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For whom it may concern



IFA 1981

Posted by Thomas Jentzsch, in Music, Atari 01 May 2014 · 282 views
IFA, Electric Blue, Playaround
IFA 1981 While doing some research on my Atari 2600, I came to IFA 1981. It was that exhibition were I first played a game of Asteroids on the Atari 2600. And a few weeks or (months?) later I bought them both.
 
On the very same show, I accidentally stepped by a booth were I watched something completely new to me too. At that time I did not know where this c...


Tunnel game

Posted by , in Atari 01 May 2014 · 2,981 views
Programming, Damned Tag Clouds
Something I wrote this weekend inspired by the arcade game'Tunnel Hunt'. You can control the speed with the joystick (up/down).
 
Maybe I'll make a game out of this. Or maybe not. :)
 
EDIT: Here is how a turn may look like. Now fixed (v0.03)!


Hello blog world!

Posted by , 01 May 2014 · 811 views
Damned Tag Clouds
This is my first blog ever and probably will be the only one for quite a while. There is only one reason why I created it and I will show you... soon. Stay tuned! http://www.atariage..../icon_smile.gif


Three.s (was: 2^11 (2048))

Posted by Thomas Jentzsch, in Atari 30 March 2014 · 995 views
2048, Threes, Puzzle, Atari 2600
Getting first aware of the new hype around 2048 by this link, I started playing the game and immediately found myself wasting my time.
 
Since it is obvious that the 2600 could pretty easily support this game, I soon started wonder how it could be presented on the Atari. There are little bells and whistles to the game. Besides some nice animation ef...


Optimize data overlapping

Posted by Thomas Jentzsch, in Atari 18 February 2013 · 1,153 views
Programming, data overlapping and 2 more...
During my work with Space Castle I have to manage quite a lot of graphic data. Especially the castle explosion is very big (currently 16 frames, each 5 blocks of 40 bytes = 3200 bytes) but there also is a lot of other graphic data needed for the various messages and the scores.

All data is compressed by overlapping the data blocks. For the explosion this...


Logitech Squeezebox Radio

Posted by Thomas Jentzsch, in Music 16 January 2013 · 1,265 views

Since Logitech announced to stop further development of the Squeezebox series (the server is promised to continue, and you can update the firmware to their new UE system), the devices have become much cheaper lately. So I decided to buy myself a Squeezebox Radio (limited red edition incl. accupack) for 111€.http://www.comtech.de/images/articles/3924e...


Star Castle Developments

Posted by Thomas Jentzsch, in Atari 17 September 2012 · 5,275 views
Atari 2600 Programming and 1 more...
Since Chris is busy with his RL , I will continue his blog entry about Star Castle Developments  here.Source code can be found here .Note: There are still some occasional glitches which I have to sort out. And maybe even a crash. So if you find one, please let me know. Especially if you can reproduce it.Attached is the latest build from mid February 2013...


After 9 years, my next PC

Posted by Thomas Jentzsch, 01 September 2012 · 1,401 views

Looks like my new games take about as long as it takes to make me buy new hardware. :)

So I spend the last days to browse the Internet and magazines to select the components for my new PC. Didn't think this would be any fun anymore, but it turned out to...


Paradroid Transfer game

Posted by Thomas Jentzsch, in Atari 05 December 2010 · 980 views
Damned Tag Clouds
After some time, I started to wonder about Paradroid again. The droid transfer game looks like a nice challenge. The kernel looks pretty busy, the level creation and evaluation seem complicated too.

I started with the kernel and soon found out, that a simple score mode kernel (color #0 left, color #1 right) won't work here due to the so called...


Star Castle brainstorming

Posted by Thomas Jentzsch, in Atari 29 July 2010 · 1,184 views
Star Castle
With the recent thread about the never to be released, new Star Castle homebrew, I first tried to understand from the available videos and screen shots, how it is done.

The rings and gun are drawn using the 48 pixel routine, using large, precalculated ROM blocks. I described...






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