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#3267018 A game I hope you'll like

Posted by cvga on Sun Jun 28, 2015 10:40 PM

I had this idea as I was going through some of my excess games...

 

I'm going to give away a game (including shipping). The game will be based on how many "likes" this post gets. When this post (#1) fails to add a new like over a three-day period, I'll randomly choose one of the people who "liked" this post and send them their game.

 

Here's the catch. Since there will be 0 likes when this is first posted, the game won't be very exciting. I'll periodically change the game as the number of "likes" grows. We'll start with Combat but I'll change the game when the post reaches 5 likes. At the end, the winner can choose the current game or any of the prior games that were submitted.

 

018_1.jpg

 

Popeye.jpg

 

Good luck!




#3777374 Coleco strong-arming homebrew publishers and fan sites

Posted by Albert on Tue Jun 6, 2017 8:09 AM


I wanted everyone to know that I have recently received several emails from Coleco asking me to remove the threads Eduardo and Robb started on AtariAge with regards to Coleco (including this thread).  The first email was sent by a “Rachel Machtay” from a Coleco-related email address.  The next two messages were from Chris Cardillo himself.  I did not respond to these messages, as I’ve found that it’s best to ignore trolls.  Given that Chris Cardillo of Coleco Holdings LLC is now calling me out as being derelict in my duty to moderate the forum, I feel it's time to share the existence of these emails with everyone.
 
Chris believes he and Coleco are being unfairly attacked, that people are breaking various rules of the forum, and that AtariAge is obligated to take action on posts when our “Terms of Service” (Chris' words) are violated.  Sorry, Chris, these are guidelines and they are generally used to take action when people are going overboard and being disruptive or offensive.  I don’t see where that’s happened in these threads.  By attacking the ColecoVision Fan page on Facebook you invited the criticism you are seeing.  You are not the victim.  The fact that you continue to refuse to rescind the unwarranted takedown notices on Facebook speaks volumes about your intent and your character.  In these emails, Chris also attacked Robb’s character with libelous accusations, statements I’ve seen Chris make privately to others as well. 
 
Yes, Robb is a moderator here on AtariAge, as are others.  Moderators do so voluntarily on their own time and are not getting paid or compensated in any fashion.  Do I feel Robb’s actions in this case reflect poorly on AtariAge as Chris suggests?  No, he and others are simply bringing attention to the bullying Chris is inflicting on the community.  Coleco has now tried to silence content they don’t approve of on ColecoVision Fan and AtariAge, both which have a large number of active ColecoVision fans and developers.  They have also been editing Coleco-related Wikipedia pages in attempts to remove factual references that do not reflect favorably on the brand.   
 
Chris Cardillo is not a friend of the ColecoVision community.  It’s this community full of true ColecoVision fans that have kept the brand alive all these years.  Chris, you are a leach and a stain on the Coleco and ColecoVision legacies.  You seem incapable of comprehending that your words and actions reflect poorly on yourself and the Coleco brand.  I’m not sure how you worked it out in your head that attacking the community would somehow rally people behind Coleco, especially with the Coleco Chameleon fiasco still fresh in everyone's mind.  
 
Fortunately, the community does not need you, and they have already taken steps to avoid having to further interact with you and “Coleco” down the road.  
 
 ..Al
 



#3326314 FPGA Based Videogame System

Posted by kevtris on Sun Sep 20, 2015 11:28 PM

To make life easy for everyone, I have edited this first post to include all the important things about my FPGA videogame system (the Zimba 3000, called the Z3K from here on) and the Analogue Nt mini since it is using my cores that will also appear on the Z3K.

 

What is the Zimba 3000?

 

The Zimba 3000 is the name of my FPGA videogame system. It will support various 8 bit and 16 bit videogame and computer systems. Right now, I am in the design and development stage on it. I am going to be slammed with contract work in a month or two (as of March 2017) so it will be a little while before I can complete development of it, but work is not going to totally stop. See below for my original post to this thread that explains it more in-depth.

 

Analogue Nt mini

 

As most of you know by now, I designed the PCB and wrote the software in the Analogue Nt mini.  This is an FPGA NES/Famicom with HDMI and RGB/composite/s-video/component out.  I have since released "jailbroken" firmware that allows you to run ALL of my FPGA cores to date.  These are mostly 8-bit cores right now but it is possible I can do some light 16 bit cores in the future.

 

It currently supports the following:

 

  • NES/Famicom
  • Sega Master System
  • Game Gear
  • Colecovision
  • Gameboy
  • Gameboy Color
  • Atari 2600
  • Atari 7800
  • Supervision
  • Gamate
  • Game King
  • Channel F
  • Arcadia 2001
  • Creativision
  • Adventure Vision
  • Videobrain
  • Odyssey^2
  • RCA Studio 2

 

The following are in the process of being ported:

 

  • Intellivision
  • SPC Player

 

Unfortunately the mandelbrot zoomer cannot be ported due to a lack of multipliers.

 

 

Download the Latest Jailbroken Firmware Here:

 

http://blog.kevtris....re_verJB2.0.zip

 

Related links for the Nt

 

DF Retro Hardware did a good overview of how to perform the jailbreak:

 

https://youtu.be/BR5MZh-AYVs?t=1025

 

Analogue Support Page:

 

https://support.analogue.co/hc/en-us

 

Overview of FPGA Video Game System Cores

 

 

I have a text file here that describes the current systems implemented:

 

http://blog.kevtris....ystems_V110.txt

 

 

How to Jailbreak the Nt mini

 

1. Format your SD card FAT32

2. Unzip the firmware file onto the card, keeping the directories contained within

3. Load your desired ROMs into the proper directories (i.e. NES games go in /NES/)

4. Plug the SD card into the Nt mini

5. Power on the Nt mini and wait 3 minutes while the update occurs (led will flash red)

6. You will know this worked because the menu (default DOWN+SELECT) now sports skulls and crossbones

 

Upgrading the already Jailbroken Nt mini Firmware

 

1. Replace the entire /SYSTEM/ directory and its contents (the cores live here)

2. Add the new directories

3. Replace the firmware .bin in the root directory with the new one

4. You need to add the BIOS files for the various systems as indicated by the text file in the /BIOS/ directory

5. Plug the SD card into the Nt mini

6. Power on the Nt mini and wait 3 minutes while the update occurs (led will flash red)

 

Core File Menu Controls

  • Up/Down: Selects a file.
  • Left/Right: Page through files, 16 at a time.
  • B: Can be set to take you to the top/bottom of a file list, do nothing, or go back 1 level in the directory structure.
  • Y: Run the game.
  • Start: Enter the settings menu.  This is slightly different from the main menu.  There is now as "core" settings menu. Everything core specific will be found here.
  • Select: Exit the menu. You will be asked to confirm.  If you confirm, it returns to the core select menu. If you do not wish to exit, it returns to the currently running game.

 

 

Backing up your NES & Famicom Cartridges with copyNES Mini

 

1. Insert the game in question into the cartridge slot.

2. Select 'Run Cartridge' to make sure it works and is making good contact.

3. Re-enter the menu and select "Copynes mini".

4. Select the mapper that your game uses.  See here for a decent list of game vs. mapper: http://tuxnes.sourceforge.net/nesmapper.txt.

5. Hit Y (or A if using the original NES controller) to start the backup. Note that it might take awhile (30 seconds) to determine the size of the ROMs on the cartridge.After the game is backed up, you can enter a filename using up/down./left/right.  If no name is entered, it will save it with a filename determined by the sumcheck of the ROM.

6. Press Y (or A if using the original NES controller) to save the backup ROM.

 

Jailbreak Firmware Releases & Notes as of 3/31/2017

 

JB V2.0

http://atariage.com/...stem/?p=3731480

Download: http://blog.kevtris....re_verJB2.0.zip

 

  • Added the Adventurevision core.
  • Added the Videobrain core.
  • Added the Studio 2 core.

 

JB v1.9

http://atariage.com/...stem/?p=3726104

Download: http://blog.kevtris....re_verJB1.9.zip

 

  • Added the Osyssey^2 core.

 

 

JB v1.8

http://atariage.com/forums/topic/242970-fpga-based-videogame-system/?p=3721674

Download: http://blog.kevtris.org/blogfiles/ntm_firmware_verJB1.8.zip

 

  • Fixed DC offset on the audio, causing certain monitors to produce no sound ever, or until a game was started and certain SFX played, etc

  • Fixed the crackling/static issue that appears on games such as solstice

  • Minor fix to audio scaler that probably wasn't audible, but was wrong anyways

  • Fixed the "wigglin' scalers" issue.  This was a debug I left in. oops

  • Moved mapper 124 on the NES core to the second NES core due to running out of room

  • Added ability to change highlight text colour in the menus. I cannot add it to NES composite s/vid due to space (but it works on other cores)

  • Added "low lag" controller reading to all cores. (the controller is polled right before vblank to minimize lag)

  • Rebuilt all cores to implement that above fixes/changes

  • Added Famicom Network HVC-051 controller to Coleco core

  • Added Famicom Network HVC-051 controller to Arcadia 2001 core

 

JB v1.7

http://atariage.com/forums/topic/242970-fpga-based-videogame-system/?p=3720849

Download:http://blog.kevtris.org/blogfiles/ntm_firmware_verJB1.7.zip

  • Arcadia 2001 core added

  • Channel F core added

  • Added the Creativision core added

  • Fixed the 7800 composite/s-vid outputs to produce proper carrier


JB v1.6

http://atariage.com/forums/topic/242970-fpga-based-videogame-system/?p=3716454

Download: http://blog.kevtris.org/blogfiles/ntm_firmware_verJB1.6.zip

  • Fixed saving video width setting


JB v1.5

http://atariage.com/forums/topic/242970-fpga-based-videogame-system/?p=3715370

Download: http://blog.kevtris.org/blogfiles/ntm_firmware_verJB1.5.zip

  • Atari 7800 core added

  • Each core will now save 1080p height selection (4x, 4.5x, 5x)

  • Each core will now save its X width and offset

  • Added a new scaler for 7800 since it is 320 pixels wide

  • Retooled scaling calculations to accommodate systems wider than 256 pixels


JB v1.4

http://atariage.com/forums/topic/242970-fpga-based-videogame-system/?p=3710033

Download: http://blog.kevtris.org/blogfiles/ntm_firmware_verJB1.4.zip

  • Game King core added

  • Gamate core added

  • Supervision core added


JB v1.3

http://atariage.com/forums/topic/242970-fpga-based-videogame-system/page-59#entry3704550

Download: http://blog.kevtris.org/blogfiles/ntm_firmware_verJB1.3.zip

  • Atari 2600 core added

  • Fixed NES Mapper 163 so pokemon yellow now works

  • Fixed NES audio pitch sweep


JB v1.2

http://atariage.com/forums/topic/242970-fpga-based-videogame-system/page-52#entry3698659

Download: http://blog.kevtris.org/blogfiles/ntm_firmware_verJB1.2.zip

  • Gameboy core added

  • Gameboy Color core added


JB v1.1

http://atariage.com/forums/topic/242970-fpga-based-videogame-system/page-46#entry3693821

Download: http://blog.kevtris.org/blogfiles/ntm_firmware_verJB1.1.zip

  • Added SMS and GG save RAM saving functionality

  • Fixed SMS/GG save RAM functionality

  • File browser will not display .SAV files in the sms/gg/coleco cores

  • Retooled the button options and made a new unified "Menu Button Mapping" entry

  • Fixed the B button setting so it works now

  • Fixed LED issue on core swap

  • Made LED default to white and changed menus to reflect this.  If you want it fixed you select a pattern speed of 0 now

  • Removed GG bezel graphics


JB v1.0

http://atariage.com/forums/topic/242970-fpga-based-videogame-system/page-45#entry3693098

Download: http://blog.kevtris.org/blogfiles/ntm_firmware_verJB1.0.zip

  • SG-1000 core added (place your games under /SMS for this)

  • Sega Master System core added (with FM support)

  • Game Gear core added

  • Colecovision core added

  • Fixed MMC5 square channels 2x too high in pitch

  • Fixed Holy Diver mapper mirroring (be sure to set NES2.0 submapper to 3)

  • Fixed Crime Busters mapper

  • Fixed "Hang on boot" for v0.9

 

JB v0.9

http://atariage.com/forums/topic/242970-fpga-based-videogame-system/page-42#entry3687219

Download: http://blog.kevtris.org/blogfiles/ntm_firmware_verJB0.9.zip

  • NES core added (support for over 200 NES mappers)

 

Original post

 

Welll, some people seemed interested in my FPGA Videogame doodad that I presented in the RVGS thread and it was suggested I make a post about it, how it works, and what it does.   I still don't have immediate plans for selling it, but if there's enough interest, that could change.   I will attempt to explain what it is, how it works, and what a sellable version of it would entail, so let's go!

 

First off, nearly ANYTHING is possible.   The main problem is going to be how much money people will be willing to pay, and how long they will want to wait for it to be finished.   A target price of around $250 is probably going to be a reasonable value, but ideally I'd love to be able to do it for $200ish. 

 

What I have right now:

 

At this point in time, I have 17 system cores complete, and pretty much ready to go.  This means that the core is done and runs all the games I can throw at it flawlessly.  I have spent a lot of time debugging and testing these cores to make sure they are the highest possible quality and completeness.  Yes, I spent the time to run every single game available to me on them- many many many times to make sure any changes I made didn't break something.

 

To obtain the absolute highest level of quality and compatibility, I have made special test fixtures, hardware, and test ROMs for every system, and used my 200 channel logic analyzer to inspect exactly what goes on to get exact cycle accuracy on everything.  Developing a new 8 bit level core takes around 1-3 months of work depending on how complicated it is.  Sometimes it was even faster than this, and sometimes longer.  I figure I could get SNES or Genesis going in a 4-6 month time frame and maybe a few more months to debug it to a decent level of operation.

 

There have been several hardware prototypes created up to this point to develop and test my cores and other related things, and I now have full command of the HDMI interface at 1080p/60fps.  I have moved onto HDMI now as my interface of choice due to the high quality of today's flat panel monitors and TVs.   Analog is still possible, and I can support this too.   I still think that some kind of add-on for analog will be the best way to go instead of integrated it into the system due to the cost of the video DACs ($4-5 each) and the connectors ($1 or more each in some cases).   By leaving off analog, I can save probably $40-50 by eliminating all the chips and hardware for them.   The other option is simply to get rid of analog all together and not support it at all.   Would many people be sad to see analog go?  Personally I wouldn't, but this is not really my decision-  I want to make something the USERS would like.

 

Right now, I am playing games by loading ROMs in through a computer interface for debug, but ideally they would be loaded off of SD cards.   I like the idea of cartridge adapters, but the problem with them is making the plastic enclosure for it.  Making the adapters themselves is fairly straight forward and easy, and the games would literally be running off the cartridge itself- it would NOT be just another Retron 5 that just dumps the game and plays it- it would actually RUN the actual cart so Powerpaks/Everdrives/etc would still work.  Ideally if you can stuff it into an existing system and have it work, I want it to work for sure on my adapters too.

 

I don't know how much these adapters would cost.  They would each consist of a cartridge connector,  a system connector, and probably level translation logic and maybe a few other minor things.  Figure a $20-30 parts cost.  So maybe a $40-50 retailish range.   Adding more than 1 cartridge port to the adapter would save money, and maybe be a $5-10 cost adder vs. singles.

 

I have been using PCIe connectors because they are cheap, durable, and extremely commodity, which means there's 10 or 20 companies making them.  This will stop it going obsolete any time soon, and keeps the price in the basement.  All good things for this. 

 

The current "high end" board I have designed and manufactured looks like this:

 

(3D render)

system3 3drender
 
(main board + analog board, front view)
analogboard2
 
(main board + analog board, back view)
analogboard1

 

There's no less than TWO FPGAs on this board- one was meant to do all the system simulation/emulation, and the other was meant to handle video scaling, SD card access, etc.  I ended up not stuffing the boards because I learned a lot about HDMI during the HDMI NES adapter project, and wanted to apply what I learned.  This will basically lead to lower costs and more functionality vs. what I have already created on this existing board.   All the parts are bought and sitting here in a box, along with solder stencils, etc.  but I think holding off and redesigning the board is the best option.  I may still stuff parts of the board for testing, however.

 

Right now, my idea to package this thing was to use the laser cutter I have at work and make acrylic laser cut packaging instead of a professional injection mold, but if 1000ish people were on board, I could most likely go for a proper job injection mold to house it.

 

System specs that a proposed system would have:

 

* SD card for storing ROMs/save games/FPGA configurations

* Quad RAM busses to allow up to neogeo level systems

* Enhanced video scaling (see my HDMI NES project for a taste of my HDMI capabilities)

* 49K logic element FPGA

* Quad USB ports for controllers/mice/etc   Most likely HID only

* HDMI video/audio,   1080p and 48KHz audio standard

* Port to allow plugging in cartridge adapters

* Maybe one or two built in ports for i.e. NES or SNES or similar

* 256Mbytes of RAM

 

The existing board has all of the above except cart ports, and a few more things like ethernet which I would strip off.

 

Here's a youtube playlist showing off most of my FPGA videogame cores to date:

 

https://www.youtube....2JxhbFNLXMYLKdH

 

And a list:

 

* Sega Master System

* Game Gear

* Colecovision

* NES/Famicom

* Atari 2600

* Atari 7800

* Intellivision

* Odyssey^2

* Adventure Vision

* Supervision

* RCA Studio 2

* Fairchild Channel F

* Videobrain

* Arcadia 2001

* Creativision

* Gameboy

* Gameboy Color (not 100% yet, still debugging. runs 99% of games so far)

 

nonvideogame things:

 

* SPC player (SNES music)

* Mandelbrot realtime zoom/pan/julia

 

None of the cores are bare bones, either.  The 2600 core for example supports Pitfall 2, Atarivox, Supercharger demo unit, Supercharger proper, and all mappers.   The Intv and Odyssey^2 ones have the speech add-ons, and the NES core supports all expansion audio chips and all mappers.

 

And that's about it.  If there's any questions lemme know and I will try to answer 'em.




#3484385 Coleco Chameleon .... hardware speculations?

Posted by Albert on Tue Apr 5, 2016 10:33 AM

I want proof that you're actually giving the Jaguar molding tools to Albert,Mike


I purchased the molds from Mike. They are now in my control.

..Al


#3462108 Coleco Chameleon .... hardware speculations?

Posted by Albert on Mon Mar 7, 2016 3:05 PM

I just discovered that the user Janus, who had been trolling in this thread (including repeatedly calling people here "haters") until I finally kicked "her" out, is actually Mark Kaminski, who works for RETRO Magazine. Janus had a previous account by the name Mr Retro, although he hasn't used that one since last September. In this interview with Mike Kennedy and Mark Kaminski, Mike Kennedy states about Mark:
 

Yeah, well, thanks for having me on. We brought Mark Kaminski around: hes our co-founder and Creative Director as well, responsible for what we print on these pages, and for pretty much anything to do with how it looks and feels and tastes and everything


You can look at Janus' posting history here. Here are some select quotes from him:
 

I wish you guys would cut Mike Kennedy some slack until the console is verified.


More sour grapes about Mike and his successful businesses. Call 911 we need a waaambulance


Just wait and see. Hopefully when everything is properly vetted, you guys will change your tunes and support this awesome product and the games on the system and give it a fair shake.


Blah Blah Blah... Coleco License, Gamester, Pico, Atariage negative press...
Ask yourself this... does any of this matter one bit if Mike Kennedy already has a signed purchase order for over $2M from Toys 'R Us?


Sounds just like another MK hater to me. Just wait until it's revealed. What everyone here fails to realize is that Daniel Kayser and David Giltian SAW the working FPGA board. Did you ever think maybe the DVR was just a clever marketing smoke-screen? Like I said, just wait and see, this console is a movement


Mike will release a working console and put all you haters to shame.
Have you thought just maybe HE INTENTIONALLY ADDED DVR FUNCTIONALITY to the Chameleon, hence "Making it better", DUH!


We will see who is laughing when this Kickstarter goes live today! It's going to be EPIC!
I hope I get first crack at a limited edition version and you suckers will be buying it off me for big bux in the future!


Prepare to get schooled haters!
Daniel Kayser is a long-standing authority on video game systems... 'nuff said!
http://readretro.com.../talk-retro-24/
Just wait until this Kickstarter breaks the internet tomorrow and Mike and Co. are RAKING in the cash!


Let's be fair, the Ouya didn't' have the dream team that the Chameleon does. You guys will be eating your words when this is the most successful Kickstarted Video Game System ever.


Just another dumb hater!


And so on..

Mark is now posting on the Digital Press forum using the same Janus persona. Here's the text of the post I just linked:
 

I really want the Coleco Chameleon and I really like Mike. I was a long time listener of his show, gamegavel, RETRO, met him at a expo. He's a nice guy. People are suggesting that he is some evil thief and that is just wrong. I know I'm new here, so I'll probably get booted. People can't stand to believe he has a following.


..Al


#3474515 Lynx Multi Card Preorders

Posted by SainT on Tue Mar 22, 2016 4:22 PM

Latest Menu
The latest version of the game menu ( v1.8 ) can be found here:
 
Attached File  menu_1_8_bin.zip   24.17KB   445 downloads
 
And the source code, for any coders out there:
 
Attached File  menu_1_8_src.zip   12.44KB   207 downloads
 
And GadgetUK's fantastic set of game preview screens!
 
https://www.dropbox....REVIEW.zip?dl=0
 
Just copy the .lsd files into your _PREVIEW folder in the root of your SD card. ROMs need renaming to match, or you can rename the .lsd file, but its probably better to rename the ROM.  You might find the folder is hidden on your SD card and you might need to change settings in Windows to show hidden files and folders.  Or it might not be there - it will work without it.
 
The Cart
GadgetUK's review of one the final units showing a cased unit:
 

 
More goodness from VectrexRoli:
 

 
And some words from Steve Benway:
 

 
This is a photo of the cased and uncased black cartridge.
 
CartShot.jpg
 
CartLightBox.jpg
 
The price is £65 + postage. Due to no issues with signed for mail, I'm trying regular mail at the reduced cost of: UK: £2, International: £5. I'm covering all insurance etc... with this, so the only change in service over signed for should be saving you a few pounds. 
 
FAQ
Q: Will this cartridge work in the Lynx 1 / 2?
 
A: The cartridge itself will work fine in both the Lynx 1 and 2, however the case for the cartridge wont fit inside the Lynx 1, so I am offering either cased or uncased versions of the cartridge. The uncased version will work fine in the Lynx 2, however you don't get protection against knocks, ESD, etc, that you get with the case.
 
Q: Are there any issues with ComLynx multiplayer support?
 
A: No, this has been tested by Vectrexroli -- it's all good! :)
 
Q: Does this come with an SD card?
 
A: Yes! Due to the possible issues of compatibility with different sized SD cards and file formats I've decided to include a small (1GB) SD card with the cartridge pre-loaded with the menu software. Just copy across your favorite ROMs and you're good to go. Even though this is tiny by today's standards, its still big enough to fit every lynx game ever made on it. Several times.
 
Q: I want an uncased cart for my Lynx 1 -- can I have the case unfitted?
 
A: Yep, no problem, I'll include the case as well should you want to attach it later.
 
Q: Do you ship to [country name here]?
 
A: I'll happily ship anywhere the Royal Mail will let me! I believe its a standard rate for international post, but if you happen to live somewhere the Royal Mail charge extra for, I'll let you know of any additional cost.
 
Q: Will you do group shipping to save on postage costs?
 
A: Yes, that's no problem. I'm happy to take multiple payments and ship to one address, or just one payment, whatever works for you. I'll figure out postage costs on a case by case basis.

Pre-order List

Just post your interest in this thread and I'll PM you when I get to you! :)

 

{2016 dispatch info removed to reduce post size!}

 
Hyperboy
sirlynxalot
gorfcadet
protek
atariguy1021
V.R
Lorfarius
walter_J64bit
doctorclu
Uzumaki
Fratzengeballer
LordKraken
Rebel
Zeptari1
erkan
DvdXploitr
sn8k
gladders
mitchd61
GemInEyeTwin
mnschx
19rsn007
Reed Solomon
sd32
BadPricey
Blitter
Loktar
Gio_16bits
Felyx
fluxcore
Shinto
skosh
Clint Thompson
4ever2600
moonpatrol
r_type2600
pjbramley
darthkur
high voltage
orpheuswaking
nascarbryant
Blazing Lazers
o187em
mqark
Troyus
maxhorst
galax
raz0red
TheNameOfTheGame
Atari_Falcon
gray33

Mikie
toastyfrog
Ghamson
retroshaun
generalgau
nicksak
Clay Cowgill
bastan2k
JMinter
lokkenjawnz
Shinju

okiyasu
djpannda
takaaki
vince
cawley1
sav2880

georgegaffe
zodiacprime
zebular
steelmm2011
marss

nopopun
nik47
marchingsaint621
EvilActivity
fred
UberArcade
idolfun
mjsaville

2Ni
Solvalou
JustinLovesAtari
alienkidmj12Dispatched 1/1/2017
niopio, Dispatched 16/1/2017
JoffDispatched 1/1/2017
spacemanDispatched 16/1/2017
omf
Dispatched 1/1/2017
LX.NET, Dispatched 24/1/2017
Machine
Dispatched 1/1/2017
Villodre
flip
Dispatched 1/1/2017
GuruGuy
TXG/MNX
Phill.T
Dispatched 1/1/2017
Dr Manhattan, Dispatched 16/1/2017
classicvidgamer
Dispatched 16/1/2017
CnUpT
XLR-VIII
Dispatched 1/1/2017
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kreacher, Dispatched 21/3/2017
atarilovesyou
high voltage
gozar

ipc1-deDispatched 11/1/2017
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Paperboy
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7800rulez
EverythingTim
darcelias
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aligborat69Dispatched 24/1/2017
SuperDork3000
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pauljh
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JPilkinton
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#2333485 Compact 5200 System

Posted by wt808 on Mon Jul 25, 2011 1:26 AM

A while ago I convinced myself that the 5200 mainboard could be reduced to the size of a game cartridge, but still using the original 40DIP ICs and DIP ROM. Last Fall, I gave it a try. Family obligations and the dread of soldering small SMT components put the project on the back burner until a couple of days ago.

It works wonderfully! The mainboard measures 88mm x 108mm and features audio line out and svideo out. Here it is in comparison with a 5200 cartridge. And with an Atarimax USB flash cartridge, shell removed, running Pac-Man off of that cartridge.

Attached Thumbnails

  • 5200c-1.jpg
  • 5200c-2.jpg
  • 5200c-3.jpg
  • 5200c-4.jpg



#3458219 Coleco Chameleon .... hardware speculations?

Posted by Albert on Thu Mar 3, 2016 9:24 PM

Btw, this thread did cause me to increase the number of "Likes" people can dole out in any given day.

..Al


#3455818 Coleco Chameleon .... hardware speculations?

Posted by Gamester81 on Tue Mar 1, 2016 9:33 PM

Hey Guys,

 

First off I sincerely apologize for any troubles or ill fillings that I have caused with any of you.  I was asked by Mike and his team awhile ago if we'd be interested in porting some of our games over the the Chameleon.  We still haven't signed anything yet officially, and at the time when they had reached out to us, it wouldn't have cost us any more work to port our games over. It made sense at the time to get involved.  I've read things about some people thinking that I'm involved with the lies and deception regarding the system.  I can assure you guys that I have nothing to do with the hardware side of things, and I certainly wouldn't have got involved had I known more.  I've been ignorant and wrong, and I feel bad for what happened.  I have been involved publicly in the gaming community since 2008, and for those who know me, they know that I pride myself of my integrity and respect in what I do and get involved with.  I'm upset about this situation, and I truly hope that you guys will accept my apology.  The gaming community is very important to me. 

Now in regards to the deletion of my old interview with Mike talking about the RETRO VGS.  That video had been "unlisted" for months now actually, and I decided to delete the video because it covers the RETRO VGS which as you guys know is no longer relevant.  I don't see the point of reliving the past and dragging up things that are over.  I certainly didn't mean to come across as calling you guys "haters", and I do apologize for ever alluding to that.  That was wrong of me, and again ignorant and stupid for me to say.

I realize that at this point it will take time to win back my trust for some of you.  I am sincerely sorry for anything I may have done or said to upset any of you guys.  The honest truth is that we were asked to port a game over to the Coleco Chameleon, and that we were not in the loop to the hardware side of things.  I am humbled by this experience and have learned a valuable lesson the hard way.  




#3772586 7800 XM update

Posted by Curt Vendel on Tue May 30, 2017 10:15 AM

Hi,

 

  Just wanted to come on and say hi to everyone.   I escaped the jaws of death again, 7th times a charm, right?   If I have 9 lives, I'm running out.    I am doing very well after yet another heart surgery.   People keep asking me why I keep having all of these operations... the answer is simple:  I love that hospital food :-)

 

   Well, I've spoken with the XM team, been exchanging files, schematics and board design updates.   Trying to get myself back up to speed and making sure we are all working off the same revision of hardware and the latest BIOS done.

 

    So looks like everything is back in sync and looking good, I'm running off 4 sample boards tomorrow, should have them by next week.  Then I will be placing all of the sockets on the test boards, then adding components one by one, checking things and building them out.   I have boards going out to 3 specific people for testing and review and once thats done I need to send another to Mitch so he can test on every version 7800 type that exists to see about any compatibility issues, hopefully there wont be any.

 

    Will be about a month to give everyone a chance to fully test out.  Some people may post messages on their findings or post videos, that's up to them and I encourage it.   I'm just happy to be back to work on things and it feels good to be getting these test boards built out to send to people.

 

 

Curt




#3536102 Upcoming Jaguar SD Cartridge

Posted by SainT on Mon Jun 20, 2016 3:39 PM

I've been getting quite a few PM's and messages in the Lynx SD thread asking about a Jaguar SD cartridge (Everdrive style), which I've hinted at in a few other places. I thought I'd just make it known that the design for a Jaguar SD cartridge is largely complete and I've started some actual work on it. Although the Lynx SD cartridge production is taking all my spare time at the moment, so until I've got that under control then progress will be slow.

 

What I have got sorted is a good start, however. I've got a windows tool chain setup for the Jag. I have replaced the boot ROM with my own code and have hooked the Jag up to my trusty old SC1224. Next up is interfacing the Jag's DSP port to the PC via a microcontroller using the high speed synchronous serial interface. This will then let me actually do simple dev work on the Jag to test cartridge hardware.

 

This is going to be a while yet, it could well take another 6-12 months depending on how much time I need to devote to the Lynx SD, as this is just a hobby for me, so my time is limited.

 

There are no pre-order lists or anything like that, and I will ask for posts relating to this to be removed as it's just way too early. However if anyone wants to ask any questions, or if I have any progress updates, this thread is a good place for them.




#3500812 Manic Miner released!

Posted by Tezz on Fri Apr 29, 2016 7:17 AM

Happy Friday :)

 

Here finally is Manic Miner for you to download.

Requirements: Atari XL/XE with 64kb or higher, PAL and NTSC compatible (there's actually around 8kb unused from our available 62kb)


As most of you probably know Matthew Smith set about designing Manic Miner for the Spectrum early in 1983 after being inspired playing Miner 2049er on the Atari so it's only fitting that we now eventually have a conversion back to the Atari. The game became one of the first big hits on the Spectrum and is remembered fondly for it's humour and great playability.

I started writing Manic Miner for the Atari back in 2010 completely from scratch, although there were just a few things to finish off and tidy up ultimately I wasn't happy that it was entirely there and it became something that I pushed back for another day. I wanted to make sure that I did the original game justice, several of the other platforms that had conversions released in the day were written in their own way by the developer and were lacking.

When I returned back to the project at the beginning of the year I decided the best course of action was to start over. Having spoken with Mariusz about his z80 work after working on Saboteur together I'd improved my z80 knowledge and began translating Matthews' original z80 code line by line to 6502. After the necessary changes for the A8 and some rewriting and optimising I then had the original game in glorious monochrome running faster than the Spectrum. This would have been acceptable for a quick and dirty conversion although some game features such as the Solar Power Generator wouldn't be possible with the game in it's original form on the A8. It wasn't my intention either to create a simple port, the A8 is capable and worthy of spending the time to develop the game fully in the way I wrote my original conversion. The next preliminary step for me was to re-write the entire game in clean 6502 procedures reworking everything to use a standard Atari bitmap layout rather than a simulated Spectrum layout. These procedures were then rewritten and reworked into the methods used in my conversion which is char based so, after effectively writing MM four times for the Atari I've made absolutely sure to reproduce the game 100% bugs and all.

The interrupts for all of the 20 caverns were hand written and carefully thought out being designed over several months in 2010. I'm using sprite copies and mid scan changes where necessary. It was labour intensive manually timing them all and dealing with solutions to minimize the bad lines but thanks to the accuracy of Altirra I was able to work my way through them over time. When I came back to working on the game again I hadn't intended to mess with these but I could see with fresh eyes several could be written more efficiently and could actually be improved also. I ended up rewriting many of the trickier ones and reworked most of the others to various degrees. I completely restarted the Final Barrier which I was never happy with and after some thought and planning I decided to create a combination of bitmap and char layout, partly inverted partly not inverted and wrote special procedures for that cavern. I'm glad that I took the additional time to redo all the caverns, I was reluctant at first with the work involved but it's solved everything I wasn't happy with.

Miker's music is of course included again and the speed is modified for NTSC machines.

Thanks to Poison and Solaris this week for taking the time to give their views play testing the game. Thanks also to Phaeron for Altirra and for testing some of the interrupts on the real hardware for me.

I have the game delayed to run at roughly 140% speed on PAL systems compared to the original which feels good to me, I deliberated over whether to delay the game down to the Spectrum speed, which feels like slow motion now going back to it after play testing for a while. My thinking was that the PC remake of Manic Miner was also a little faster and everyone spoke positively about that version still retaining its authenticity. Solaris has played the game through to completion and said he felt the game play speed was good too. It's probably best to get some further feedback from everyone regarding the playing speed.

As the play testers were both using PAL machines I've only just added the modified delays for NTSC machines yesterday afternoon, luckily I had some free time to get that in place. I will need to spend a little more time making some further changes to the NTSC delays to deal with the music when it's turned off so I'll post a final revision soon with that but either way I wanted to make sure to release the game now rather than delay it any further so it's available for everybody that's been waiting for it to appear.

Attached is the executable and also a DOS 2.5 disk image with the executable autorunning.

Good luck playing the game, some of the later caverns are quite tricky and need some practice. I can complete almost all of the caverns but I haven't yet completed the game in one run on the Spectrum or Atari :)

Attached Thumbnails

  • all_caverns.png

Attached Files




#3732733 New game released: Gunfright

Posted by mariuszw on Sun Apr 2, 2017 2:48 PM

Hello all,

 

Here is my next game for Atari 8-bit: Gunfright! Game was written by Ultimate Play The Game and released in 1985 for ZX Spectrum, with later ports for MSX and Amstrad CPC. Now it comes to 6502-based machines: Atari 8bit and simulataneously for CBM machines as well.

 

Atari 8-bit features great music from Saul Cross, and color overlays and loading screen prepared by Jose Pereira.

 

Game requires 64KB RAM machine to play. It works on both PAL and NTSC systems. It also supports CPU-upgraded Ataris properly. I haven't had a chance to play it on real Atari, I hope it will work fine though.

 

For those finding game too difficult to play, a trainer is included. Try pressing various keys on title screen (or browse source code to find out which key controls which cheat ;).

 

loading.png title.png gold.png game.png game2.png game3.png game4.png duel.png

 

I am also releasing full source code for the game.

 

Enjoy!

Attached Files




#3189727 7800 XM update

Posted by Curt Vendel on Mon Mar 2, 2015 5:53 PM

HI,

 

  I see people selling or trading their pre-orders.   Just want those who do this to know that I will contact you when your order is next in queue to ship, if you've sold your XM pre-order, you'll just provide the name & address and email of that person its going to and they'll get an email with the tracking # and the order will ship to them.      I've been at the XM now steady every night addressing things and I have a major update to send to GroovyBee shortly for his review.    Still on track for THIS SPRING to release, no more delays, XM's ship this spring.

 

Again, those who want to buy one, I'm sure you'll see the buzz here and elsewhere as people get them, post about them and so forth.   I will make announcements of the general purchase date, I am hoping to also work with Albert to also make the XM's for sale directly on AA as well as my store so that people will have multiple places to buy.

 

 Lets keep the vitriol down to a minimum and lets keep the positive vibes going, I'm back and fully recovered and really jazzed about the XM's being finished and going out, thanks.




#3061258 New pacman for atari 2600

Posted by DINTAR816 on Tue Aug 26, 2014 1:57 PM

This is a "new" version of pacman for atari 2600 I've been programming since about 2007, but had left in 2008, then in 2013 I resume again to try to finish. 
I've been trying to make it as close to the original looking at various sites on the "AI" Ghosts, game logic, etc. 
This version has nothing to do with the other version called pacman4k, this is a completely new version, do not use any undocumented opcode. 
Currently the rom is about 120 bytes free, so I'm trying to add other things. 
 
I'll post the rom in the coming days. 
 
Meanwhile here's a video:
 
 
Edit:
download link to the current version of 8k
 
download link to the previous version of 8k
 
download link to the first version of 8k:
 
download link to the current version (4k):
 
Older versions:



#3613718 Stella at 20 documentary

Posted by Nathan Strum on Mon Oct 17, 2016 8:25 PM

After a very, very long time, I'm pleased to announce some news regarding Stella at 20!

 

In the summer of 1997, AtariAge member Glenn Saunders (mos6507) gathered Atari veterans together to reminisce about the golden age of videogames and to celebrate the 20th birthday of the Atari 2600. Capturing the proceedings on video, he created the two-volume documentary: Stella at 20.

 

Stella-at-20-cake.jpg Bushnell-Milner-Decuir-Mayer-Alcorn.jpg

 

crane-miller.jpg Smith-Fulop-Koble-Huether.jpg

 

Smith-Maurer-Frye.jpg Miller-and-Kaplan-play-Dragster.jpg

 

Available only on VHS, the documentary has been out-of-print for many years. And while there have been requests over the years for a DVD edition, efforts to re-edit the original footage into an expanded version were ultimately abandoned.

 

In order to preserve this historical footage and share it with the Atari community, Glenn decided to put all of the original, unedited camera tapes online for all to enjoy. Altogether, the tapes comprise nearly 14 hours worth of rare and amazing material.

 

The tapes contain a treasure-trove of history, stories, anecdotes and insights into the golden age of Atari, the creation of the Atari 2600, and the rise and fall of the early days of the videogame industry. As these are unedited (save for in-camera edits made during filming), the material is presented as-is, “warts and all”. This was done for the sake of preserving history, and to give Atari fans a rare opportunity to be a fly on the wall during these once-in-a-lifetime interviews and gatherings.

 

The list of people interviewed is a veritable “who’s who” of the early years of Atari, Activision and Imagic, including:

  • Al Alcorn
  • Nolan Bushnell
  • David Crane
  • Joe Decuir
  • Steve DeFrisco
  • Tod Frye
  • Rob Fulop
  • John Harris
  • Jim Huether
  • Larry Kaplan
  • Dennis Koble
  • Rick Maurer
  • Steve Mayer
  • Al Miller
  • Ron Milner
  • Doug Neubauer
  • Carol Shaw
  • Bob Smith
  • Larry Wagner

...plus rare archival footage of Jay Miner, from 1989.

 

miner.jpg

 

The Stella at 20 camera tapes are available to watch in their entirety at Archive.org:

 

https://archive.org/details/StellaAt20

 
Enjoy!
 

Stella at 20 was produced and directed by Glenn Saunders.

Production funding and support provided by Jim Nitchals.

Post-production funding and support provided by Joe Decuir.

Digitizing and uploading to Archive.org by Nathan Strum (details here).

 

 




#3367174 Scramble - 2600

Posted by johnnywc on Fri Nov 13, 2015 4:28 PM

Hello everyone,
 
It's been a while, but I have returned to 2600 homebrew programming and would like to share my latest game - a port of Konami's Scramble.
 
OBJECT
 
For those of you who don't know, Scramble is a side scroller stage-based game, similar to another game I released a while back.  Here is the text from the Portland Gaming Expo placard where Scramble was first demo'ed:
 
--------------------------------------------------------------------------

How Far Can You Invade Our Scramble System?

OBJECTIVE

Scramble is a classic arcade game in which the player must navigate their ship across a side-scrolling terrain through six unique stages. Each stage has its own challenges and obstacles, including ground targets, rockets, fuel tanks, flying saucers and meteors. The player must avoid or destroy these hazards while maintaining the ship's limited fuel supply. The objective is to reach the end stage and destroy the enemy's base while trying to get a high score.

HOW TO PLAY
 
To play Scramble, use the joystick to navigate your ship over the terrain while avoiding the enemy attacks. Press the fire button to launch missiles and drop bombs (gamepads use button B to fire missiles and button C to drop bombs). Points are scored for travelling a certain distance and destroying enemy installations. Additional fuel is gained by destroying the fuel tanks. A player starts with 3 ships; a bonus ship is awarded at 10,000 points and every 50,000 points. The game ends when all ships have been destroyed. Good luck!  
 
--------------------------------------------------------------------------
 
Features:
 
- one player, 3 skill levels (NOVICE, ARCADE, EXPERT)
- one button alternating missiles/bombs or two-button gamepads (Sega Genesis).  Gamepad must be plugged in prior to turning on the game since it is auto-detected.
- Stores up 10 hiscores during the game.  If you have a SaveKey or AtariVox, it will save your high scores so they will be available the next time you play.  To reset the high score table, press the button and move the joystick right on startup.
- Pause a game using the Color/BW switch or Pause button on a 7800.  Press the joystick button to resume the game or flip the Color/BW switch (Pause button on 7800)
- While a game is Paused, if the RIGHT DIFFICULTLY is in the A position, you can use the joystick to change the current stage or level (left/right for stage, up/down for level).  Score is reset to 0.  Unpause to start a new game from the stage/level selected (good for practice and testing)
- 8 increasing levels of difficultly 
 
I'd like to thank Nathan for doing all the graphics, Bob for graciously letting me use the sounds (and driver) from his 7800 version of Scramble, and Darrell for helping me get up to speed on the DPC+/ARM.  They have all spent many hours testing and giving great suggestions and without their help this game would not have been completed (or even started).  I'd also like to thank Al and TJ for their suggestions and game testing; also Al for demo'ing the game at the PRGE and this weekend at the Houston Arcade Expo.
 
Right now I would estimate that the game is 95% complete.  Any suggestions are welcomed.  

Have fun!
 
Thanks,
John

**UPDATE**

Here are the final NTSC and PAL60 ROMs that are included in the cart versions available from the Atari Age store:

NTSC: Attached File  scramble_final_NTSC.bin   32KB   141 downloads

PAL60: Attached File  scramble_final_PAL60.bin   32KB   78 downloads

 

Older versions:

Attached File  scramble_20160106.bin   32KB   993 downloads
 
Attached File  scramble_20160102.bin   32KB   249 downloads
 
Attached File  scramble_20151117.bin   32KB   626 downloads
 
Attached File  scramble.bin   32KB   912 downloads




#3460039 Coleco Chameleon .... hardware speculations?

Posted by retroillucid on Sat Mar 5, 2016 12:49 PM

The RetroVGS / Chameleon story from CollectorVision point of view

The first time I heard about the RetroVGS was in spring 2015 when we were told by Mike Kennedy about his new retro console project

After some talks, Mike told us he would be very interested to have Tiny Knight as a pack-in game for the RetroVGS (wich included a 1-year platform exclusive)
In this case, CollectorVision Games would receive royalties on all RetroVGS unit sold
He also stated he wanted CollectorVision as one of the many developers


In August 2015, we all met each others ( including John Carlsen, a great guy btw) at the Game on Expo in Arizona
At this point, Mike told us everything would be ready to lauch a Kickstarter campaign next fall
They were aiming $150 as target price for the System
To be honest, on paper, everything was looking just fine .....( I was yet going to be proven wrong....)

October 2015

Just before the RetroVGS Indiegogo campaign, Mike told us he was not able to give what was decided at first (in terms of royalties)
In fact, we were going to get 50% of what was previously stated
Needless to say, we were pissed.....but not as much as when we saw what they were going to ask for their Indiegogo campaign

Very few days later, the project was quickly abandoned ....
At this point, we were "free" from this project (besides a NDA)

January 2016

I got a message on Facebook from John (Lester) telling me Mike was now finally ready to launch his retro console, but was now named: Chameleon
I was like.....ok....I guess? ....

Oh, and Coleco step aboard and give their blessing so they can use the name Coleco (Chameleon)
I thoughts that if Coleco (aka River West Brand) liscenced their Coleco name, maybe the project will be taken more seriously this time.....

Mike wanted us to make Tiny Knight again
This time, I was against the idea since I want to make this game first on SNES and then on modern platforms only
Besides, this was impossible for us to complete this game in time for the end of 2016

So, since we are about to release Sydney Hunter & The Caverns of Death on the SNES, it would have been easy to use this one for the release of the Chameleon as a pack-in game (they were going to use a FPGA SNES)

Deal is set, we are waiting for the contract so we can sign it (wich never came btw)
Wich only proof how far we really were from this


February 2016 - Toy Fair in NY

The night before the Toy Fair, Mike sent CollectorVision a picture of Sydney Hunter running on the Chameleon (as posted on our Facebook page)
Was kind of relief to finally see something actually working....

The next day, where Mike "demoed" the Chameleon, pictures were taken of the system and put online
This's where people started saying it was a SNES Mini inside a Jaguar shell

I immediately contacted John and ask him if Mike could provide us pictures of the inside of the system etc....
Instead, we were re-directed to his hardware guy
The hardware guy told us what he used to built this prototype and yes it was using some SNES parts and the reason they were showing this "SNES Prototype" was because they didn't get the latest board revision in time.....

Okay.... shit could happen, I guess.....? ..... But still......suspicious......
So they told us to wait till the Kickstarter and we are going to be blow away by the latest prototype
This is where I've mentioned online to wait till the Kickstarter and it's going to be awesome (stupid me, I should just have shut the f&$@ up!)

Meanwhile, we got informed that we will NO longer be the pack-in game as they found another (popular) company to do it instead of us
Now, I wanted more than ever to get the f@&$ out of this project....
Was it true? Or Mike simply tried once again to lower the royalties?
All we know is we didn't still signed any contracts yet, so......

Few days later, Mike posted pictures of "their latest prototype", but this time in a clear case so everyone can see the inside.....
Harvey (5-11under) and Albert on AtariAge both find what the prototype board actually was.... A video capture card!!
I immediately contacted John and Toby and told them to officially pull the plug off this and make a statement about this
I was not pissed, I was over pissed off!

In the end, we (CollectorVision) were fools enough to have believed in this project, so yes, we have been stupid on this :/
The obvious was actually too obvious for us to not believe in the project
The most thing we are guilty for, is maybe not having followed their project more closely, as we were (still) busy working on our Wii U game

We've certainly learned for all this....

Peace, out

J-F


#3464099 Coleco Chameleon .... hardware speculations?

Posted by pxlsicle on Wed Mar 9, 2016 1:21 PM

I would have liked to have put this in the Coleco Chameleon Epilogue thread that was suggested earlier. If one one happens I may copy this post over to there if that sort of thing one time doesn't ruffle feathers

Pat and I recorded our last bits on this whole mess last night. They should be up sometime today. I have to admit I'm really happy the announcement of Coleco Holdings dropping the Chameleon came when it it did, it couldn't have come at a better time both in terms of recording and my general interest and patience. We've covered this since the RVGS announcement. It's been an often amusing, always bizarre ride that became infuriating and then increasingly tiresome. We both broke recording schedules to signal boost info when we could, sorted through the big bursts of info and followed the quiet days or weeks after waiting for an interview or more evidence. Don't get me wrong, we weren't all star reporters sleeping at our desks eating cold bagels and drinking stale coffee but I have a full time job, Pat has plenty of full time projects and it was honestly sort of obsessing us =D After almost a year on the same topic it was really nice to put a bow on it and push it out the door. We do a basic round-up, talk a bit about the drop, and Pat responds to some criticism that I managed to mostly avoid due to absence, I couldn't be in that video because of work.

We did as much of our own research and conclusion making as we could but it would be absolutely insane and totally unfair to not give the Atari Age forum a massive amount of credit. we put together a bunch of stone tile flooring with massive gaps and every single damn time you all came and puttied it over, filled the cracks, and sent us in new directions. Lots of times I felt we were being a megaphone. All of us together, I think, are responsible for how this rode out. 

In short: I owe a lot of fuckin' beers to you out there. If you don't drink I'll provide the Martinelli's sparkling apple juice. That's good shit. Come say hey if you're at a convention I'm at. Would love to shake hands.

Shout outs to Brian from Jag Bar, Eli from Piko, Kevtris, Retro Gaming Round-up, and a whole bunch of others I promise I'm not ommiting because I'm an asshole I just have really bad short term memory. Great info that really pushed the story along. Shout out to my cat, Spike.




#3454386 Coleco Chameleon .... hardware speculations?

Posted by Albert on Mon Feb 29, 2016 8:49 PM

I found what looks to be a match:

http://www.ebay.com/...5QAAOSwsFpWRhgz

HICAP50B CCTV DVR Capture Card

HICAP50B-CCTV-DVR-Capture-Card.jpg