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  2. Canyon Bomber is also a port of Destroyer while Combat is also a port of Jet Fighter.
  3. Just to explain a bit more, because it puzzled me for a while: The cartridge file I posted has the exact same header and loader code in both banks, but the code doesn't start by setting the bank (it does a strange MOV R0,@>1770 instead), so if bank 0 happens to be selected it will copy the same game code twice to the >A000 area and will crash. This version must be loaded as inverted and start up in bank 1. The version that JasonACT posted where the banks are swapped, on the other hand, depends on starting in bank 0 and it must be loaded as non-inverted.
  4. Has anyone created a list of Atari 8bit titles released exclusively for the Atari computer range. I can think of a few like some Romox titles, Starion and Sea Chase and Datamost released Tail of Beta Lyrae which was not released for other systems. I’m sure there are a ton of them. I ask because I have been adding a top 100 list my “Atari Dreams” project and thought a list of exclusive titles might be interesting to many. The Atari Dreams project was inspired by Zombeaver’s C64 Dreams and eXo’s eXoDOS. It is built on the Launchbox platform and will contain not only games but educational and productivity software all with manuals. I have been meticulous in hunting down box covers and spines and media to compliment the collection. There is also a Literature section that contains magazines, hardware manuals and books. There will also sections for the ST, 2600, 5200, 7800, Lynx and Jaguar. I have made a minor start on these machines but have been concentrating mainly on the 8bit computer systems. So far I have 2k commercial titles cataloged with plans to add type-ins over time. I hope to have a torrent release for v.1 toward the end of this year. I have attached some game play screens for 8bit and ST.
  5. Cool - maybe you can do a PAL version of it please? 😃
  6. UPDATE: Removed Mouse Trap from "Not Arcade But Similar" Currently, we have listed Atari 2600 home versions for 173 arcade games. And a few more Atari 2600 games categorized as being "Not Arcade, But Similar." Okay, guys, what other errors/omissions/changes do you see that need to be made? Please post your comments, below!
  7. Haven't tried paddles in the LegendsFB (I doubt they work), and I need to unbox my AFBX, which is hidden in a sea of unlabeled boxes (I have heard the AFBX doesn't do good paddle emulation anyway). I suppose I need to actually hook up my real system for Paddle Weeks. I have copies of Kaboom, GI Joe, and Steeplechase. Until then, here are some crappy emulation scores.
  8. While I'm not saying that the Zork folks put the word in the game because they read the comic -- I am curious if the fake word "zork" was introduced in the comic. Various words/terms/phrases/etc. emerged from Li'l Abner, and I could see a nonsense word sticking around and passed on second or third hand. I'm not sure how you'd determine that... has anyone ever found more specific reasons given for the name "zork"? (An earlier attempt to unearth the history of "zork" -- https://nickm.com/post/2010/01/a-note-on-the-word-zork/ )
  9. I cleaned the connector with liquid ecstasy:-)
  10. Oakland, then spent the day up in Mendocino County, visiting Navarro Vineyard, Little River, and Mendocino, plus a walk through some redwoods along the Navarro River. It's been a long day! I plan to head home tomorrow, whenever I feel rested enough.
  11. Pac-Man does it wrong. Ms and Jr Pac-Man are much better here (though still not perfect).
  12. Pretty cool. How many drops of LSD did you put into the cartridge slot?
  13. That's why Stella allows emulating these incompatibilities. Which is mainly meant for developers.
  14. We all heard about the Apple Vision Pro. Well our good old TI VDP Guru Karl himself has written a great technical writeup about it. https://kguttag.com/2024/03/01/apple-vision-pros-optics-blurrier-lower-contrast-than-meta-quest-3/ Some good reading there. For those newcomers here Karl is the amazing engineer that greatly helped in producing our TMS9918 and later on the TMS9995 before moving onto the 320 and 340 series of DSP chips with TI.
  15. Looks amazing. That new music makes it even cuter. Keep up the good work, retro-soldier.
  16. Here are the main Subroutines, I will spend time with the demo and the dump, which are not as important to the program. 10000 SUB LINE(X1,Y1.X2.Y2,S):: IF X1<X2 THEN X3=1 :: X4=X2-X1 ELSE IF X2<X1 THEN X3=-1 :: X4=X1-X2 10010 IF Y1>Y2 THEN Y3=-1 :: Y4=Y1-Y2 ELSE IF Y2>Y1 THEN Y3=1 :: Y4=Y2-Y1 10020 IF Y4>X4 THEN X5=X4/Y4 :: Y5=1 :: Z1=Y4 ELSE IF X4>Y4 THEN Y5=Y4/X4 :: X5=1 :: Z1=X4 ELSE Z1=Y4 :: X5,X3,Y5,Y3=1 10030 FOR Z=1 TO Z1 :: CALL LINK("PLOT",Y1,X1,S,C):: X1=X1+X5*X3 :: Y1=Y1+Y5*Y3 :: NEXT Z :: SUBEND 11000 SUB DRAW(X,Y,A$,S):: FOR M=1 TO LEN(A$)STEP 3 :: DR$=SEG$(A$,M,1):: PX=VAL(SEG$(A$,M+1,2) 11010 V=0 :: ON POS("RLDUEFGH",DR$,1)GOSUB 12000,12100,12200,12300,12400,12500,12600,12700 11020 NEXT M :: GOTO 13000 12000 X1=X+PX :: FOR Z=X TO X1 :: CALL LINK("PLOT",Y,Z,S,C):: NEXT Z :: X=X1 :: RETURN 12100 X1=X-PX :: FOR Z=X TO X1 STEP -1 :: CALL LINK("PLOT",Y,Z,S,C):: NEXT Z :: X=X1 :: RETURN 12200 Y1=Y+PX :: FOR Z=Y TO Y1 :: CALL LINK("PLOT",Y,Z,S,C):: NEXT Z :: Y=Y1 :: RETURN 12300 Y1=Y-PX :: FOR Z=Y TO Y1 STEP -1 :: CALL LINK("PLOT",Z,X,S,C):: NEXT Z :: Y=Y1 :: RETURN 12400 X1=X+PX :: Y1=Y-PX :: FOR Z=X TO X1 :: CALL LINK("PLOT",Y+V,Z,S,C):: V=V-1 :: NEXT Z :: Y=Y1 :: X=X1 :: RETURN 12500 X1=X+PX :: Y1=Y+PX :: FOR Z=X TO X1 :: CALL LINK("PLOT",Y+V,Z,S,C):: V=V+1 :: NEXT Z :: Y=Y1 :: X=X1 :: RETURN 12600 X1=X-PX :: Y1=Y+PX :: FOR Z=Y TO Y1 :: CALL LINK("PLOT",Y+V,Z,S,C):: V=V-1 :: NEXT Z :: Y=Y1 :: X=X1 :: RETURN 12700 X1=X-PX :: Y1=Y-PX :: FOR Z=Y TO Y1 STEP -1 :: CALL LINK("PLOT",Y+V,Z,S,C):: V=V-1 :: NEXT Z :: Y=Y1 :: X=X1 :: RETURN 13000 SUBEND 20000 SUB CIRCLE(X1,Y1,R,Q,S):: L=INT(Q):: G=(Q-L)*10 :: IF L>G THEN L1-1 :: G1=1/L ELSE IF G>L THEN G1=1 :: L1=1/G ELSE G1,L1=1 20010 FOR N=1 TO 4*R :: Y=Y1+(R*SIN(N/(R*2)*PI))*L1 :: X=X1+(R*COS(N/(R*2)*PI))*G1 :: CALL LINK("PLOT",Y,X,S,C):: NEXT N :: SUBEND 25000 SUB THREEDIM(@,S):: N.M=8 :: X0,Y0=-40 :: X1,Y1=40 :: N0=(X1-X0)/N :: M0=(Y1-Y0)/M 25010 A-112 :: B=112 :: A1=0.52359878 :: S12=SIN(A1) :: C1=COS(A1) 25020 FOR Y2=Y0 TO Y1 STEP M0 :: FOR X2=X0 TO X1 :: ON @ GOSUB 26010,26020,26030,26040,26050,26060,26070 25025 GOSUB 27000 :: CALL LINK("PLOT",B-V/2,A+U,S,C):: NEXT X2 :: NEXT Y2 25030 FOR X2=X0 TO X1 STEP N0 :: FOR Y2-Y0 TO Y1 :: ON @ GOSUB 26010,26020,26030,26040,26050,26060,26070 25035 GOSUB 27000 :: CALL LINK("PLOT",B-V/2,A+U,S,C):: NEXT Y2 :: NEXT X2 25040 GOTO 28000 26010 Z2=150/((X2*X2/1000_+(Y2*Y2/500)+1):: RETURN 26020 Z2=SIN(X2/30)*COS(Y2/18)*Y2*X2/30 :: RETURN 26030 Z2=SQR(X2*X2+Y2*Y2)/4:: RETURN 26040 Z2=SQR(-X2*X2-Y2*Y2+3200):: RETURN 26050 Z2=(SIN(X2/25)*COS(Y2/9)*COS(X2/15)*SIN(Y2/17))*40 :: RETURN 26060 Z2=SIN(X2/4)*X2*Y2/30 :: RETURN 26070 Z2=SIN(X2/20)*X2*Y2/30 :: RETURN 27000 U1=X2-Y2*C1 :: V1=Z2+Y2*S1 :: U=INT(U1):: V=INT(V1):: RETURN 28000 SUBEND 30000 SUB HIRES :: CALL INIT :: CALL LOAD(-31878,0,"",8196,63,248,"",16376,80,76,79,84,32,32,39,20):: MEM=9992 30010 FOR I=1 TO 412 :: READ X :: CALL LOAD(MEM,X):: MEM=MEM+1 :: NEXT I 30020 DATA 0,1,64,65,96,100,128,192,255,191,191,0,194,139,2,0,8,29,4,32,32,40,2,0,8,30 30030 DATA 4,32,32,32,2,0,8,31,4,32,32,32,4,192,2,1,0,3,6,160,40,42,176,160,39 30040 DATA 12,152,2,39,14,26,9,152,2,39,18,19,6,112,160,39,9,216,2,39,18,216,2,38,17 30050 DATA 4,192,2,1,0,1,6,160,40,42,152,2,39,15,26,2,112,160,39,15,208,194,9,51,4 30060 DATA 192,2,1,0,2,6,160,40,42,9,50,4,196,209,3,6,196,10,84,4,192,208,2,6,192 30070 DATA 161,0,4,197,6,195,9,83,209,67,6,197,4,199,6,194,9,82,209,194,6,199,5,135,2 30080 DATA 6,128,0,6,7,19,2,9,22,16,252,192,4,4,32,32,40,4,192,208,1,209,193,6,192 30090 DATA 10,48,2,1,39,0,2,2,0,8,4,32,32,44,249,70,39,0,152,7,39,17,27,16,184 30100 DATA 32,39,9,39,18,152,32,39,8,39,18,19,34,209,224,39,18,4,192,208,160,39,18,2,1 30110 DATA 0,3,6,160,40,100,4,192,208,7,6,192,10,48,2,1,39,0,2,2,0,8,4,32,32 30120 DATA 36,4,192,2,1,0,4,208,135,6,160,40,100,192,4,208,71,4,32,32,32,194,202,4,192 30130 DATA 216,0,131,124,4,91,2,0,30,0,4,32,32,52,4,194,4,32,32,12,152,32,131,74,39 30140 DATA 8,19,6,152,32,131,74,39,10,22,3,208,160,131,75,4,91,152,32,131,74,39,11,22,234 30150 DATA 4,192,208,32,131,75,6,192,176,160,39,13,6,0,22,252,176,160,131,76,4,91,2,3,0 30160 DATA 7,216,192,131,74,6,3,22,252,2,3,0,1,112,160,39,12,216,32,39,10,131,74,152,2 30170 DATA 39,13,26,11,216,32,39,11,131,74,184,32,39,9,131,75,112,160,39,13,2,3,0,2,16 30180 DATA 242,216,194,131,74,4,32,32,8,4,91 30185 SUBEND 31000 SUB JOYDRAW(XX,YY,L,XY(,),P$(),A,S):: P2$="R" :: T1=1 :: CALL CHAR(33,"40A040):: CALL SPRITE(#1,33,L,YY,XX) 31010 CALL KEY(1,K,T):: CALL JOYST(1,X,Y):: Y=-Y :: IF X OR Y OR T THEN 31015 ELSE 31010 31015 IF K=19 THEN 31200 31020 XX=XX+X/4 :: YY=YY+Y/4 :: CALL LOCATE(#1,YY,XX) 31021 IF K=18 AND T=1 THEN A=A+1 :: XY(1,A)=XX :: XY(2,A)=YY :: T1=0 ELSE IF K<>18 THEN T1=1 :: GOTO 31010 31090 AM=-(X=4)-(X=-4)*2-(Y=4)*4-(Y=-4)*8 :: IF AM=0 THEN 31160 ELSE H=D :: D=D-(M=AM)+(M<>AM)*(D-1) 31100 M=AM :: P1$=SEG$("RL DUE FGH",AM,1):: IF P2$<>P1$ THEN Z$-STR$(H):: P$(A)=P$(A)&P2$&RPT$("0",2-LEN(Z$))&Z$ 31150 P2$=P1$ 31160 CALL LINK("PLOT",YY,XX,S,C):: GOTO 31010 31200 CALL DELSPRITE(#1):: SUBEND 31500 SUB JOYDRW(XX,YY,L,S):: CALL CHAR(33,"40A040):: CALL SPRITE(#1,33,L,YY,XX) 31510 CALL KEY(1,K,T):: CALL JOYST(1,X,Y):: Y=-Y :: IF X OR Y OR T THEN 31515 ELSE 31510 31515 IF K=19 THEN 31700 31520 XX=XX+X/4 :: YY=YY+Y/4 :: CALL LOCATE(#1,YY,XX):: IF K<>18 THEN 31510 31660 CALL LINK("PLOT",YY,XX,S,C):: GOTO 31510 31700 SUBEND The CALL JOYDRAW was made to record the CALL DRAW string parameters, so it can be turned into data code for use in a program. This is how I traced my features (DEMO) into the strings. Regards Arto.
  17. With some hacking and code examination in Stella, I was able to get some approximate fastest times. I just changed the code that performs the crash handler into a no op. If you don’t ever jump, the minimum time is about 0:43 seconds. Then I performed some testing with spinning the paddle to the appropriate height, and jumping when a hedge came (not worrying about exact timing) and the computers always beat me, but their time was about 1:07 (min would have be about 1:10). It looks like the opponents adapt to good players by missing less. So I guess I was wrong about being close to the minimum time. Either that, or the ROM in the AFB5 is some prototype version that has different scoring/logic. Heres a crappy emulation score for GI Joe.
  18. Hi guys, BAMBAM GAMEMONSTER TOKYO @BBGM_TOKYO KOF XIII GM商品 最高峰のデザイン 【KOF XIII is back ロングスリーブTシャツ】 ブラック/ホワイト M〜XXL 各種¥5,940(税込) この一着こそてめェの生き甲斐 血のたぎりが冷めない逸品 Half Anniversary Thanks Sale 今月19日(日)まで開催中 表示価格より40%OFF #BGMT Translated from Japanese by KOF XIII GM products Top-notch design [KOF XIII is back long sleeve T-shirt] Black/White M-XXL ¥5,940 (tax included) This outfit is my reason for living A masterpiece that will get your blood boiling Half Anniversary Thanks Sale On until the 19th (Sunday) of this month 40% OFF the listed price #BGMT 3:37 AM · May 11, 2024 Anthony..
  19. Hi guys, BAMBAM GAMEMONSTER TOKYO @BBGM_TOKYO KOF XIII GM商品 「ボディが」 「左右に揺れるぜ!」 【ゆらゆらアクリルキーホルダー】 全6種 ¥990(税込) ブラインド販売 今すぐ ゆらゆらアクキー買いにきな! 30秒以内でな! 表示価格より40%OFFの Half Anniversary Thanks Sale 終了まで あと7日 #BGMT Translated from Japanese by KOF XIII GM products "The body." "Swaying from side to side!" [Swaying Acrylic Keychain] All 6 types ¥990 (tax included) Blind sales Come buy your swaying acrylic keychain now! Within 30 seconds! 40% off the listed price Half Anniversary Thanks Sale 7 days left until the end #BGMT Was this translation accurate? Give us feedback so we can improve: 3:00 AM · May 12, 2024 Anthony..
  20. Well, here we are I am now officially 55 years old. 10 REM * Happy Birthday! * 20 CALL CLEAR 30 PRINT "Hello World!" 40 PRINT "Cheers, GaryOPA" 50 CALL SAY("TEXAS INSTRUMENTS") 55 END I'm looking forward to having another wonderful 55 years, so I can be 6 again (110 in binary). VID_20200512_203027.mp4
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  22. They should work based on the current direction and prioritize changing direction. E.g. when moving right, pressing right+up (or even only up!) should result into moving up if possible. If not, continue moving right. That way you can go around corners much easier. I really dislike games where you fight the controls instead of the game. And this would be such a case. Even Pitfall! (and many other games from back then) got the cornering right, more than 40 years ago. So there are no excuses now.
  23. Today
  24. It will also work with a normal joystick (or a Booster Grip, IIRC). 2nd release, the first came without a box and did not support extra controllers. The latest version (Platinum) has much better music and sounds (done by @Paul Slocum), a few bug fixes and it now supports the SaveKey. And of course it still supports the Footpedal and Driving Controller too. Actually the Footpedal can be used for every joystick game. Thank you very much!
  25. Thanks. Realised this eventually. Watching on my mobile phone. Can't wait to play. 😁
  26. I wouldn't write Pong for the sake of Pong anymore The bats are all the right most vertical lines of 2 pixel wide sprites. The ball is a normal mono sprite, but it's masked with black rightmost vertical columns of 2 pixel wide sprites. So what I thought was a cool demo of Suzy bug.
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