Jump to content


The art of being clueless

Draconian label

Posted by seemo, in images 06 May 2014 · 159 views

Here's my attempt at a label for Draconian, the latest masterpiece by Mr Spiceware and Nathan Strum ( see http://atariage.com/...draconian-2600/  )

atlas presents: indigo (part 4) - indigoVox

Posted by seemo, in binaries 04 February 2014 · 164 views

indigoVox is a version of indigo that exclusively sends data to the AtariVox unit (plugged in joystick port 2).
Values are displayed in binary form, but the value of the byte selected by the cursor is also shown in decimal form in the topmost line.  
- Controls
Use the joystick in port 1 to move the cursor
To edit the values...

atlas presents: indigo (part 3)

Posted by seemo, in binaries 14 October 2013 · 219 views

A few new commands made it possible to code a simple 'game'.
When the program executes, the lower part of the screen gets subdivided into two horizontal areas.
The joystick controls the square in the lower area: the aim of the game is to keep the square vertically aligned to the one above, that is moved randomly by the cpu.
Right above the horizont...

atlas presents: indigo (part 2)

Posted by seemo, in binaries 11 October 2013 · 243 views

This video shows the new command #19, used to send a byte to the AtariVox unit.
After the data has been sent, the AtariVox says 'good morning', then the parameters for speed/pitch/bend are randomly changed, and the data is sent again.
Not much... but could be used as an alarm clock  :sleep:   


atlas presents: indigo

Posted by seemo, in binaries 10 October 2013 · 322 views

The following video shows indigo, a minimal development environment where commands send values to the 2600 audio registers.
Commands and their parameters are input in binary form, and are displayed using playfield graphics.
The patterns changing during execution represent the values of the parameters that get modified by the execution of other comm...

vane (part 2)

Posted by seemo, 23 September 2013 · 182 views

I found it really difficult to reproduce the cpu cells placement without any reference, so I added a couple of horizontal stripes and a few reference signs above/below the playfield.


Posted by seemo, 21 September 2013 · 277 views

Seeing how Palomino's kernel basically allowed for two different playfields to coexist , I thought it could be tweaked to create a simple visual memory test game.
- At the beginning of each try, you are shown six cells in the cpu's playfield, and your task is to memorize and reproduce the same cell configuration in your playfield.
- As usua...

atlas presents: palomino (part 8)

Posted by seemo, in binaries 07 April 2013 · 302 views

Even if the game has a thread in the homebrew forum now ( http://atariage.com/...alomino-2600/  ) I thought it would be right to list the last changes I madeGame start:- when a new game starts, the playfield gets gradually cleared (makes beginning the game less abrupt and fits well with the AtariVox saying 'get ready')Atarivox- s...

atlas presents: palomino (part 7)

Posted by seemo, in binaries 03 April 2013 · 216 views

Gameplay- Now the playfield is checked for matching patterns where the vertical line is: this adds a strategic element to the game since you can now play 'ahead' of the vertical line (to have the pattern cleared as soon as possible) or 'behind' it (to build up multiple squares during bonus mode)- Because of the change above, rectangles mad...

atlas presents: palomino (part 6)

Posted by seemo, in binaries 02 April 2013 · 236 views

Controls- hold FIRE and move RIGHT/LEFT to rotate clockwise/counterclockwise the cells in the player cursorGameplay- added 8 new patterns- it is now necessary to make 8 patterns to enter bonus mode- bonus mode behaves as initially intendend, i.e. the timer bar does not reset when a square is cleared, thus leaving a fixed amount of time during which you ha...

September 2014

2829 30