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#1 Curt Vendel OFFLINE  

Curt Vendel

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Posted Fri May 1, 2009 5:57 PM

Hi guys,

Here are the source files to 2600 Cracked, Desert Falcon and Crystal Castles...



Curt


Attached File  CRACKED.zip   106.12KB   165 downloads

Attached File  DSRTFLCN.zip   238.76KB   190 downloads

Attached File  2600crystalcastles_source.zip   48.79KB   203 downloads

#2 SeaGtGruff OFFLINE  

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Posted Fri May 1, 2009 6:02 PM

Here are the source files to 2600 Cracked, Desert Falcon and Crystal Castles...

Holy cow! Thanks, Curt! :)

Michael

#3 Bakasama OFFLINE  

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Posted Fri May 1, 2009 6:19 PM

Hi guys,

Here are the source files to 2600 Cracked, Desert Falcon and Crystal Castles...



Curt


Soooo, does that mean somebody could make version of Crystal Castles with warps?

#4 Curt Vendel OFFLINE  

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Posted Fri May 1, 2009 7:04 PM

Perhaps in an Atari 7800 version...



Curt


Hi guys,

Here are the source files to 2600 Cracked, Desert Falcon and Crystal Castles...



Curt


Soooo, does that mean somebody could make version of Crystal Castles with warps?



#5 doctorclu OFFLINE  

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Posted Fri May 1, 2009 7:22 PM

Oh how cool! Just thinking of tinkering with code on various platforms.

#6 Wickeycolumbus OFFLINE  

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Posted Fri May 1, 2009 11:52 PM

Thank you for uploading :)

#7 Thomas Jentzsch ONLINE  

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Posted Sat May 2, 2009 12:25 AM

:thumbsup: :thumbsup: :thumbsup:

#8 Mitch OFFLINE  

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Posted Sat May 2, 2009 12:45 AM

Interesting stuff.
Desert Falcon says it's the final version, I guess I should compile it and find out. :)
Cracked is different from the proto that's out there but appears to be written to use the dev board. I'll have to see if it will compile to a standard playable BIN.
Crystal Castles seems to use the really old Atari assembler that is beyond my abilites. Someone else will need to look at that one. :D

Mitch

#9 Mitch OFFLINE  

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Posted Sat May 2, 2009 1:00 AM

Wait a sec, that Desert Falcon source looks awful familiar...
Got it. :D

Mitch

#10 Curt Vendel OFFLINE  

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Posted Sat May 2, 2009 7:37 AM

Sorry, I didn't realize I'd release that previously, I thought I only released the 7800 Desert Falcon source code.



Curt

Wait a sec, that Desert Falcon source looks awful familiar...
Got it. :D

Mitch



#11 Mitch OFFLINE  

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Posted Sat May 2, 2009 10:48 AM

Hey Curt, better to accidentally release it twice than not at all. Thanks for continuing to dig this stuff up. :thumbsup:

Mitch

#12 Mitch OFFLINE  

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Posted Sat May 2, 2009 4:43 PM

It's interesting that these are all 16K superchip games.

Mitch

#13 Tempest OFFLINE  

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Posted Sun May 3, 2009 7:57 AM

Someone needs to look through the CC source and see if Peter Niday's initials are hidden in there. It's been rumored for awhile, but no one has found them yet.

Tempest

#14 DanBoris OFFLINE  

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Posted Tue May 5, 2009 8:07 PM

In the source for Crystal Castles was an encoded binary file called CCP.OBJ.1. I have converted this into a binary that will run on an emulator, the resulting file is attached. The binary is quite different from the version you can download from the 2600 archives, but the only difference I notice in the running game is the colors.

Dan

Attached Files

  • Attached File  ccp.bin   16KB   124 downloads


#15 Tempest OFFLINE  

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Posted Tue May 5, 2009 8:10 PM

In the source for Crystal Castles was an encoded binary file called CCP.OBJ.1. I have converted this into a binary that will run on an emulator, the resulting file is attached. The binary is quite different from the version you can download from the 2600 archives, but the only difference I notice in the running game is the colors.

Dan

Is it the same as the prototype I have listed on my site?

Tempest

#16 Mitch OFFLINE  

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Posted Tue May 5, 2009 9:28 PM

In the source for Crystal Castles was an encoded binary file called CCP.OBJ.1. I have converted this into a binary that will run on an emulator, the resulting file is attached. The binary is quite different from the version you can download from the 2600 archives, but the only difference I notice in the running game is the colors.

Dan

Is it the same as the prototype I have listed on my site?

Tempest


No, it's different.

Mitch

#17 DanBoris OFFLINE  

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Posted Wed May 6, 2009 5:47 AM

In the source for Crystal Castles was an encoded binary file called CCP.OBJ.1. I have converted this into a binary that will run on an emulator, the resulting file is attached. The binary is quite different from the version you can download from the 2600 archives, but the only difference I notice in the running game is the colors.

Dan

Is it the same as the prototype I have listed on my site?

Tempest


No, it's different.

Mitch


I looked into this a little further. The ROM I posted is an exact match to the PAL version.

Dan

#18 Tempest OFFLINE  

Tempest

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Posted Wed May 6, 2009 7:34 AM

In the source for Crystal Castles was an encoded binary file called CCP.OBJ.1. I have converted this into a binary that will run on an emulator, the resulting file is attached. The binary is quite different from the version you can download from the 2600 archives, but the only difference I notice in the running game is the colors.

Dan

Is it the same as the prototype I have listed on my site?

Tempest


No, it's different.

Mitch


I looked into this a little further. The ROM I posted is an exact match to the PAL version.

Dan


So it's the final PAL version then?

Any word on possible easter eggs in the code?

Tempest

#19 DanBoris OFFLINE  

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Posted Wed May 6, 2009 10:54 AM

So it's the final PAL version then?

Any word on possible easter eggs in the code?

Tempest


I skimmed over the code and didn't see anything obvious. All the graphics data is clearly labeled so if there is an Easter egg it's well hidden in the source.

Dan

#20 Mitch OFFLINE  

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Posted Wed May 6, 2009 4:41 PM

In the source for Crystal Castles was an encoded binary file called CCP.OBJ.1. I have converted this into a binary that will run on an emulator, the resulting file is attached. The binary is quite different from the version you can download from the 2600 archives, but the only difference I notice in the running game is the colors.

Dan

Is it the same as the prototype I have listed on my site?

Tempest


No, it's different.

Mitch


I looked into this a little further. The ROM I posted is an exact match to the PAL version.

Dan


Good catch, I didn't think to check the PAL version.

Mitch

#21 Godzilla OFFLINE  

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Posted Thu May 7, 2009 4:20 PM

wow this is awesome. thanks :) could u make all new mazes for cc now? that would be awesome...

#22 PingvinBlueJeans OFFLINE  

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Posted Sun Jul 5, 2009 5:26 PM

Any word on possible easter eggs in the code?

I skimmed over the code and didn't see anything obvious. All the graphics data is clearly labeled so if there is an Easter egg it's well hidden in the source.

Anything is possible, but it's doubtful that there's any initials or anything else in there. The programmer was pressed for time and the game was barely finished when it was taken from him. He never even had time to do full playtesting or formal debugging, so I doubt he had time to stick any eggs in there. It's a small miracle that game turned out as well as it did...Atari cranked that thing out faster than E.T.

#23 BadHornet OFFLINE  

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Posted Mon Jul 6, 2009 8:37 PM

Good deal. Thanks!




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