Search found 16 matches

by Kurt_Woloch
Sun Nov 29, 2015 4:47 pm
Forum: Games programming
Topic: WIP : @!#?@!
Replies: 26
Views: 26027

Re: WIP : @!#?@!

OK, here I am writing in this forum again after a long time. I just downloaded the WIP version of this game, but it seems like development has stalled for almost a year now. Anyway, here's my take on it so far: The pyramid looks correct, and the graphics that are visible on screen look OK so far. Ho...
by Kurt_Woloch
Sat Apr 27, 2013 6:05 pm
Forum: Homebrew software and hardware (excluding games)
Topic: Starfield demo
Replies: 36
Views: 32864

Re: Starfield demo

I do see them blinking... but they blink very fast.
by Kurt_Woloch
Fri Mar 29, 2013 4:16 pm
Forum: Games programming
Topic: WIP: Jumping Cube
Replies: 29
Views: 34668

Re: WIP: Jumping Cube

Uh... yes. The background graphics now correspond exactly to the ones in the arcade version. :-) But keep in mind that if you do it in graphics mode, you would need different versions of the characters that contain a portion of the cube tops... one version for each color the cubetops are able to att...
by Kurt_Woloch
Thu Mar 28, 2013 5:31 pm
Forum: Games programming
Topic: WIP: Jumping Cube
Replies: 29
Views: 34668

Re: WIP: Jumping Cube

Mr. Cool reminds me of the way Parker Brothers ported Q*Bert to the Odyssey^2 / G-7000. ;-) Anyway, out of curiosity, I tried to analyze the sounds used in the original arcade version of Q*Bert. Keep in mind that the machine has a 6502 as a dedicated sound CPU driving a DAC, and it also has a speech...
by Kurt_Woloch
Thu Mar 28, 2013 3:29 pm
Forum: Games programming
Topic: WIP: Jumping Cube
Replies: 29
Views: 34668

Re: WIP: Q*Curt

Well, while we're at "indirect" Q*Bert clones, I can think of two more on the Commodore 64: Slinky (by Cosmi / Paul Norman) and Juice (Tronix).
by Kurt_Woloch
Thu Mar 28, 2013 1:32 pm
Forum: Homebrew software and hardware (excluding games)
Topic: BASIC disassembly
Replies: 10
Views: 14784

Re: BASIC disassembly

Sorry to contradict here, but as far as I know, the TMS9929 doesn't have an internal ROM. The character set has to be loaded into video RAM by the main CPU before it can be used. And I think the BIOS is the only ROM in the Creativision containing characters.
by Kurt_Woloch
Thu Mar 28, 2013 12:55 pm
Forum: Games programming
Topic: WIP: Jumping Cube
Replies: 29
Views: 34668

Re: WIP: Q*Curt

As for the name "in the tradition of the CreatiVision", it would be something like Crazy Cube, or Space Cube, or Jumping Cube. Not Q*somewhat. And the main character would NOT be Q*Bert, but some other character. The question is... how much should be changed compared to the original? I think the Cr...
by Kurt_Woloch
Thu Mar 28, 2013 12:38 pm
Forum: Games programming
Topic: WIP: Jumping Cube
Replies: 29
Views: 34668

Re: WIP: Q*Curt

That's interesting, I didn't know that SG-1000 version. They didn't stick to the arcade version as closely as Parker Brothers did, it seems... especially concerning the level structures, which levels contain which enemies and so on. And they ditched all the music in favor of some strange sound effec...
by Kurt_Woloch
Thu Mar 28, 2013 8:00 am
Forum: Games programming
Topic: WIP: Jumping Cube
Replies: 29
Views: 34668

Re: WIP: Q*Curt

Yes, that's true... the TI-99 version has the same layout as you drew, and in fact, the arcade version does as well. So at that point you might as well take over the arcade graphics. Yes, the TI-99 and Colecovision versions look quite different from one another, although both versions were done by P...
by Kurt_Woloch
Wed Mar 27, 2013 6:13 pm
Forum: Games programming
Topic: Next project
Replies: 35
Views: 39224

Re: Next project

Well, as far as I can see, on the Colecovision each cube is exactly 4 characters (32 pixels) wide, and I guess the game uses the bitmap mode so there are no color clashes. You can find a collection of screenshots on various systems here: http://www.mobygames.com/game/qbert/screenshots Oh, and I noti...