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For whom it may concern

RetroN 77 - FAIL?

Posted by Thomas Jentzsch, in Atari 12 July 2018 · 1,122 views
RetroN 77, Hyperkin, Stella
I had a few hours to test the console and I must say, I am overall disappointed.
Positives first:
Very good HDMI output (it even remembers the last 16:9 or 4:3 setting, which is a surprise)
Convenient form factor and nice design (though I wonder why the woodgrain is orange ?)
Convenient to use IF it works
Very little lag
The CPU seems powerful...

Coke Zero - Revision 2015 Demo

Posted by Thomas Jentzsch, in Atari 06 April 2015 · 2,272 views
Demo, Atari 2600, Coke Zero and 2 more...
A while ago I had some discussion with SvOlli about improving a part of his winning Bang! demo called "Snake Sprite". Initially he wanted to add more colors, but I thought more about removing the repositioning gaps. This seemed like something never done before inside a 48 pixel kernel, so I took the challenge.
After making it possible, SvOlli sugg...

My CRT has died :(

Posted by Thomas Jentzsch, in Atari 28 November 2014 · 3,332 views
CRT, Sony, Trinitron
Yesterday my good old 29" Sony Trinitron KV-X2901D CRT has died. :(

It has faithfully served me for about 20 years, for watching TV and developing all my Atari 2600 games.


I will miss you.

IFA 1981

Posted by Thomas Jentzsch, in Music, Atari 01 May 2014 · 1,838 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 · 5,376 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)!

THREE∙S (was: 2^11 (2048))

Posted by Thomas Jentzsch, in Atari 30 March 2014 · 4,798 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 · 3,261 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...

Star Castle Developments

Posted by Thomas Jentzsch, in Atari 17 September 2012 · 10,995 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 final build...

Paradroid Transfer game

Posted by Thomas Jentzsch, in Atari 05 December 2010 · 2,041 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 · 2,211 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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