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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



#2337256 Star Castle 2600 2011 at Video Game Summit

Posted by Propane13 on Sat Jul 30, 2011 6:58 AM

I don't understand the desire to lock this thread, is it simply because you don't like it?


I shouldn't reply, but I'm going to.
But I'm only going to because I honestly don't think you understand.

This thread feels like one giant troll.
In short, it's "Look-- I made something. You can never have it. Well, you can if someone pays me an insulting price, maybe. But that doesn't guarantee that you'll have it anyway."

Maybe you don't understand the community here. We're a dying breed. As time goes on, this hobby has less and less followers.
We're really far removed from the 80s. A few people have brought new life into the hobby, and one of the cool outcomes was the creation of this site.
It's a place where a few of us who can't get enough of the Atari's heyday can hang out. I remember the Atari 2600 I got when I was 5, and it defined a major part of my life. It led me to be a programmer, and to homebrew a few games of my own. This community has been VERY good to me, so I have always shared what I have with them. But, still, I recognize that times change. The older I get, the more people I meet who have no idea what an Atari was. It's kind of sad.

As there become less and less of us, and as time goes on, this community only grows in respect for one another. I'm blown away by things I've seen.
People on these forums defend each other when attacked by jerks. We are brought together by our love of Atari. Homebrewers share new creations, and people lovingly test their code. New finds are brought forth to keep that flame of excitement from being extinguished. People disassemble old ROMS to find new secrets. There is a lot going on here, but our common ground is love for Atari, and trying to keep this thing alive for as long as we can.

So, why lock this thread? Well, there's a LOT of very good people on here. This isn't an outpost of pirates. It's people who love a hobby. Your initial posts were fearful of that. But, we're the good guys. Our love of the hobby is what brought us together. So, think about this long and hard-- what value is this thread? You're dangling a carrot in front of a bunch of good people. And, they'll never be able to reach it. I know you think that's not true because you've offered a "fair price", or at least fair to you. But, it's not fair to us. Let me explain why.

To the good people here, there are only a handful here or less that could afford your asking price. So, you're putting pressure on a few fortunate souls. They could buy it; sure. If they do, you need to understand that they'll never get their money back from resales. Ever. It's not possible. One-of-a-kind protos usually can recoup a couple of thousand dollars in sales. As I said, it's a dying community. So, whenever one of those people who can afford a prototype has one from "back in the day" come across his or her way, the sell price is typically a few thousand dollars. People in this community have taken THOUSAND DOLLAR LOSSES to "do the right thing". They resell copies to make back their money, but still lose money. We respect those who do that, with our meager 50 dollar contributions. It's history, and those that can afford to do whatever it takes to help.

Forget about the Boxed Air-Raid-- that has special sentimental value to some collectors, and it's a special piece of history, so it doesn't count. Apart from that, a few thousand dollars for a single copy of something is the general norm. It's a price that's fair for the buyer to possibly make their money back in sales (though they usually don't even break even), and to satisfy the programmer for a job well done. So, your price is exceedingly unfair. Most of the community seems to have resolved that they don't care. We don't want to pressure the few that can purchase this take a $25,000 or more loss just to keep people here happy. It's not right. I think even that if you did have a tentative buyer, we'd try to talk them out of it at this point. I don't want anyone putting themself that far out for a game. And, it really is just a game.

You've also done something very wrong by not guaranteeing a ROM release. "It's up to the buyer". Well, thanks a lot. The community here takes a back seat I guess. Let's say some guy here or on ebay did buy it and said not to release. Then you've wasted our time with a story about something we didn't buy and can never play. And, that's a really sad story to put on a website that celebrates and breathes life into Atari. This is your most egregious error.

I don't know where your confusion comes from. Many of us are tired of this, and the points made above are detailed in many posts.

Look, then From one programmer to another, I respect your past and current work.
However, you're not respecting ours. We built this site and community.
We watch out for each other, and we try to be fair to each other.

From this point forward, this thread will be people trying to convince you to lower the price, for reasons above, and to consider full release if sold.
Sounds like you're immovable in that area. So, then what's left to talk about in this thread?
Questions have been answered, and we've seen all that we're going to see.
So, what else could anyone have to say?
And, if people are going to pat you on the back about previous work you've done, do it in another thread.

It's your move. But, if you're just going to sit on this with an unfair price, then you're wasting our time.
You've moved a lot of respected people on this site from curious to angry. That's not a good way to act in this community.
You really ought to think about what your actions are doing. The longer this thread goes nowhere, the worse you're making yourself look.
You're not a contributor. You're not being fair. And, you're wasting the time of the only people that care about this stuff at all.

-John


#2548468 How about a Kickstarter project - Pitfall 3?

Posted by pitfall1982 on Tue Jun 26, 2012 11:06 AM

Guys,

This is David Crane. The author of this thread - Byte Knight - tracked me down through a Facebook account that I rarely use. He provided me this link.

Where do I start? First, one poster hit the nail on the head regarding making Pitfall 3… Activision owns the PItfall name, and they have even made a couple of sequels since I left the company in 1987. Pitfall belongs to them because the company was paying my salary when I created it. (Under today's intellectual property laws, the Mona Lisa would belong to Lisa's husband who paid Da Vinci for a portrait of his wife. And Queen Isabella of Spain discovered America - since she paid for the trip.) So, No, I will not be making Pitfall 3. I couldn't if I wanted to.

Second, the 2600. The 2600 has always been my favorite system because of the challenge it provided. But as much as I love it, it is not the best system to make a game. And in my line of work, I believe that the game is more important than the system. SInce you are viewing this thread, you all have a fondness for the 2600 and the games from the early days of video games. And you enjoyed playing Pitfall. I submit to you that it is not the 2600 that made those games great. Sure, the limited hardware forced us to be more creative in making games, and it showed in those early titles. But I have found that those same skills translate into game design regardless of the system. When I am given complete creative control and the time to make exactly the game I want to make, it can be just as much fun to play as Pitfall.

So what system is best? With the right team in place, any modern system has the power to deliver on my vision of what a game should be. And I know what I'm talking about. I have published over 100 games since I started, and I have programmed them on 25 different game consoles or platforms. What is my favorite modern system? I really like the iPhone and iPad, but I will always choose the platform that best complements the game.

Another reason that it would be difficult to make Pitfall 3, even if I had the rights, is because I am always working on new game ideas. I am currently in the design and planning stage of the biggest game project I have taken on in 20 years. You all know now that it won't be Pitfall 3. But on the other hand, this September is PItfall's 30th anniversary. And nobody would be surprised if my new, major game project were to pay homage in some way to the most popular game I ever made.

All is currently top secret. But if you would like to be among the first to learn about the project when it becomes public, go to http://www.JungleVenture.com and submit your email address. You will hear the details at the same time the press is notified. You can also follow me on Twitter @PitfallCreator. I'm not one of the most talkative tweeters, but neither do I announce where I am going to dinner every night. And as I start to leak details on the project, it will probably be there.

But for this group I have to come back to the 2600. I will admit that I still have a certain fondness for the good ol' VCS. In fact, sitting on my desk about 5 feet away as I write this is a PC with a CAD design 80% complete for a super 2600 cartridge that incorporates the best of my DPC chip design and my $FE bank switch circuitry, among other cool features. One day I hope to finish that circuit design and make a 2600 cartridge that would really kick butt. All I have to do is figure out a way to make that project complement my new, big game project rather than causing a distraction.

I'll work on that.


#2317803 Space Harrier Released

Posted by Sheddy on Mon Jul 4, 2011 5:34 PM



Sal was a bit quicker with the video than I thought :)

I didn't think the day would come, but I've decided to stop messing about with the game and just release it. Hopefully there aren't too many problems with it...

It's suitable for all XL/XE machines with at least 64K RAM. In the .zip is a MaxFlash cartridge image suitable for emulators. Of course you can also use the cartridge image to program a real 8Mbit MaxFlash cartridge to run on a real machine.

Attached File  sharrier.zip   351.13KB   1373 downloads


#2888263 Fighter pilots needed in sector wars...

Posted by PacManPlus on Wed Dec 18, 2013 12:33 PM

... play Astro Blaster!

 

 

Happy Holidays everyone!

 

I've been working on this for a few weeks now, and I'm trying to get it finished for sort of a 'Holiday Gift' to everyone here.  Still needs work, so no bin yet.  But, here are a few screenshots:

snapAstBlstr_00.png snapAstBlstr_01.png

snapAstBlstr_02.png snapAstBlstr_03.png

snapAstBlstr_04.png snapAstBlstr_05.png

snapAstBlstr_06.png snapAstBlstr_07.png

snapAstBlstr_08.png

 

For the purists out there, I copied the sprites directly from the arcade game, as well as the movement tables.  I'm using 320A mode to get the look/feel down. The 'Fuel' gauge is the same as the arcade *divided by three* to fit on the line with the temperature gauge, which is *divided by two*.  All increments / decrements to both gauges have been adjusted appropriately, so they should work exactly like the arcade.

 

For the most part, the playfield is the same, except that I had to take one zone (i.e. 8 scanlines) away from under the ship (no biggie), and one zone away from the very top of the playfield.  On my TODO list:

 

- Fix some collision detection when the enemy ships are at the top of the screen

- Finish the movement / placement of the enemies for sectors 4 and 5 (half-way through 4 now)

- Warp Button

- Enemies that drop in certain waves

- Hidden bonuses

- Sound

- Speech

 

Regarding the 'Speech', I will only implement speech at non-gameplay points (i.e. after losing a ship *2 ships remaining*, when the game has ended *play over*, etc.).  Any other important information (i.e. the Warp countdown) will be written on the screen behind the action.  I do plan to have the attract mode announcement (i.e. the title of this thread).

 

It was challenging getting (up to) 16 enemies, 6 enemy shots, 1 player shot and the player to update each frame during VBLANK, but I finally did it. Of course, it will use the HSC.

 

I am hoping to have a BIN ready by next week, On or before Christmas.

Coming soon! :)

Bob

 

*BTW, before someone asks, "Why do you mostly do ports?" - It's because 1) I like to do them, and 2) It's fun to see what would have actually been possible back in 1984-1986.  Now that I've scratched this itch, I can see about a (somewhat) original game I've been thinking about.

 

Thank you, Trebor, Nathan, Schmutzpuppe and Al for the feedback and testing up to this point. :)




#3019648 The 7800XM

Posted by Retro Rogue on Fri Jun 27, 2014 9:43 AM

The surgery went well, Curt's recovering.




#2694518 Okay... I live for yet another day

Posted by Curt Vendel on Sun Feb 10, 2013 9:23 AM

Hi guys,

Surgery went great last week, been taking it super easy and recovering, still have to relax for a few weeks and take things slow. I have two devices now attached to my mitral valve that have completely closed off the severe leaks that was causing my PA pressure to skyrocket and putting me into congestive heart failure.

Starting to feel better and stronger and going to start this week to perhaps see if I can map some drives to my development computer and setup remote desktop so I can remote into my office and try to do some work on the XM board, I know Mark has been itching for me to finish up a bunch of things and add some corrections and updates to the schematics too, so lets see how things go, it would be great to have the XM's shipping at the end of March, going to see how I can handle getting back into things...

Seeing my cardiologist on Tuesday for followup and to review over the surgery in detail, not totally out of the woods yet, these devices need 6 months to permanently seat and I also have a few other issues which hopefully will be better managed now with the major leaky valve fixed, but I'm on the right track.

Just want to thank everyone for all the positive messages and well wishes, it put a smile on my face and I really appreciate everyone's support...


Curt


#2329409 PacManPlus Appreciation Thread

Posted by sdamon on Wed Jul 20, 2011 8:49 AM

As an admirer of the amazing work that PacManPlus has done with the 7800 system, I just wanted to start a thread where other fans of his work could express their appreciation for all he's done. This is emphatically NOT a thread to rehash and re-fight issues that have recently happened, but just for expressing thanks to a guy who's contributed so much to the 7800 and this site.

Just as a reminder, this is the man who programmed:

Pac-man Collection
Super Pac-man
Junior Pac-man
Super Circus AtariAge
Meteor Shower
CrazyBrix
Asteroids Deluxe
Space Duel
Space Invaders 7800
FailSafe
(possibly others, post them if I missed something!)

I don't know Bob, haven't ever even interacted with him, but reading through some recent threads, it's clear he hasn't been receiving the kind of recognition that he is due as one of the superstar programmers of this community. So many thanks to him, and I hope everyone who's enjoyed his work can use this area to express their own appreciation.


#2330235 Star Castle 2600 2011 at Video Game Summit

Posted by Andrew Davie on Thu Jul 21, 2011 6:20 AM

This is all very interesting and so wrong. I can understand keeping a binary from the unwashed hoarders. I also understand the pride and desire to seek acclaim for one's work. I even understand wanting a reasonable return on your time. Good luck. However, there's a line where pride and sensibility ends and pure tackiness begins and this particular one is way way over it. Put whatever ridiculous price you want on your cartridge, and maybe some idiot will buy it. That's your right, but it doesn't make it right. And despite your "many months of very hard work", or words to that effect, and your laughable asking price of $32K... no matter HOW hard you worked and HOW clever you think you are... that pales to insignificance compared to the work that many other homebrewers have done on their games which have, generally, freely been available as playable binaries. And no matter what you write, and how good you think it is, there are far better programmers out there who can do just as good a job. You may not get this -- the REAL reason that most of us program '2600 is... because we enjoy the challenge. Not for the money, not for the fawning accolades of those begging for copies, nor for the feeling of self importance you may get. We do it because we can and because it's fun. It's a real pity you don't share that community spirit and sense of fun with the rest of us.


#2598988 Lynx to VGA

Posted by candle on Thu Sep 13, 2012 5:39 AM

Hi,
This is my little contribution to Your world,
It took me 4 days to get it there, and its still not perfect - as you can see, there are sone glitches (complete lack of sync) during the game boot i haven't investigated yet, but it all come in its own sweet time

I would like to thanks following members for their contribution to this project:
Shawn Jefferson, who talked me into this and gave Lynx I and few games (on their way from Canada)
uicr0Bee for lending me his Lynx II and Batman game so i could work while waiting on Shawn's parcell

Tools used:
Rigol DS1052E oscilloscope for initial gueswork on LCD interface (there is no documentation for it, apart from schematics, so i had to do it the hard way)
Altera/TerasIC DE1 board with custom 3.3V<>5V level shifter board i've also used during SoundBoard development

enough said, enjoy!




#2330264 PacManPlus Appreciation Thread

Posted by PacManPlus on Thu Jul 21, 2011 7:25 AM

Hi:

I've been pointed to this thread by jweirer and GroovyBee. Thank you all so much for what looks like one of the nicest things anyone has ever done for me. I have apologized in the other thread for misunderstanding most things (except for the person who was banned): http://www.atariage....ost__p__2330263

You all are great, wonderful people, and I really feel silly now. There will be more games from myself and GB in the near future.
Thank you,

Bob


#1830694 The Jag Community is Pathetic...

Posted by Curt Vendel on Thu Sep 3, 2009 7:01 PM

With the exception of a very (VERY) few people... the Jaguar community is the most childish, useless and pathetic bunch of people I have ever seen in my life.

You all really disgust me. My basic issues:

1. No one works openly and constructively, never posting wip game code (just like 2600, 5200, 7800, 800 coders) never posting their source code (just like the 2600, 5200, 7800, 800 coders)

2. Everytime someone has a new game, you spend more time bashing the coder(s) and game(s) then supporting the games. Maybe you guys don't realize it, but practically no one codes anymore on the Jaguar platform, you should be happy with any games or work done on the platform.

3. You spend more time attacking one another then ever having any kind of constructive conversations.

4. You are actually concerned with PIRACY!!?!?! YOU HAVE GOT TO BE KIDDING!!!!!!!!!!!!!!!!!!
Notice how nearly every 2600, 5200, 7800, 800 homebrew is freely posted up for everyone to download. Yet when someone makes carts - people still want to buy the physical carts.

5. You guys are trying to make money from the Jag Platform --- you've got an audience of only a small handful of people (maybe if you'd stop alienating everyone that comes along you'd have a far larger base of enthusiasts!!!)

6. Everything has to be secret, no one is willing to share info, status of work or projects. You all have these little camps that fight with one another none stop.

7. Learn to WORK with one another, TALK with one another, SHARE idea's and such with one another - hey here's an idea, go look at the Atari 2600, 5200, 7800 and 8bit forums - see... people WORKING WITH ONE ANOTHER, not FLAMING one another, SHARING with one another...

I have so had it with the whole lot of you, I have stacks of diskettes with source code to Kasumi Ninja, Defender 2000 and other sources.... they can just sit around until that bitrot to sh*t for all I care... all of the tools and source code I've released over the years, the Encryption keys for carts & disks, the countless files, video's and what not... you guys have squandered and pissed away so many opportunities to do some positive things with one another and maybe make people take notice and have some respect for the Jag Community...

All people do is look at the Jag community and move on - nothing to see hear, just a bunch of squabbling babies who don't know how to work with one another and get along...

Go ahead - Flame away, I could give a rats ass, nothing worthwhile in the Jag community to be bothered with anyway... hurry back to your flamewars, you might miss something....


Curt


#3021428 Who had the dumb idea to market the Jaguar as 64-bit when it really wasn't?

Posted by Albert on Sun Jun 29, 2014 5:52 PM

In before the lock.




#2330491 Star Castle 2600 2011 at Video Game Summit

Posted by Bryan on Thu Jul 21, 2011 12:16 PM

As a homebrew author who has developed bank-switching cartridges for three systems and given away the executable for his biggest project, I find this whole thread to feel like a giant psychological game. I'm proudest of the fact that those who bought my game and those who downloaded it for free write me to tell me how much they enjoy it. When I decided to develop for obsolete platforms I had to come to grips with the fact that although I wouldn't make much money, I could make people happy and make a name for myself.


#2194048 My thoughts regarding recent suspensions

Posted by Stephen on Thu Jan 27, 2011 7:52 AM

They had MANY chances to change their behavior. They constantly attacked members here with personal insults. Neither would ever admit fault. They trolled many threads looking to start arguments.

I've been on this forum for nearly a decade and not once have I had an issue with anyone else. It was not a personal vendetta against those two. They simply cannot play well with others. They are not capable of having a rational discussion. They cannot accept the fact that people have different opinions.

Nobody on here needs to be called a "stupid idiot", "skunk", "envious snake" for disagreeing with an opinion. The forum is a better place without them.


#2194019 My thoughts regarding recent suspensions

Posted by NorthPole(heeHAW) on Thu Jan 27, 2011 6:55 AM

i) He violated the terms of use.

ii) He was rubbing people up the wrong way intentionally.

iii) There are now threads and threads of just crap that are not of any use to anyone unless you have 20+ hours to sift through the diarrhoea that came from Atariksi/Divya.

I think it's perfectly logical to ban him for the above reasons plus countless others.

Aaron


#3024127 Star Castle Arcade - Beta Release

Posted by Albert on Thu Jul 3, 2014 12:34 PM

Received some prototype cartridge shells today. :)

prototype_cart_1.jpg

prototype_cart_2.jpg

prototype_cart_3.jpg

..Al


#3017900 The 7800XM

Posted by Curt Vendel on Wed Jun 25, 2014 12:18 PM

Hi everyone,

 

   I saw some of the posts in the thread about 3.5 years...

 

I am not going to get into anything with anyone.  The timing of this unfortunately is not great.   I am supposed to be sitting home today resting, relaxing and destressing before my 6th heart surgery tomorrow morning.   So needless to say, reading many of the posts, well it hasn't helped so I stopped looking after a few very hurtful and, some, quite vicious and spiteful.

 

  I will post an update later next week once I've had a chance to recover a bit and can sit down and work on my laptop for a bit.   I will post up some info, and some photo's I know a few have wanted to see, then we'll take things from there.   Yes, I am to fault, I will be the first to admit it and accept it, but the viciousness, and the outirght spiteful, hateful and in some cases, out of line things said about me...    they neither help nor are appropriate or right to have said.

 

 

Curt

 

 

 




#2956942 AtariAge Welcomes AtariSoft Programmer Matt Householder

Posted by MattPatrol on Wed Mar 26, 2014 11:02 AM

I'm the guy who did the original Moon/Matt Patrol for ColecoVision in 1984.

It was canceled by Atarisoft 30 years ago just as I was finishing it up and was about to do the title screen.

I still have my original design/development notes - including my artwork and code.

I looked through them today and found the final approved box design and manual mark-up. I also found my title screen art for CV Joust.

I could code changes/improvements to CV Moon Patrol.

Anybody care? Any questions?




#2780791 Re-Started Frenzy / Berzerk :)

Posted by PacManPlus on Mon Jun 24, 2013 6:28 PM

Hi guys:

I've actually been working on this as well... Started from scratch after finding the algorithm for drawing the mazes on line.

I can't promise this will be completed, as it all rides on the CPU time it takes to do all of the necessary collision detection:
snapFrenzy_00.png snapFrenzy_01.png
snapFrenzy_02.png snapFrenzy_03.png
snapFrenzy_04.png snapFrenzy_05.png
snapFrenzy_06.png snapFrenzy_07.png
snapFrenzy_08.png snapFrenzy_09.png

Will have four types of play:
- Single player
- Two player alternating
- Two player cooperative
- Two player competitive

Some things that will be different from the arcade:
- The 'flash' of the player's death animation is a bit slower (from 2 frames to 4 frames per change) I'm trying to save CPU time, and I don't want to call another routine just for that (the player moves 1 of every 4 frames)
- The robots movement speed will be slightly different from the arcade, but like the arcade, no robots ever move faster than the player (they start out slow, and eventually only become as fast as the player in either case).
- The shrapnel from the robot explosions will be shaped differently

Todo:
- Object to Object collision check (other than shots and walls)
- Be able to move to next room
- Evil Otto
- The 'Animated' rooms for Frenzy (i.e. Big Otto, Robot Factory, Computer Control, Power Plant)
- Sound

Still not sure how to handle dual player mode when one person leaves the room and the other is still there. Also, how to introduce them in the next room.

This is the difference between Two Player Cooperative, and Two Player Competitive:
- You get 80 points for shooting the other player in either mode
- You share the score and lives pool in cooperative mode
- You do not get points for non player initiated events (i.e. evil otto kills robot or they shoot each other) in competitive mode
- Evil Otto / Robots go after the closest player in either mode.
- The player to kill the last robot in the room gets the bonus points in competitive mode

What stopped development on this the last time I started it (I'm already farther than I was then) was the CPU time it took to do all of those collision checks. I have an idea about that now that I'm going to try. Also, handling things on different frames will be a help. Being that a player moves once every 4 frames, I have the time split that way:
Frame 1 - player 1
Frame 2 - even numbered robot
Frame 3 - player 2 (if active)
Frame 4 - odd numbered robot

Shots are processed every frame. Will be putting evil otto in there somewhere.

I will post a bin once I get a little farther.
Thanks,
Bob