreciated ?

 

Regarding the 5200, unfortunately I don’t see myself going back to it any time soon. ? 

I have enough to keep me busy on the 7800 for quite a while…. Including a few originals that I’ve already started. ?

 

But thank you so much for asking ?

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Personally I think you should replace all of the sounds with the ones from the 5200 version of Galaxian!  :lol:

 

On a more serious note.  The new shot sound is a lot better.  I also notice the ship limits are not on the far left and right of the screen.  Was the original arcade like this as well?

 

 

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Thank you - I actually like the shot sound better now too.  ZB made me get off my a$$ and change it. :lol: 

 

The playfield horizontal limits are the same as the arcade.  This goes for the flock as well as the player.  The only thing I didn't limit horizontally is the attacking aliens, as I though it would look kind of weird with them suddenly disappearing if they fly too far left or right :ponder:

 

Bob

Edited by PacManPlus
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Another jewel for the crown, notch on the belt, it never ceases to amaze, inclusive of the "WOW" factor, having another fantastic completed release brought to the platform by PMP. 

 

It's one thing to have quantity, but an entirely different beast to have the fantastic consistent quality coupling the phenomenal quantity of excellent releases you have brought to the 7800.  Mind blown and grateful..  thanks as always, Bob!

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21 hours ago, PacManPlus said:

Thank you - I actually like the shot sound better now too.  ZB made me get off my a$$ and change it. :lol: 

 

The playfield horizontal limits are the same as the arcade.  This goes for the flock as well as the player.  The only thing I didn't limit horizontally is the attacking aliens, as I though it would look kind of weird with them suddenly disappearing if they fly too far left or right :ponder:

 

Bob

 

Thanks for clearing that up.  It will take some getting used to.  But I understand your reasoning.  Would it be asking too much to put a square / line on the bottom right left borders to make it obvious the limit for the player is there?  I always get confused when my ship stops moving.  I understand if you don't want to put that in.  Just a suggestion on my part.

 

Thanks

 

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Humble two cents..  we already have Rapid (AKA Continuous) firing option as an in-game menu option, perhaps moving fast or slow shots as a menu option would be best (?)

 

Realizing we lose the ability to differentiate between player 1 and player 2 shot speeds, arguably more of a loss and probable scenario that a player doesn't realize the difficulty switches affect the game.

 

Understandable if no space is left for the change, or just prefer to use the difficulty switches, but ever since the issue with Bentley Bear 'not running' or 'only one button is being used', it really brought to the forefront that at least some are not aware or think of difficulty switches having an impact and what is that effect.

 

Sorry Bob, not trying to make more work or come across as what is available is not good enough, just thinking along the lines of ensuring there is a consistent play experience, including knowledge of game options, to all who enjoy another one of your masterpieces.

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3 hours ago, Trebor said:

Humble two cents..  we already have Rapid (AKA Continuous) firing option as an in-game menu option, perhaps moving fast or slow shots as a menu option would be best (?)

 

Realizing we lose the ability to differentiate between player 1 and player 2 shot speeds, arguably more of a loss and probable scenario that a player doesn't realize the difficulty switches affect the game.

 

Understandable if no space is left for the change, or just prefer to use the difficulty switches, but ever since the issue with Bentley Bear 'not running' or 'only one button is being used', it really brought to the forefront that at least some are not aware or think of difficulty switches having an impact and what is that effect.

 

Sorry Bob, not trying to make more work or come across as what is available is not good enough, just thinking along the lines of ensuring there is a consistent play experience, including knowledge of game options, to all who enjoy another one of your masterpieces.

Thank you Trebor!

 

I though about that, but I've decided not to change that part of it, as I like having the fast shots separate per player, and if I made it an option, there's all the HSC stuff and moving the selection menu around the screen which I don't really want to get into right now.  I'm knee-deep in Defender so I don't want to take my attention away from that for too long.

I do appreciate the idea though. :)

 

You have brought to light though, that I need to update the manual with the difficulty switches like I did with Bentley Bear.

 

Thank you,

Bob

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  • 1 month later...

Thank you so much for the nomination!  I honestly figured that with all of the excellent games coming out on the 7800 this year, these would be forgotten about!

Look for  Galaxian to be in the AtariAge store soon, along with UniWarS and Pac-Man Collection 40th Anniversary!

The very Talented @Nathan Strum has done the artwork for all three, and they look amazing!

 

image.png.38e7d196805d21ce23a2fe492a36efc5.png

 

Really, I'm happy just to have been nominated.  My 7800 'glory days' are behind me, and the 7800 scene is exploding with so many top-notch coders that there is no starving for good games out there.

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  • 4 weeks later...
On 1/22/2022 at 1:34 PM, PacManPlus said:

Thank you so much for the nomination!  I honestly figured that with all of the excellent games coming out on the 7800 this year, these would be forgotten about!

Look for  Galaxian to be in the AtariAge store soon, along with UniWarS and Pac-Man Collection 40th Anniversary!

The very Talented @Nathan Strum has done the artwork for all three, and they look amazing!

 

image.png.38e7d196805d21ce23a2fe492a36efc5.png

 

Really, I'm happy just to have been nominated.  My 7800 'glory days' are behind me, and the 7800 scene is exploding with so many top-notch coders that there is no starving for good games out there.

Couldn't forget about you! There's something about this port. I didn't realize I would enjoy playing Galaxian again until I played this port. This feels like I am playing MAME on my 7800, which is really cool. I am really impressed with your ability to reverse-engineer actual arcade code. Very cool.

 

When I saw the playschool rendition of Galaga that was released for the 7800, I just figured the 7800 was only capable of scrolling giant periods for background stars, poor geometric flight patterns, and blurry blobs for enemies. You completely nailed everything in this port, down to the starfield, and you upped it to 320 mode!

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Thank you, Darryl! :) 

 

Something that was only supposed to be started for a later date, I found that I couldn't stop once I started it.  I know Curt Vendel wanted me to do this for a long time, along with Baby Pac-Man...  I just wish he were around to see it. :( 

Thanks again,

Bob

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3 hours ago, darryl1970 said:

I am really impressed with your ability to reverse-engineer actual arcade code. Very cool.

Same here :-D  To my mind, this is the one thing that makes the 7800 version a complete standout from all of the others: it's the only one that can play as closely as possible to the original arcade game.

 

So, yeah, well done!

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7 hours ago, darryl1970 said:

I didn't realize I would enjoy playing Galaxian again until I played this port. This feels like I am playing MAME on my 7800, which is really cool. I am really impressed with your ability to reverse-engineer actual arcade code. Very cool.

 

More engaging and fascinating experience than MAME for me, being aware that the code is not running under emulation but on real (Atari) 8-bit home system designed in 1983. Absolutely masterful work. 

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5 hours ago, PacManPlus said:

Thanks, guys.

 

Once I can get going again, I'm going to bounce between "Defender" and "Adventure III: The Quest for the Chalice"...  I hope to have BOTH done by November, as I plan on having a booth at Free Play Florida this year. :D

 

Bob

I'm going to try to attend FPF this year.  Really hope to hear something soon concerning PRGE 2022.

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  • 3 months later...

Not sure what I'm doing wrong. I've loaded the a78 file onto my NTSC 7800 using the Dragonfly cart with firmware V1.07, rom loads but all I get is a grey screen after the initial Atari logo. Pacman short version for example works ok.

 

Updated - Worked out the issue. I had to put (NTSC) in the file name and it worked ok. I've now done this with all rom files that had the same issue, and all are now working ok.

Edited by Hasan Coskun
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  • 3 months later...
On 1/16/2021 at 3:40 PM, PacManPlus said:

Hi Guys.

 

So, after UniWarS was done, I found that if I ripped out waves 1, 2, and 3 (and left 0), and did some graphics manipulation (and some code modifications), we basically have...

 

GALAXIAN

 

Galaxian_01.png.29e1434c7a8e723d4b547dd78732c4de.png

 

Galaxian_00.png.76cb7c876a00d2afebef7c6f85c98474.png

 

Galaxian_02.png.eac60d4e1ea2823ff1367b4062380418.png

 

What I did to UniWarS to get this:

- As stated, ripped out waves 1, 2, and 3 (left wave 0)

- Converted graphics from the Arcade version of Galaxian to this.

- Changed point values, divebombing rules, number of enemies, formation, etc.

- moved the player(s) down 1 zone.

 

What I still need to do:

- Animate 'leaving the flock' so the enemy moves up and around instead of just spinning in place

- Possibly alter flight paths

- Code the alternate point values for the Flagship (when diving with escorts)

- Change the sounds

- Any bugs that pop up.

 

What I had to compromise on:

- I needed every sprite graphic I could use, so the player's explosion is the size of the player (instead of 32x32) *

- The colors of the Flagship (there *is* a little blue there, you have to look close)

- The enemies only rotate in one direction when initially leaving the flock and settling back in to the flock, as I didn't have enough sprite graphic space to have an entire rotation (Personally, I don't think that this is a big deal, it will be hardly noticed while playing)

 

I did add the additional two Flagships starting at wave 2 (0-based) and they do get faster as the game progresses.

 

This was completely not expected for me to do.  It started out as "let me just prepare this for Galaxian in case I decide to work on it in the future".  But then I couldn't stop.  Not bad for 2 day's work! :D 

 

Hope you guys like this WIP. :)

 

* If anyone can create a better player explosion using 4 16x16 tiles (keeping in mind the color limitations of 320B mode with transparency) than what is there, I'm open to seeing it. :)

 

 

Galaxian.A78 32.13 kB · 532 downloads Galaxian.BIN 32 kB · 260 downloads

2. days. what?

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On 11/19/2021 at 2:32 PM, PacManPlus said:

Thank you for the kind words ? it’s greatly appreciated ?

 

Regarding the 5200, unfortunately I don’t see myself going back to it any time soon. ? 

I have enough to keep me busy on the 7800 for quite a while…. Including a few originals that I’ve already started. ?

 

But thank you so much for asking ?

Dude you are awesome, all of these kind comments are us thanking you for your existance.

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  • 1 month later...

ATARIAGE DAY 2022: FALL EDITION

THIS SATURDAY AND SUNDAY!

image.thumb.png.b9790854c93e785f1574a97b6294fc8d.png

 

Make sure you tune in this Saturday and Sunday to ZeroPage Homebrew for the biggest LIVE UNBOXING and INTERVIEW EVENT OF THE YEAR for Atari Homebrew! ZeroPage Homebrew will be hosting AtariAge Day 2022: Fall Edition celebrating all the newest Atari 2600, 5200, 7800 and Atari Jaguar releases!


Saturday Nov 12 & Sunday Nov 13, 2022
LIVE @ 12PM PT | 3PM ET | 8PM GMT (Click for your local time)
WATCH LIVE: https://twitch.tv/zeropagehomebrew/
WATCH LATER: https://youtube.com/zeropagehomebrew/


We will be talking LIVE to the developers of TWENTY FOUR GAMES that are hitting the AtariAge Store:

  • Blocks (2600) - Jeremiah Knol & Jeff Haber
  • Boulder Dash (2600) - Thomas Jentzsch & Andrew Davie
  • Gorf Arcade (2600) - John Champeau
  • Grizzards (2600) - Bruce-Robert Pocock
  • Lode Runner (2600) - Dion Olsthoorn
  • Oozy the Goo Slime Quest (2600) - Vladimir Zuniga
  • Qyx (2600) - John Champeau
  • RAPTOR (2600) - Andrew Pauley
  • RubyQ (2600) - Silvio Mogno
  • Starovox (2600) - Rayman C.
  • VROOM! (2600) - Thomas Jentzsch
  • Rob 'n' Banks (5200) - Ryan Witmer
  • 2048 (7800) - Lewis Hill
  • Attack of the PETSCII Robots (7800) - Mike Saarna
  • Dragon's Havoc (7800) - Todd Furmanski
  • Galaxian Arcade (7800) - Bob DeCrescenzo
  • Keystone Koppers (7800) - Lewis Hill
  • Pac-Man Collection 40th Anniversary (7800) - Bob DeCrescenzo
  • Popeye (7800) - Darryl Guenther
  • Slide Boy in Maze Land (7800) - Vladimir Zuniga
  • UniWarS (7800) - Bob DeCrescenzo
  • Chaos Engine (Jaguar) - Lawrence Staveley
  • Gods (Jaguar) - Lawrence Staveley
  • Stormbringer (Jaguar) - Lawrence Staveley

YOU DON'T WANT TO MISS THIS EPIC LIVESTREAM!

 

- James

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