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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.






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.  

#3474515 Lynx Multi Card Preorders

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

User Guide Download

Attached File  LynxSDUserGuide.pdf   1.33MB   477 downloads


DIY LynxSD Box!

A print-it-yourself Lynx SD box by Necrocia over at AtariGamer. Check it out here -- https://atarigamer.c...home-brew-games


Using the artwork I created for the front of the LynxSD box some time ago, but have yet to get around to actually getting produced. Eurgh -- so many things I want to do and never enough time!!


Latest Menu
The latest version of the game menu ( v2 ) (which has been a collaborate effort with contributions from myself, GadgetUK and Igor over at Atari Gamer) can be found here --


Article: https://atarigamer.c...oader-version-2

Direct Download: https://github.com/i.../aglnxmenu2.zip

Source Code: https://github.com/i...u-2/lynxsd-menu


I have also written a tool to create the ROMLIST.TXT file used to display long filenames from a directory full of ROM images on a Windows based machine:


Attached File  MakeROMList.zip   5.68KB   26 downloads


And the old 1.8 menu, if anyone prefers it --

Lynx Binary: Attached File  menu_1_8_bin.zip   24.17KB   969 downloads

Source Code: Attached File  menu_1_8_src.zip   12.44KB   605 downloads


This includes all of GadgetUK's preview screen shots in with the ZIP. :)


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.
The price is £70 + 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. 


From Jan 2018 the price is increasing from £65 to £70 (UK pounds) due to exchange rate changes, price of components and availability of cheap SD cards all causing increased costs for some time. I've been absorbing it until now, but costs just seem to keep rising.  :( 
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 (anything from 64MB to 2GB, whatever I can get hold of!) 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.
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.


Q: How long do games take to load?


A: About 11 seconds, although time can vary depending on SD card. 


Q: Is there a snapshot feature?


A: No, this isn't possible with the Lynx hardware.


Q: Do all Lynx games work with this cart?


A: Yes, there are no known issues with games themselves, although any games which use EEPROM for save state will not save the game as there is no support for this.


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!}

V.R, Dispatched 6/11/2018
Reed Solomon

fluxcore, Dispatched 6/11/2018

Clint Thompson, Dispatched 16/4/2018
r_type2600, Dispatched 13/11/2017
high voltage
orpheuswaking, Dispatched 4/7/2018
Blazing Lazers, Dispatched 21/8/2017

Clay Cowgill




alienkidmj12Dispatched 1/1/2017
niopio, Dispatched 16/1/2017
JoffDispatched 1/1/2017
spacemanDispatched 16/1/2017
Dispatched 1/1/2017
LX.NET, Dispatched 24/1/2017
Dispatched 1/1/2017
Dispatched 1/1/2017
Dispatched 1/1/2017
Dr Manhattan, Dispatched 16/1/2017
Dispatched 16/1/2017
Dispatched 1/1/2017
blind_ioDispatched 1/1/2017
qvisionDispatched 16/1/2017
kreacher, Dispatched 21/3/2017
high voltage

ipc1-deDispatched 11/1/2017
DCarter2016, Dispatched 18/4/2017
Dispatched 11/1/2017
Dispatched 16/1/2017
isolomon6Dispatched 24/1/2017
bobzx6, Dispatched 11/1/2017

aligborat69Dispatched 24/1/2017
Dispatched 24/1/2017
matchstickman, Dispatched 25/1/2017
RangerGDispatched 24/1/2017
philexileDispatched 24/1/2017
bigbougeDispatched 24/1/2017
S_crumbDispatched 24/1/2017
synDispatched 24/1/2017
jake52Dispatched 24/1/2017
RupanIII, Dispatched 1/2/2017
Summer256, Dispatched 31/1/2017
Dispatched 24/1/2017
Dr NoDispatched 24/1/2017
dr_diesel, Dispatched 27/1/2017
piXLgames_deDispatched 25/1/2017
Dispatched 24/1/2017
retrorejectDispatched 23/2/2017
ColinHunt, Dispatched 25/1/2017
Dispatched 25/1/2017
Electric Adventures
Dispatched 25/1/2017
dvalletDispatched 21/3/2017
blushDispatched 8/2/2017

Kat-Atari, Dispatched 26/1/2017
genfuyungDispatched 25/1/2017
rockman_x_2002, Dispatched 31/1/2017
Dispatched 25/1/2017
Dispatched 31/1/2017
ollivere, Dispatched 26/1/2017
RetroGamesJames, Dispatched 12/1/2018
Cold-1, Dispatched 26/1/2017

ST-Oldie, Dispatched 31/1/2017
Rad Arcade
, Dispatched 26/1/2017
randyjeffery, Dispatched 26/1/2017
Dispatched 8/2/2017
Dispatched 31/1/2017
, Dispatched 27/1/2017
Davin, Dispatched 27/1/2017
Dispatched 1/2/2017
pezykDispatched 8/2/2017
steve-vx, Dispatched 3/2/2017
, Dispatched 14/2/2017
MaazFenchDispatched 3/2/2017
Dispatched 3/2/2017
Dispatched 3/2/2017
Gunstar Hero
Dispatched 14/2/2017
Sam83Dispatched 3/2/2017
Dispatched 3/2/2017
Dispatched 3/2/2017
Dispatched 23/2/2017
gilsalukiDispatched 3/2/2017
Dispatched 3/2/2017
coyo5050Dispatched 8/2/2017
famicomicDispatched 14/2/2017
tukokineDispatched 8/2/2017
SpaceWeevilDispatched 23/2/2017
SpaceDog, Dispatched 23/2/2017
callidusDispatched 14/2/2017
SavagePencilDispatched 8/2/2017
GAME1213Dispatched 8/2/2017
kebrank, Dispatched 14/2/2017
mrpjonesDispatched 8/2/2017
JSmileyboyDispatched 8/2/2017
C= CheetahDispatched 8/2/2017
TheSliderDispatched 8/2/2017
Dispatched 8/2/2017
Whiskey BrickDispatched 8/2/2017

AltRN8Dispatched 23/2/2017
Dispatched 23/2/2017
iCach0Dispatched 23/2/2017
thefredDispatched 23/2/2017
YarsRevenge1980, Dispatched 1/3/2017
jorevall, Dispatched 1/3/2017
pwwit1, Dispatched 23/2/2017
OBODispatched 23/2/2017
veritasDispatched 23/2/2017
wschipprDispatched 1/3/2017
Stun Runner 87
badekarDispatched 23/2/2017
tsunoniDispatched 23/2/2017
viclauDispatched 23/2/2017
Bunta714Dispatched 23/2/2017
DBaronoffDispatched 23/2/2017

tf_hh, Dispatched 2/3/2017
lograssoDispatched 1/3/2017
retrogamer73, Dispatched 24/11/2017
soobDispatched 1/3/2017
karri, Dispatched 12/5/2017
Proc33dDispatched 14/3/2017
Ozzie LynxMan, Dispatched 6/3/2017
thegoldenband, Dispatched 1/3/2017
spudjeDispatched 1/3/2017
FadestDispatched 1/3/2017
manuhenriquez, Dispatched 2/3/2017
Ataribwi, Dispatched 14/3/2017
seanhodgesDispatched 2/3/2017
britelite, Dispatched 2/3/2017
tuf, Dispatched 29/3/2017
NewJockerDispatched 6/3/2017
Sector7eDispatched 21/3/2017
BillyTheBigDeal, Dispatched 9/3/2017
abraXXiousDispatched 6/3/2017
gesccDispatched 6/3/2017
mrmagooDispatched 9/3/2017
simonletchDispatched 6/3/2017
archimageDispatched 6/3/2017
mic_, Dispatched 9/3/2017
KansuugenkeiDispatched 9/3/2017
pepevidalDispatched 6/3/2017
masschamberDispatched 6/3/2017
john_rm_1970Dispatched 14/3/2017
AntaBakaDispatched 9/3/2017
billkendrickDispatched 29/3/2017
WaggieDispatched 9/3/2017
cojack29Dispatched 9/3/2017
spspspspDispatched 9/3/2017
electronizerDispatched 9/3/2017
Nik BrisevacDispatched 9/3/2017
Vorticon, Dispatched 24/3/2017
AlmerianDispatched 9/3/2017
GavieDispatched 9/3/2017
pmpddytimDispatched 9/3/2017
JaymiesterDispatched 9/3/2017
dancavdragonDispatched 9/3/2017
GuitarmanDispatched 9/3/2017
jk40001Dispatched 21/3/2017
chouimatDispatched 9/3/2017
selgusDispatched 9/3/2017

frysterDispatched 29/3/2017
icholotosDispatched 24/3/2017
No2Mad, Dispatched 10/4/2017
Dispatched 24/3/2017
GhostCartridgeDispatched 24/3/2017

bk2kDispatched 24/3/2017
OldConsoleFanDispatched 24/3/2017
peekbDispatched 24/3/2017
krupkajDispatched 24/3/2017
roadrunner343, Dispached 30/3/2017
Dispached 30/3/2017
HyperturtleDispatched 5/4/2017
DecoryahDispached 30/3/2017
Dispached 30/3/2017
DrZharkDispatched 10/4/2017
mistermrnelson, Dispatched 5/4/2017
gearheadtoczDispached 30/3/2017
Storm82Dispached 30/3/2017
marvio, Dispatched 25/4/2017
spaced_barDispatched 30/3/2017
bobstonedDispatched 18/4/2017
robbievgbDispatched 18/4/2017
theundutchables, Dispatched 18/4/2017
waiwainl, Dispatched 3/5/2017
productof76Dispatched 18/4/2017
mvirtualeDispatched 18/4/2017
ohioratrodderDispatched 18/4/2017
willyred2002, Dispatched 26/9/2017

bigbossmanDispatched 18/4/2017
SwaggersDispatched 18/4/2017
Van Slanzar de FanelDispatched 18/4/2017
Old_SchoolDispatched 25/4/2017
KaicerDispatched 25/4/2017
MitchD01Dispatched 18/4/2017
RestoLynxDispatched 18/4/2017
thunder-rabbitDispatched 18/4/2017
tykeDispatched 18/4/2017
retrorileyDispatched 25/4/2017
stazna01Dispatched 18/4/2017
lippsmanDispatched 18/4/2017
livingonwheelsDispatched 25/4/2017
SlightlyObsessedDispatched 25/4/2017
joeyaage, Dispatched 12/5/2017
Rocker67Dispatched 25/4/2017
YippikayeDispatched 25/4/2017
andrewdna, Dispatched 4/6/2018
Dispatched 25/4/2017
Benny_Sweden, Dispatched 27/4/2017

ScriptosDispatched 25/4/2017
dpasseraDispatched 25/4/2017
EndproduktDispatched 25/4/2017
InfoManDispatched 25/4/2017
JeffMGrant, Dispatched 7/6/2017
Dispatched 25/4/2017
INSTAGIBBERDispatched 27/4/2017
pcata, Dispatched 22/5/2018
TTmanDispatched 25/4/2017
Tidus79001Dispatched 27/4/2017
Dispatched 27/4/2017
Dispatched 27/4/2017
Dispatched 27/4/2017
compmike19Dispatched 3/5/2017
LordKrakenDispatched 3/5/2017
ROANDARUDispatched 27/4/2017
HowzeyDispatched 27/4/2017
theunclelouDispatched 27/4/2017
Dispatched 27/4/2017
CharChar2001Dispatched 27/4/2017
Dispatched 27/4/2017
bergalonDispatched 27/4/2017
ApolloBoyDispatched 27/4/2017
juanluma01Dispatched 27/4/2017
Dispatched 27/4/2017
GunnderDispatched 3/5/2017
solaris7iDispatched 3/5/2017
HastorDispatched 3/5/2017
DEATHDispatched 3/5/2017
Dispatched 3/5/2017
NamdorDispatched 3/5/2017
janatariDispatched 12/5/2017
eXistenZ_BornDispatched 3/5/2017
SchizorDispatched 3/5/2017
XtroDispatched 3/5/2017
Vitnim Dispatched 3/5/2017
PC Engine Fan X!
raidenwolfDispatched 3/5/2017
uunekDispatched 3/5/2017
hahngDispatched 3/5/2017
coldcomm, Dispatched 3/5/2017
doctor_shred, Dispatched 31/5/2017
atariguy33, Dispatched 31/5/2017

strygo, Dispatched 31/5/2017
btribble, Dispatched 31/5/2017
Houchin, Dispatched 31/5/2017
palutti, Dispatched 31/5/2017

boomah, Dispatched 15/8/2017
stevena, Dispatched 16/4/2018
despare1, Dispatched 31/5/2017
Sundance Kid, Dispatched 31/5/2017
datajerk, Dispatched 31/5/2017
K-L, Dispatched 31/5/2017

Qc&2, Dispatched 31/5/2017
Necron99, Dispatched 31/5/2017
jfbfr75, Dispatched 31/5/2017
Marky, Dispatched 31/5/2017

, Dispatched 19/07/2017
sargie, Dispatched 19/07/2017
toaks, Dispatched 19/07/2017
laney, Dispatched 19/07/2017
slemmy, Dispatched 20/07/2017
sushko, Dispatched 19/07/2017
dkerfoot, Dispatched 19/07/2017
Dispatched 2/08/2017
BadAngel, Dispatched 2/08/2017
Chrispybee, Dispatched 20/07/2017
PapaFists, Dispatched 20/07/2017
, Dispatched 19/07/2017
rmzalbar, Dispatched 19/07/2017

funkychimp, Dispatched 19/07/2017
uicr0Bee, Dispatched 20/07/2017
SomeonesFortune, Dispatched 20/07/2017

shaunt, Dispatched 19/07/2017
KraZ, Dispatched 19/07/2017
arcadeshopper, Dispatched 15/8/2017
PFG 9000, Dispatched 15/8/2017
DJTet, Dispatched 18/8/2017
, Dispatched 15/8/2017
SimonC, Dispatched 15/8/2017
, Dispatched 15/8/2017
flaggskull, Dispatched 15/8/2017
pepevidal, Dispatched 12/1/2018
MayDay, Dispatched 15/8/2017
, Dispatched 15/8/2017
citrus3000psi, Dispatched 15/8/2017
Sandsman, Dispatched 26/8/2017
tetepa1, Dispatched 26/8/2017
rzrnt, Dispatched 26/8/2017
Yynx, Dispatched 15/8/2017
Cordelay, Dispatched 15/8/2017
Turbojerry, Dispatched 16/8/2017
goobitz, Dispatched 21/8/2017
Jcar1980, Dispatched 26/8/2017
dogeymon, Dispatched 21/8/2017
psychopat81, Dispatched 21/8/2017
Sir Tonk, Dispatched 26/8/2017
Blazing Lazers
, Dispatched 21/8/2017
evolvingconsole, Dispatched 26/8/2017
, Dispatched 21/8/2017
Razorback, Dispatched 21/8/2017
Schmudde, Dispatched 1/9/2017
enthusi, Dispatched 21/8/2017
, Dispatched 21/8/2017
Killjoyy27, Dispatched 26/8/2017
epoch19, Dispatched 21/8/2017
Sancho9000, Dispatched 21/8/2017
Davoise, Dispatched 21/8/2017
Magnus1, Dispatched 21/8/2017
Slash Bunny, Dispatched 1/9/2017

vic_atari, Dispatched 6/9/2017
johnrobert, Dispatched 6/9/2017
bobobear, Dispatched 6/9/2017
StaxX28, Dispatched 1/9/2017
Jinjin, Dispatched 1/9/2017
Atari1980, Dispatched 1/9/2017
Lord Helmet
RatonCrispiN, Dispatched 1/9/2017
bruce, Dispatched 3/10/2017
blahjedi, Dispatched 13/9/2017
XM05ES, Dispatched 6/9/2017
electrobrain, Dispatched 1/9/2017
rmzalbar, Dispatched 1/9/2017
elefas, Dispatched 1/9/2017
DaveC1964, Dispatched 15/9/2017
batguy, Dispatched 18/9/2017
Baldman_UK, Dispatched 15/9/2017
LauweLoempia, Dispatched 18/9/2017


Bstar, Dispatched 21/9/2017
tophe38, Dispatched 15/9/2017
mbandala, Dispatched 3/10/2017
classicco-op, Dispatched 18/9/2017
jav13r0, Dispatched 18/9/2017
aaqy, Dispatched 21/9/2017
Mycekralid, Dispatched 18/9/2017
Jack_Hill, Dispatched 15/9/2017
lynx remnant, Dispatched 18/9/2017
Sabin, Dispatched 21/9/2017
Bubuman, Dispatched 18/9/2017
karttu, Dispatched 15/9/2017
Will H., Dispatched 18/9/2017
fb29, Dispatched 15/9/2017
vintagemoose, Dispatched 13/11/2017
necrocia, Dispatched 15/11/2017
Skins4thewin, Dispatched 15/11/2017
macsessed, Dispatched 4/12/2017
P1r, Dispatched 13/11/2017
Run PC, Dispatched 15/11/2017


Chemx, Dispatched 13/11/2017
KidIcarus420, Dispatched 13/11/2017
lucster, Dispatched 13/11/2017
bfdarren, Dispatched 13/11/2017
SuigintouLain, Dispatched 29/1/2018
PC Engine Fan X!
asra, Dispatched 13/11/2017
cmraraujo, Dispatched 15/11/2017
blackice, Dispatched 19/1/2018
OLD CS1, Dispatched 15/11/2017
Valdez76, Dispatched 15/11/2017
Blitter, Dispatched 15/11/2017
minimaniac, Dispatched 22/5/2018
Scatty, Dispatched 24/11/2017
ksumrall, Dispatched 15/11/2017
Atari_Falcon, Dispatched 15/11/2017
axbahr, Dispatched 15/11/2017
sphiend, Dispatched 15/11/2017
DiacloneFx, Dispatched 15/11/2017
FINALFIGHTMAN, Dispatched 15/11/2017
Osmondn, Dispatched 15/11/2017
OmegasSpartan, Dispatched 15/11/2017
Pinballs, Dispatched 12/1/2018
ZeBill, Dispatched 12/1/2018
david820a, Dispatched 24/1/2018
Darien, Dispatched 12/1/2018
amicrawler, Dispatched 29/1/2018
venom4728a, Dispatched 17/1/2018


digit, Dispatched 12/1/2018
agarrido21, Dispatched 12/1/2018
pegoncology, Dispatched 12/1/2018
johncamel, Dispatched 17/1/2018
IlChengis, Dispatched 12/1/2018
@ircular logic, Dispatched 19/1/2018
Fred Olivas
HisokaRyodan, Dispatched 17/1/2018 
Slight53, Dispatched 12/1/2018
ringosammon, Dispatched 12/1/2018
inchoate, Dispatched 12/1/2018
BPC77, Dispatched 16/1/2018
JuanmaNPI, Dispatched 26/02/2018
Dlang6487, Dispatched 19/1/2018
Phlibbit, Dispatched 19/1/2018
mattsoft, Dispatched 19/1/2018
Geeraz, Dispatched 25/1/2018
Terje, Dispatched 19/1/2018
tanooki2017, Dispatched 19/1/2018
jfaulken, Dispatched 5/3/2018
SkyLarkEire, Dispatched 16/1/2018
dl1955, Dispatched 19/1/2018
Usul2002, Dispatched 31/1/2018
mach1na, Dispatched 16/1/2018
zazou703, Dispatched 22/1/2018
Assurdofarlo, Dispatched 22/1/2018
darriba, Dispatched 25/1/2018
MrMonty113, Dispatched 24/1/2018
plee, Dispatched 26/02/2018
boarder01, Dispatched 26/02/2018
mannycalavera, Dispatched 26/02/2018
JP11, Dispatched 26/02/2018
GG77, Dispatched 16/4/2018
Lord Innit, Dispatched 26/02/2018
Duckers, Dispatched 5/3/2018
ginoscope, Dispatched 26/02/2018
punknad, Dispatched 26/02/2018
erperez, Dispatched 26/02/2018
Mack, Dispatched 26/02/2018
marcus9199, Dispatched 26/02/2018
alexus80s, Dispatched 26/02/2018
K-Rod 13, Dispatched 26/02/2018
Mevans, Dispatched 26/02/2018
Averre, Dispatched 5/3/2018
casper23, Dispatched 26/02/2018
Marcian0, Dispatched 26/02/2018
MarvinMcFly23, Dispatched 16/4/2018
Jehovah Savile
zackhugh50, Dispatched 16/4/2018
Pinkyrichardson, Dispatched 16/4/2018
tudy, Dispatched 16/4/2018
metoo3, Dispatched 16/4/2018
plonaldo, Dispatched 16/4/2018
wowyeah007, Dispatched 16/4/2018
spaz852, Dispatched 16/4/2018
subzero79, Dispatched 2/7/2018
WreckItRalph, Dispatched 16/4/2018
Hector, Dispatched 16/4/2018
Hempsa, Dispatched 16/4/2018
Spider-Dan, Dispatched 16/4/2018
martinez, Dispatched 16/4/2018
BuckoA51, Dispatched 22/5/2018
discotronic, Dispatched 23/5/2018
moff000, Dispatched 22/5/2018
JeroenB, Dispatched 22/5/2018
ganonderp, Dispatched 22/5/2018
firedog1024, Dispatched 22/5/2018
guidouil, Dispatched 23/5/2018
MIV, Dispatched 29/5/2018
Piff Merkin
chiark, Dispatched 22/5/2018
drm, Dispatched 29/5/2018
supersnoopy996, Dispatched 22/5/2018
impsycho, Dispatcged 21/1/2019
SparkTR, Dispatched 22/5/2018
myoozishun, Dispatched 22/5/2018
RAShepherd, Dispatched 29/5/2018
jmholmesjr1967, Dispatched 6/11/2018
Robert72, Dispatched 4/7/2018
Brooksey, Dispatched 4/7/2018
di3sel, Dispatched 4/7/2018
Fletch, Dispatched 4/7/2018
Giant Bazooka
gdelappa, Dispatched 4/7/2018
speedle, Dispatched 4/7/2018

jparish, Dispatched 10/7/2018

mrpeanutjp, Dispatched 6/11/2018
atvcom, Dispatched 6/11/2018
FiveJay, Dispatched 4/7/2018
m8z3r0, Dispatched 10/7/2018
Lord Thag
marik, Dispatched 12/7/2018
Retroexcellence, Dispatched 4/7/2018
retroginger, Dispatched 4/7/2018
joker9732, Dispatched 4/7/2018
Xterc, Dispatched 4/7/2018
Retro DX, Dispatched 10/7/2018
Cwiiis, Dispatched 4/7/2018
flow28, Dispatched 10/7/2018
nyandeyanen, Dispatched 4/7/2018
Ansel, Dispatched 4/7/2018
mr2speed, Dispatched 10/7/2018
Movement1957, Dispatched 5/3/2019
xrriceman, Dispatched 6/11/2018
hyrulebr, Dispatched 6/11/2018
alainjetchart, Dispatched 6/11/2018
jatari87, Dispatched 6/11/2018
antran186, Dispatched 6/11/2018
cartman77, Dispatched 20/11/2018
zoggins, Dispatched 6/11/2018
Lunatic, Dispatched 6/11/2018
Kokopalen, Dispatched 6/11/2018
CrisUK, Dispatched 6/11/2018
gamecollector_nz, Dispatched 6/11/2018
DerGali, Dispatched 6/11/2018
HolmesA8, Dispatcged 21/1/2019
lynx69, Dispatched 6/11/2018
wazzal, Dispatched 6/11/2018
Fabthegnome, Dispatched 9/11/2018
KappaGuy99, Dispatched 20/11/2018
bobbo, Dispatched 9/11/2018
Grumpmeister, Dispatched 9/11/2018
robert1000, Dispatched 9/11/2018
Nevaditude, Dispatched 9/11/2018
Bell983, Dispatched 20/11/2018
prodigy1973, Dispatched 20/11/2018
V0RTIX, Dispatched 9/11/2018
IronJoost, Dispatched 27/11/2018
bjkock, Dispatched 9/11/2018
Tasdude, Dispatched 9/11/2018
Vintage Vick, Dispatched 9/11/2018
nad_22, Dispatched 9/11/2018
djfernando16, Dispatched 9/11/2018
onkloud9, Dispatched 9/11/2018
Lemming the world
moshe vazana
Eric M
P5ycho Fox
King Radinov


Posted by Irgendwer on Wed Feb 28, 2018 10:59 AM





Planed as another Christmas present, this took a bit longer and more efforts.

In September, Fandal contacted me with a rough but already playable version.
More than 200 emails between him and me later, we finally can present proudly
the A8 version (128k required) of this C64 classic.

o all features of the C64 version
+ improved frame rate
+ music
+ rich SFX
+ QR-code generation for "High Score Cafe" (in the "Hall of Fame" enter "1"-"8" for the
  QR-code of the best lap time or [OPTION]+"1"-"8" for the race time, [ESC] to leave QR screen)
+ PAL & NTSC compatible

Thanks XXL, for xBIOS support and the "High Score Cafe" (http://xxl.atari.pl/...tunt-car-racer/)!


Have fun!

Download here:




#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:




Related links for the Nt


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




Analogue Support Page:




Overview of FPGA Video Game System Cores



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





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


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


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


JB v1.9


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


  • Added the Osyssey^2 core.



JB v1.8


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



  • 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


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

  • Fixed saving video width setting

JB v1.5


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


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

  • Game King core added

  • Gamate core added

  • Supervision core added

JB v1.3


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


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

  • Gameboy core added

  • Gameboy Color core added

JB v1.1


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


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


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)
(main board + analog board, back view)


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:




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.

#4028911 TIME PILOT - final release

Posted by solo/ng on Wed May 16, 2018 4:49 PM

We have released final version of Timepilot for ATARI XL/XE. Sorry for the delay.


Website: http://timepilot.atari.pl/

Binary (xex): http://timepilot.ata...load/tpilot.xex

Sources: http://timepilot.ata...mePilot-1.0.zip

Github repository: https://github.com/laoo/TimePilot


You can find more information (and our special thanks) on the website.


There are going to be physical version of the game on cartridge - Nir Dary is doing this and already got prototype. More information soon.


The game works on every 8bit Atari with 64kB ram: XL,XE, XEGS etc. and any computers with hardware expansions.

Automatically detects better CPU (like Rapidus expansion) and scale accordingly. Should load with any SIO, any DOS.


screen1.png screen2.png screen3.png screen4.png


About the project:

I always didnt like it that our machine doesnt have Timepilot game in the library. Its not atari-friendly game to make but one day after long, long break (our last production was Forsaken Love demo in 2004) we have decided that we will take the challenge and make almost arcade perfect port for stock Atari XL/XE. At start Laoo (our coder and my friend) texted me "lets make small 1-day production for Wapniak 2016". I replied to him with youtube video: lets make Timepilot. He was like "fuck you Solo!" but later on provided brilliant soft-sprite renderer. 


Whats new in the final version:


- better performance

- fixed various bugs

- new game balance (earlier levels are easier, later - harder)

- fixed and better higscores with option to delete character

- additional lifes 

- asteroids and cosmonaut (level 5 - space stage)

- enemy squadrons

- enemy bombs

- UFO missiles

- pause button (with option to back to the title screen)

- full PAL/NTSC support

- auto Rapidus detection (with engine auto-parametrisation and of course 1 frame)

- additional new game mode: THE SWARM (only for Rapidus; press SELECT on the title screen)


Title screen:

FIRE/START - start the game

SELECT - the SWARM (additional game mode; Rapidus only)



START or any key - pause

OPTION during pause - back to title screen



up/down - change letter

left - delete letter

fire - next letter



- enemies wont shot

- enemies wont drop bombs

- enemies will behaviour differently (will try to swarm to players position)

- enemies are faster

- tons of enemies


What didnt make it:

Helicopter missiles - there were no free ram for additional animated soft sprite (the softsprites story). But the rest is there. 


About the engine:

We think its good - not perfect - but we will refactor it for easy generic purpose later on. Theoretically it can render unlimited soft sprites with n-parameters (like agility, velocity, position, customflags and so on) for every obejct.

A lot of things is queued/spawned to object list then process by different part of code. There are also small cool stuff like input lag fix, original arcade control (it has exceptions here and there), big cloud x player mask (to hide player P/M object under bigcloud).


Big thanx for all the feedback you provide to us. See you in our next project (its on the move already).




Attached Files

#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.


#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.

#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!
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.


#4187823 Combat for the 8-bit

Posted by phaeron on Mon Dec 31, 2018 4:23 PM

Presenting for the new year: 2600 Combat, ported to the 800.



  • Joysticks in port 1 and 2.
  • Start/Select as on the VCS, Option switches B&W/Color, 1 and 2 change difficulty switches.


  • Based on existing, well-commented disassembly.
  • Players and missiles mapped from TIA to GTIA. Combat doesn't use the ball or more than four total replicated sprites, so it fit within GTIA limitations. Collisions were the main problem as it's expensive to map from GTIA collisions to TIA collisions when replication is involved. Horizontal flip was just implemented lazily with a bit reverse table.
  • Playfield mapped to mode 7 for the score and mode 8 for the map. Kernel is ripped out entirely and replaced with plain frame loop.
  • Sound is just using a slightly revised version of the TIA->POKEY emulator I've been using in past 2600 ports (there was one mode that needed fixing).


Happy holidays, everyone.




Attached Files

#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

#3919678 Team Pixelboy News Bulletin - December 25th 2017

Posted by Pixelboy on Mon Dec 25, 2017 6:47 AM

Howdy, ColecoVision fanatics! :D

I'd like to wish you all a very Merry Christmas, and in what has become a Team Pixelboy tradition, allow me to spread some Holiday cheer on this special day!


Probably not, but I'll give you some gifts anyway. :P You'll find a bunch of ROMs to download at the bottom of this post, including several SGM games: Dragon's Lair, Zaxxon Super Game, King's Valley, Thexder, Buck Rogers Super Game, SubRoc Super Game and Mecha-8 (graciously released by nanochess)! You will also find the ROMs of all the Team Pixelboy budget games.


I don't recall if I ever disclosed these cheats before (I may have posted some of them at one point, I'm too lazy to check) but anyhow, I figure you guys might like to try these out, just for kicks:

Gulkave : Access a secret menu by pressing UP, UP, DOWN, DOWN, UP, RIGHT, DOWN, LEFT, DOWN, DOWN at the title screen. This menu contains a sound test and also lets you set the difficulty level (normal or hard).

Pitfall II Arcade : To get infinite lives in this game, enter 54312 with the keypad at the title screen. Also, you can enable "ghost mode" (i.e. invincibility) by entering the code 89999 at the title screen, but keep in mind that it doesn't work with terrain hazards and mine carts.

Girl's Garden : Start playing the game, and at any point you can enter 8675309 (Jenny's phone number!) to unlock access to cheat features! Press the keypad keys to add lives, honey pots, flowers, etc. Take note that a dot appears next to your score to indicate that you are in "cheat mode"... cheater. ;)

Ninja Princess : To access a cheat menu, quickly enter UP, DOWN, UP, UP, DOWN, DOWN, DOWN, UP, UP, DOWN, UP at the title screen. This cheat menu lets you select the starting stage number and also lets you set the number of lives.

Quest for the Golden Chalice : Enter 444555 with the keypad at the title screen to unlock Quests 4 and 5. You can also enter the code SQUARE (708273) to turn the Prince into a smiling square for the entire duration of the game. Also, after entering the code 865336 at the title screen, you will be able to teleport directly to any screen at any time during the main game by entering the code 00 to 53. If you're playing Quest 4 or Quest 5, you can also teleport directly to the wizard's current location by entering 99 on the keypad. Finally, you can perform a sound test by entering one of these codes at the title screen: 687421 (Silence), 687422 (Main music), 687423 (Victory music), 687424 (Easter Egg music), 687425 (Dungeon music).

King's Valley : While playing the game, you can make the hidden doors appear immediately by holding down both fire buttons, holding the joystick down, and pressing 0 on the keypad. Now just go trough the door to move on to the next (or previous) level!

Module Man : You can access the "deluxe" mode of the game (with more screens) by entering 777111 at the title screen. You can also enter 385 at the title screen to access the debug mode (experiment with the keypad keys while playing to see what you can do in debug mode). Finally, you can play a hidden mini-game by entering 222666 at the title screen.

Mecha-8 : Enter 421 at the title screen to activate the debug mode. You can press 3 on the keypad during the game to pass directly to the next level (or to the ending after the last level). You can also press 4 to fast-forward to the boss of the current level.

The Stone of Wisdom : During the "CASIO" logo sequence, hold down 1 on the keypad while holding down the right trigger button, and you will become totally immune to damage. Or, still during the "CASIO" logo sequence, hold down 2 on the keypad while holding down the right trigger button to gain the ability to continue after death.

Super Pac-Man : Enter 4567 at the title screen to access the secret Classic Pac-Man, which is the MSX port of Pac-Man. While playing Classic Pac-Man, enter 1809 with the keypad to make the 4 blinking power pellets reappear (after Pac-Man has eaten them) or enter 0712 to add one life to your reserves.

Mecha-9 : Enter 731 at the title screen to activate the debug mode. Try the keypad keys during the main game to see what they do. :)

Caverns of Titan : During the main game, you can add a life to your reserves at any time by pressing 1 on Player 1's controller and 2 on Player 2's controller simultaneously. You can also freeze all enemies on the screen by pressing 3 on Player 1's controller and 4 on Player 2's controller simultaneously. Finally, you can skip to the next level by pressing 5 on Player 1's controller and 6 on Player 2's controller simultaneously. IMPORTANT: For any of these cheats to work, you have to hold down the two keypad buttons until the screen briefly flashes, which takes roughly a second. Oh, and you can also continue after game over by pressing 5 on Player 1's controller, but I haven't tested this so I'm not sure exactly when you're supposed to press 5. Perhaps someone can check? :)

Cold Blood : Move the joystick RIGHT, UP, DOWN and RIGHT at the title screen to make the "EXTRA" option appear. Move the menu cursor next to "EXTRA", and press the trigger button to see some bloopers.

Deep Dungeon Adventure : Did you know there's a secret game hidden in your Deep Dungeon Adventure cartridge? To access it, hold down the (5) key on both controllers while turning on (or resetting) your console. Have fun!

J.E.T.P.A.C. : Hold the joystick up while turning on the console (or while pushing the reset button) to remove the gravity. Also, you can turn your astronaut into a one-hit-kill wonder (making the game incredibly difficult) by holding the joystick right while booting/rebooting the game.

Kaboom! : Get infinite lives by entering this code at the title screen: 84572093


This can't really be called a Team Pixelboy News Bulletin without some news to report, right? :) You may have noticed that I've kept mostly quiet about the new releases lately, and there are a few reasons for that. First of all, free time has been scarcer than expected these last couple of months, so gluing boxes and assembling carts has been a challenge. I've got most of the boxes glued for the "limited run" (which I mentioned in the previous news bulletin) but very few of the carts have been assembled. Some lucky folks did get their games shipped these past couple of weeks, but they are few.

I spent a lot of time gluing boxes and assembling carts of my older games for the AtariAge Store, but in the end it was all for nothing, since Albert was unable to find the time to add those games to his store. They'll probably show up eventually, but I have no idea when.

Also, there were some last-minute problems with Ghostbusters that needed to be ironed out: The final ROM worked on the AtariMax SD cart for beta-testing, but didn't work on real MegaCart PCBs. This issue was confirmed to be fixed last week, and a test PCB has been shipped to my beta-tester so that he can test it on his own ColecoVision and ADAM. If it works on his systems, then I will give the green light to have more PCBs of Ghostbusters produced.

Wizard of Wor also had some last-minute issues: The programmer found some bugs in his software while porting the game to the MSX, and he gave me the latest ROM with all the bug fixes very recently. This forced me to halt PCB production for that game until my beta-tester could give the game a final round of testing. Everything is okay now, and I received the PCBs a few days ago.

So where does that leave us? Well, aside from Ghostbusters being almost ready to ship, there's also the issue of the budget game boxes. I received the boxes of Kaboom! and Remember The Flag a few weeks ago, but I'm afraid the boxes of Pacar won't be delivered to me before the second half of January 2018. As you can imagine, I'm eager to receive that final lot of boxes because then I'll FINALLY be able to ship all the budget boxes to everyone. Those darn boxes are taking up a lot of space in my house!

It doesn't make much sense to me to ship boxes full of new games during the Christmas break, and then ship another large lot of empty budget boxes merely a month later. So I contacted all the people who were on the "short list", and they all agreed to wait an extra month so that all their new games and budget game boxes may be shipped together in one large shipping box. This will free up some time for me this week, which I will spend on beta-testing Space Shuttle and do a few other little things.

Speaking of little things, see below for a picture of the full stash of Pacar cartridges all assembled and ready. The manuals have also been printed, so I'm really just waiting for the boxes. :)

This concludes this Team Pixelboy News Bulletin. Tune in one week from now (on January 1st 2018) for another news bulletin! We now return you to your regular forum activities! :D

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#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.


#3926464 Happy New Year... XM shipping this month

Posted by Curt Vendel on Wed Jan 3, 2018 1:59 PM

Hi all:

1. Please hold off emailing me

2. I will be setting up a webpage to submit order receipts & old info to get the 180 pre-orders filled.

3. ONLY pre-orders being filled, no new orders, no requests for new orders yet.

4. No there is no wait list for new orders.

5. These are going out slowly, only doing 6 or so this month until I ramp up but itll still be like 20 or so first month or so as I build them.

6. New orders will be sold through AA when ready.

Will post photos mid Jan of progress.

#3772586 7800 XM update

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



  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.




#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 :)

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#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.  

#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.
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?


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.

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!  
- 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!


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   1429 downloads

PAL60: Attached File  scramble_final_PAL60.bin   32KB   808 downloads


Older versions:

Attached File  scramble_20160106.bin   32KB   1326 downloads
Attached File  scramble_20160102.bin   32KB   540 downloads
Attached File  scramble_20151117.bin   32KB   955 downloads
Attached File  scramble.bin   32KB   1217 downloads

#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:
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:

#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.



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