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.
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Posted by wt808 on Mon Jul 25, 2011 1:26 AM
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?
Posted by PacManPlus on Thu Oct 30, 2014 4:34 AM
I started this around the beginning of October along with Trebor, PAC-MAN-RED, and Defender_2600. Wanted to get it done for Halloween, but it's not anywhere near done yet.
I don't have a name for this yet, but it's a Zombie Apocalypse game, where you have to survive the night while being overrun by zombies.
Here are some screenshots of the game for the time being:
Posted by Sheddy on Mon Jul 4, 2011 5:34 PM
Posted by pitfall1982 on Tue Jun 26, 2012 11:06 AM
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:
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
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.
*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.
Posted by DINTAR816 on Tue Aug 26, 2014 1:57 PM
Posted by Retro Rogue on Fri Jun 27, 2014 9:43 AM
The surgery went well, Curt's recovering.
Posted by Curt Vendel on Sun Feb 10, 2013 9:23 AM
Posted by Pixelboy on Thu Dec 25, 2014 7:53 AM
Posted by pseudografx on Sun Aug 31, 2014 3:08 PM
Let me introduce our game for the annual ABBUC Software Contest 2014.
Your task is to eliminate all robots in a level by deactivating their RGB components. To deactivate a component, shoot at the robot with a missile that has the colour you want to deactivate. For example, to deactivate a red robot, shoot at him with a red missile; to deactivate a cyan robot, shoot at him with a blue missile and than a green missile (or vice versa); to deactivate a white robot, shoot at him with red, green and blue missiles consecutively in any order. You can change your missiles' colour at the recalibrators or by picking up certain bonuses. There are 8 levels in the game with increasing width and complexity, including the single-screen introductory level 0. When you run out of energy, the game is over.
A stock Atari 8-bit computer with 64 KBytes of RAM and a joystick. Tested on PAL 800XL/XE models. Not fully tested on NTSC.
Code and game concept by MaPa
Ingame visuals, level design, music, sound effects and documentation by PG
Additional graphics (title screen, etc.) and font by Ooz
Betatesting by Fandal, Matosimi and therealbountybob. Thank you!
Posted by DINTAR816 on Fri Aug 29, 2014 1:28 PM
Nice how the dots are different from the wall colours.
Not a 2600 expert here but I'd guess the ball is used for the vertical sections that don't have the gaps, PF is used for remainder which explains the gaps where they're on the same vertical co-ords as the dots.
Some wall sections seem darker, I would guess there is some flicker going on there? Capture devices and/or YT video can make this sort of stuff hard to work out.
The ball I use for "power pills". In the vertical sections that have no gap is the playfield that changes color in this line twice: begins with the blue color of the maze, then just before the first dot, turns yellow and then change to blue again after the last dot.
Here is the rom:
pacman2600_4k.bin 4KB 724 downloads
Posted by sdamon on Wed Jul 20, 2011 8:49 AM
Posted by candle on Thu Sep 13, 2012 5:39 AM
Posted by Curt Vendel on Sun Jul 20, 2014 11:06 AM
Posted by Andrew Davie on Thu Jul 21, 2011 6:20 AM
Posted by Curt Vendel on Thu Sep 3, 2009 7:01 PM
Posted by PacManPlus on Thu Jul 21, 2011 7:25 AM
Posted by Albert on Thu Jul 3, 2014 12:34 PM
Posted by Albert on Sun Jun 29, 2014 5:52 PM
In before the lock.
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