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yllawwally

Member Since 15 May 2009
OFFLINE Last Active Jan 22 2012 12:56 AM

Posts I've Made

In Topic: late 1970's & 1980's licence

Tue Nov 15, 2011 2:37 PM

Transformers
The Littles
Snorks
BlackStar
Captain Caveman
Centurions
Fat Albert
Fraggle Rock
Knight Rider
Incredible Hulk
Mask
Plastic Man

In Topic: TIA schematics

Fri Aug 26, 2011 2:00 PM

On the Visual2600 page, they have pictures of the TIA internals. Visual 2600 TIA They state that they will release the code soon, which should include the netlist of the TIA.

In Topic: Atari Roguelikes

Fri Aug 19, 2011 12:01 PM

The screen was 72 squares wide, leaving originally a 4 character margin on each side. The only thing about not changing the color for walls, was the doorway was inside the wall. If the door was closed a plus was there. I would say the genesis controller would work great for this game. One button for shooting arrow/zap. And the other for bringing up the menu, or the game select button on the console. If none of the rooms are lit, the most there would be is 9 creatures on the screen at once. 3 on each line, for 3 lines in a row. If scrolling is used, and the sprites left at 8x8 the graphics don't have to stay characters. We could draw up lots of nice looking monsters.

In Topic: Atari Roguelikes

Wed Aug 17, 2011 11:29 AM

Splitting the level into 2 screens, would make a half size map, because the sprites are 8 pixels wide. 160 across is 20 sprites wide, so you would need four screens, or have 4 pixel monsters and characters.

In Topic: Atari Roguelikes

Tue Aug 16, 2011 1:57 PM

The original rogue was pretty simple. Player stats, only had HP, Dex and Str. The original rogue is pretty doable. Rooms were random, but in a limited way. There was 6 to 9 rooms, with passages between them. They were always arranged, in a tic-tac-toe type pattern. There were few monsters on a level, about 4 to start, more joined in the longer you sat on the level. The light only showing close up is a bonus, because it limits the max number of monsters that need to be shown at any one time. So light should be implemented. Traps are pretty easy to do, and add alot to the game. I think hunger could be skipped, unless making a Moria clone. If stores were available on level 1, that would add alot. But rogue had no stores. There were 26 monsters, but no animation is expected so that would mean only 200 bytes of graphics. This game is probably doable on a standard 4k cartridge. I've always been surprised it never got made. No character classes, very simple leveling scheme.