Search found 16 matches
- Sun Nov 29, 2015 4:47 pm
- Forum: Games programming
- Topic: WIP : @!#?@!
- Replies: 26
- Views: 43106
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...
- Sat Apr 27, 2013 6:05 pm
- Forum: Homebrew software and hardware (excluding games)
- Topic: Starfield demo
- Replies: 36
- Views: 39696
Re: Starfield demo
I do see them blinking... but they blink very fast.
- Fri Mar 29, 2013 4:16 pm
- Forum: Games programming
- Topic: WIP: Jumping Cube
- Replies: 29
- Views: 40258
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...
- Thu Mar 28, 2013 5:31 pm
- Forum: Games programming
- Topic: WIP: Jumping Cube
- Replies: 29
- Views: 40258
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...
- Thu Mar 28, 2013 3:29 pm
- Forum: Games programming
- Topic: WIP: Jumping Cube
- Replies: 29
- Views: 40258
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).
- Thu Mar 28, 2013 1:32 pm
- Forum: Homebrew software and hardware (excluding games)
- Topic: BASIC disassembly
- Replies: 10
- Views: 17417
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.
- Thu Mar 28, 2013 12:55 pm
- Forum: Games programming
- Topic: WIP: Jumping Cube
- Replies: 29
- Views: 40258
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...
- Thu Mar 28, 2013 12:38 pm
- Forum: Games programming
- Topic: WIP: Jumping Cube
- Replies: 29
- Views: 40258
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...
- Thu Mar 28, 2013 8:00 am
- Forum: Games programming
- Topic: WIP: Jumping Cube
- Replies: 29
- Views: 40258
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...
- Wed Mar 27, 2013 6:13 pm
- Forum: Games programming
- Topic: Next project
- Replies: 35
- Views: 46734
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...