Threads all noobs should know/my current projects
First, I thought I would group together all the threads that I have dug up (or others have graciously bumped for me) that I wish I had found when I first got here.
AtariAge Photo Thread (an introduction page)
Tempest's Meltdown Prototype Saga
I assume this is the one Thomas suggested:
That is by no means complete and I may add to it later. Feel free to make suggestions of your own. I will probably edit some more in later, but the length of these threads will keep people busy reading for quite a while if they haven't seen some of them.
I will also give you guys a short description of the projects I have in mind:
1. Dodgeball- by far the game I have spent the most time working on, while I have been teaching myself (along with the help of others here) Assembly. Pretty self explained, but it uses a static mirrored playfield. Game is three on three using the ball and two missiles to get each other out. Right now I have it set up for two players, but would also eventually like to add a 1 player version. I actually made some progress on this game over Thanksgiving and will hopefully have a playable version soon for people to check out.
2. Super Soviet Missile Mastar- Like the current version of Dodgeball, this game is based on the demonstartion kernels available in the batari basic kernel request thread. I have done no coding on this game, as I would need permission from the original authors (www.supersoviet.com). I also suggested this for the demo kernel's author, vdub_bobby, but don't think he seemed that interested. For the record I would like to thank vdub, who has probably provided more quality help to me than any other single person in my quest to become a homebrew author. Andrew Davie's tutorials are also worthy of mention since they gave me my original inspiration to begin.
3. Dragon Warrior- the idea here is to do an exact port of the Nintendo game. Since Dragon Quest 7 was just released, I'm seriously doubting that 2600 rights would be granted to a homebrew author. So what is the point of this, one may ask? Well, despite the fact that the game could not be sold, it would also provide a perfect engine for all aspiring RPG "authors". Basically if you followed the same number of dungeons, towns, etc. you could lay them out however you liked, put certain items with new names in different locations, etc. I have an idea for exactly this, but don't wish to quite spoil all the fun just yet. Plus, how cool would it be to play DW on a 2600?
Okay, that's plenty long, but this is a blog... and I think you're allowed to ramble on in a blog. It's not like anyone really does anything but look at the pictures anyway ![]()

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