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Zach's Projects



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19x19 update

Posted by Zach, 26 June 2006 · 28 views

Three years ago I would not have thought this kernel was possible. :)

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There is no game logic at this point. The program just allows three players to place their stones on the board, all using the left joystick.

Note that the cursor does not move into the top row yet. There is certainly room for improvement,...


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Four-Play with Four-Levels

Posted by Zach, 10 June 2006 · 14 views

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When you are finished trying out Conquest of Mars and the other MCG releases, check out the latest version of Four-Play with four difficulty levels.

Note some changes to the controls:[list]
[*]RESET now takes you to the title screen
[*]FIRE...


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Four-Play MGC Demo

Posted by Zach, 05 June 2006 · 24 views

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Here is the demo recently shown at the Midwest Gaming Classic. It includes substantial improvements over the last release:

* Title screen
* Board and marbles made taller
* All winning combinations highlighted when a player wins in more than one direction.
* Entire board blinks when game ends in a...


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Moving

Posted by Zach, 25 April 2006 · 15 views

If anyone needs to reach me, please be advised that due to moving, my internet access will be less frequent than usual. Four-Play is still on schedule, and is planned for release in a few months. I'll try to synchronize the release with any events that AtariAge may attend in the summer.


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Finally Solved Marble Jumper

Posted by Zach, 18 April 2006 · 28 views

Tonight I finished off the last few puzzles. The most difficult by far was #19, where I was stuck for months:

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Even when you've solved all 24 puzzles in Marble Jumper it still has replay value, because you are not likely to remember all the solutions. Indeed I doubt I could complete #19 again without spending a...


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Stella debugger question

Posted by Zach, 13 April 2006 · 7 views

I finally decided to wean myself off z26 logs and learn to use to the Stella debugger. It will obviously make homebrewing easier once I get used to it.

I am trying to set a break when PF1 is set to $aa. I tried the instruction below, and the program is clearly not breaking when the condition is met. Does anyone see what is wrong?

breakif {...


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Four-Play To-Do List

Posted by , 10 March 2006 · 72 views

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My Four-In-A-Row board game has been playable for some time now, so now I'm just polishing things up. Of course, this list is subject to change.

1) Stabilize scanlines per frame during thinking state.
Thanks to Fred and John for their help.

2) Title screen graphics
Big thanks to...


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Best optical illusion ever

Posted by , 10 March 2006 · 24 views

[attachment=852:attachment]Squares A and B are exactly the same shade of grey. :-oSource


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Finished Ico (PS2)

Posted by , 07 March 2006 · 3 views

What a great game. It is the story of a boy who is banished by his village because he happens to grow bull-like horns. They imprison him an in an uninhabited island castle. Well, almost uninhabited. He meets a young girl with strange powers who is also a prisoner. The two work together to escape the castle, which just happens to be filled with...


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52-pixel bitmap tool

Posted by , 26 February 2006 · 15 views

[attachment=811:attachment](52 and 48 pixel Pac-Man logos by DEBRO)I have attached a tool that converts a 52-pixel wide BMP file to assembly code that can be plugged into a kernel. The BMP file should be set to 256 colors, but the program only reads it as monochrome. To set the colors for each line, you have to manually change the data in the C...






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