Subject: Re: [stella] Gunfight 2600: Final Run Part 2 From: Manuel Polik <cybergoth@xxxxxxxx> Date: Fri, 02 Nov 2001 09:17:31 +0100 |
Hi Joe! >This looks awesome! I didn't look at your previous binary, but this is way >cool.. I love the death music and the AI seems to work quite well.. Thanks! >I noticed one thing weird.. When I selected the different game variations >(with F1 on StellaX - I think that's Select) the bullets disappeared.. I >thought that was one of the modes (invisible bullets), but once they go >invisible, they never come back no matter which mode I end up selecting.. Hm... I just checked for such a behaviour on all emus I have, but it works fine for me everywhere. Which version of Stella X are you using? I'm here on 1.1.3a, is yours different? (BTW: 'Ring Of Fire' sounds horrible on my StellaX. For full blown sonic pleasure I'd suggest Z26 :-)) The normal behaviour should be, that in case of RESET/SELECT all bullets go invisible. (In previous versions it was possible for a bullet to 'survive' from one selection to the next, what I disabled yesterday, since I'm starting to implement a real 'Game Frame') Now, after RESET/SELECT, the music should start playing again, and you're in the attract mode again. Once the left player fires a bullet, a new game should start, with visible bullets. Greetings, Manuel ---------------------------------------------------------------------------------------------- Archives (includes files) at http://www.biglist.com/lists/stella/archives/ Unsub & more at http://www.biglist.com/lists/stella/
Current Thread |
---|
|
<- Previous | Index | Next -> |
---|---|---|
Re: [stella] Gunfight 2600: Final R, Joe Grand | Thread | [stella] 6502 hardware register wri, TwoHeaded Software |
Re: [stella] Gunfight 2600: Final R, Joe Grand | Date | [stella] 6502 hardware register wri, TwoHeaded Software |
Month |