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Showing content with the highest reputation on 07/13/2021 in all areas

  1. Finished shipping the last of the pre-orders last night! These will be going to the post office this morning. Technically there is still one pre-order, but that customer asked me to not ship until early August. Now i get to work on catching up on regular orders, as well as getting free copies of all the new games to the developers. Only then can I take a break! After my break, I will be working on moving the store to completely new software. Really looking forward to that! Also have to get the forum updated to new software, which I'm also looking forward to (lots of cool new features and improvements!) And working on the next round of games to hit the store at the end of August/early September! I hope everyone enjoys the games as they arrive, there's such a great variety of fun titles! And I never cease to be amazed at the incredible talent in this community. From the programmers to those helping with pixel art, sound, and music, to the designers and artists who create the amazing artwork and designs for games, it's truly remarkable the love that goes into these games! Thank you everyone for your patience with this batch of games. It was certainly an experience! ..Al
    15 points
  2. Well!;) FQ: At first just small disclaimer about Flimbo - yes its getting closer to release (waiting for the stuff from another coder) so this project is my small detour. We have many projects on the move and after a break we had, we are back to coding. One is a big custom SDK with new auto linker, auto data manager, auto relocator, auto .car creator, and even a new assembler - all for the sake of faster A8 production. Flimbo is waiting for it because we really want to have it working on stock Atari as cartridge. Besides this our priority is to finish MK and FQ first. Giana: About flickering and sprites - my target is to have enemies as softsprites (we already have the same amount of soft sprites in FQ and this game is much much more cpu taxing). For the sake of the presentation enemies are - like you folks realized on hw 2p+2p multicolor, then swapped to softsprite (with uglier color). Nice catch;). Im going to test some dynamic hybrid with soft+hw sprites but not sure how it would look. Generally there wont aby any issues to having all enemies on screen at all besised uglier (same as tiles) colors (still going to try few tricks). About level tiles and colors - original version has some hires chars (diamonds, most green bushesh and so on) but it translated very well for A8 (I was always curious how it is going to look). In the game 5th color dynamically changes (for green and more in future) when game scrolls the level. Proably some levels going to have small changes to background elements position because of that but thats it. The original character on C64 is made up from 3 sprites (the third one eye/legs is in hires mode): In our version it is similar (for now - not finally decided yet): - two multicolored sprites for main colors - one blue for the dress - one for eye and legs Additional two missiles are rendered during jump (for hand and leg) and going to be used for powered version (the new hair adds 2 pixels and its going to be one missile). I've written a small tool that auto converted their sprite combination to our P/M and was pretty happy about the result. @rensoup I also want to thank you (and all involved) for the PoP project. One of our group member is uber PoP fan and he loves it (we also!) very much. Its a huge step for Atari XL/XE.
    13 points
  3. Just been made aware of this in a passing conversation : https://www.youtube.com/watch?v=6W6BhUuoljM Download the auto-pilot demo here (eg it's not playable - just sit back and enjoy): https://demozoo.org/productions/296648/ Some promising graphics and music already. I played this game a few times on my mate's Amiga BITD.
    8 points
  4. It's ALIVE! I reflashed the SST chip (I don't know what it's really called) and my incognito came back to life!
    7 points
  5. No, all sounds are generated using the POKEY's waveforms.
    6 points
  6. A platform game (enhanced version of a previosly compiled games): - Drunkman (Some Guys Like Beer): a Burghertime clone. Description on TI99IUC (Drunkman - Some Guys Like Beer); ------------------------------------ Total compiled games: 347. [GAME] DrunkMan (1984)(Marcello Zannini)[Compiled by TMOP].zip
    6 points
  7. Hey, I did a thing. I spent much longer on this than I meant, but, it's basically just a workout of my vgmcomp2 music converter. I have wanted to do the Thunder Force III music for many, many years, and so now that my conversion toolkit finally works, I decided to do the work. When it come out halfway decent, I decided to also reproduce a few screens. Anyway, like all my stuff, it's on github here: https://github.com/tursilion/tf3 But since it's not really interactive, it might be enough to just watch the video. The only thing you miss is flicker doesn't work terribly well through videos, but that's only on the title page. If you know the game, hopefully you'll agree that the tunes are recognizable, even though without the instruments it's a huge jump. If not, well, hope you enjoy. Guess I will also attach the cart image: 256k non-inverted cart. 32k required. Should run anywhere. TF3_8.bin
    5 points
  8. So pleased with these new arrivals! Very grateful to the programmers and, of course, to Al for all the many hours of hard work it took to make these games possible. ?
    5 points
  9. PC Magic: the Gathering Arena (503 min) Oculus Quest Beat Saber (246 min) Not much this week, but I did fire up MtG after a brief foray during its beta a couple years ago. I quickly left back then once the pay to win whales started taking over in the just for fun Standard play with their netdecks. But the new AFR set piqued my interest, and there now seems to be a lot bigger player base, so I've been having fun with it. RimWorld just announced a big update and new expansion coming, so I'll be back in on that BS before long, lol
    5 points
  10. Greetings! Just got back from delivering another 25 packages to the post office, so I figured I'd drop by this thread to give another update. I now have nearly all the pre-order orders shipped. There are about ten outstanding orders, and those will be shipped this evening after I make a few more straggler games. Then it'll be on to the regular orders so I can get all those finished and shipped. Here are some games I built over the weekend: And here are the four bins of games, and two larger boxes, that I dropped off at the post office today: It's nice seeing that people have been receiving their games! ..Al
    5 points
  11. Truth be told, I installed it and then had to read the instructions twice to get it working. Install was slightly a pain in the posterior, equivalent to what one imagines a butt plug would feel like if one were to have felt it — ever. The utility it provides is worthwhile. Module Creator 2’s utility that is.
    4 points
  12. Yet another successful meetup for the Valley of the Sun TI Users Group. It appears we once again enjoyed 100% attendance by all members. Congratulations y’all! Topics covered: Sparkdrummer brought his GRAM Kracker thingy to demo yet forgot a console to plug into. Apparently it’s not Classic99 compatible. @sparkdrummer This POS PEB cable extender never worked. Cheap plastic connectors discussed. Buyers beware. Too bad Greg doesn’t offer a solution @arcadeshopper Played Hunch Back and discovered vertical non-flexing rope = the devil. @Retrospect Sometimes a game just grabs ya! Restless II is so pretty it hurts. Explosion bliss 99er! @sometimes99er Sparkster couldn’t grasp why he couldn’t play the Demo from some dude named Tursi? Great music had the donut shop rocking so it didn’t matter. @Tursi SEGA!!! And finally, near the tail-end of the meeting we booted up the Edutainment title of the month: So cheeky. @Retrospect How this game came out of the UK and not Germany I’ll never know. Overall — great meetup. Come join us next month. Coffee’s on us!
    4 points
  13. I have uploaded version 0.94 to the same address as above. One major new thing is that ELSA is now able to generate SpartaDOS X relocatable binaries. I seem to have managed to make SpartaDOS X support more flexible than in MADS (let alone FA), for example, all 65C816 instructions and addressing modes will generate fixups, where applicable; also, labels declared as external symbols can be used in arithmetic expressions, the result of such an expression will then generate the external reference record when used, e.g. .xref COMTAB lbuf = COMTAB+$3f ... ... lda lbuf "lda lbuf" will cause the XREF record for the symbol "COMTAB" to be inserted into the object file. Also, fixups work between program blocks loaded to different 64k segments. To use this one will need to load an additional extension module, which will come with next beta release of SDX (on the Toolkit).
    4 points
  14. I've added some more time today Pokemon Ultra Moon for 3DS - 40 minutes I'm still working my way up that last mountain and I just caught Necrozma with a Quick Ball on my first try after critical hitting it once with my lvl 65 Primarina.
    4 points
  15. I only have one more entry to add to my above list: Kirby's Adventure for NES - 103 minutes. I completed the Extra Game (hard mode). I went ahead and got all the secret switches even though you don't have to in this mode to change your file description into "perfect."
    4 points
  16. A much smaller list of games from my household this week, something for which our ever appreciated and dutiful statistician Carlsson will no doubt be grateful for My overall play time was much the same as usual this week, except I stayed focused on just a handful of games this time around. I spent most of the week playing through DOOM Eternal on the Switch again (this time on Ultra Violence difficulty) but took a little time to test out a brand new NES Classic Edition controller I picked up on eBay with Contra and Super Mario Bros. 3 for the NES on the Nintendo Switch Online service. I thought the NES Classic Edition controller would be awesome for playing NES games on my Switch with the 8BitDo G-Bros adapter, but as it turned out the d-pad on the NES Classic controller is significantly more shallow than the one on an original NES controller and I kept getting false inputs with it so back in the box and up on eBay it went for slightly less than I paid for it. Ya win some ya lose some I suppose, and this time I lost. The only other game I played this past week was Samurai Shodown II on the Neo Geo MVSX machine. I've always just played as Galford in all the Samurai Shodown games but this week I decided to branch out a bit and try some new characters, so I spent a lot of time trying out different characters and decided I liked Ukyo and Jubei a lot; and I ended up playing through and beating the game with both of them. I've still got a soft spot for Galford and his faithful pooch Poppy, but Ukyo might be my new favorite character to play! There's not many fighting games I feel like I'll never tire of playing, but Samurai Shodown II is definitely one of them; right up there with the original Mortal Kombat and Street Fighter II: Champion Edition Ineligible Contra (NES) - 38 minutes Samurai Shodown II (Neo Geo AES/MVS) - 230 minutes Super Mario Bros. 3 (NES) - 123 minutes Nintendo Switch DOOM Eternal - 880 minutes Total Video Game Play Time This Week 1,271 minutes (21 hours 11 minutes) [880 minutes eligible] Individual System Play Times This Week Nintendo Switch: 880 minutes Neo Geo AES/MVS: 230 minutes NES: 161 minutes
    4 points
  17. I’ve finally finished arranging everything. I think I need some shelving to make use of the vertical space, so all my consoles don’t take up an entire table. Video cables are for now all sorted out rather neatly, and the power cables are untangled but not yet arranged. I think I’ll need an extra monitor (actually, a TV) where I can hook up some more RF systems and hopefully S video and component too. Because sharing a single screen between multiple computers isn’t very fun.
    4 points
  18. This item has now sold. Thanks! For sale is a Mattel 2609 model 1 Intellivision but in Sears clothing. Yes, this has the standard 2609 rom sets in it that I installed about 20 years ago when the Sears unit was first given to me dead. At the time I had a spare standard 2609 Intellivision but liked the Sears look and controllers more. However after actually getting a different legit Sears Super Video Arcade unit nearly a year ago and finally.. FINALLY getting it working. I decided to put this one up for sale. This is NOT a display piece as it has nicks, scratches, some yellowing on the case, etc. It is for playing games and shows the years and age of love having provided that to previous owners in addition to myself. Information on this old SVA: - Power supply has been recapped and a new 12Ω power resistor installed - Power ribbon cable was replaced with a new one about a year ago - Main board is an older revision with the white colored PCB and fully exposed trace layout through the board - New 3906 transistors installed as originals are prone to failing - Yannick's v2 RGB installed. (First of this revision I installed actually) - RGB board has hardware fixes in place for better compatibility with OSSC, Retrotink2x SCART, and Retrotink 5x. Works with cheap SCART to HDMI converter and the Framemeister as well (so I've been told on the FM) - RF is still fully intact and working as an additional video output or fallback if needed - 9-pin mini din AV out wired up in Sega Genesis model 2 has been installed Includes the following: - SVA console itself (of course) - 2 working Sears style controllers - 1 Insurrection Industries Genesis 2 RGB SCART cable (New) - 1 Original RF output cable (Repaired recently by ITC) The RGB cable is brand new and being provided so that the new owner doesn't have to worry about finding or having a cable to use it with. It does still require you to have the ability to use SCART for RGB. So either a scaler/converter with SCART input is needed such as the Tink2x SCART like I primarily use for testing RGB consoles as an example. I've attached a lot of pics of the console but feel free to ask any questions. I've also attached a link showing example RGB video output direct captured from this actual Intellivision sometime back when I was first testing the new Yannick RGB boards. I've already got the console and cables boxed up and ready for its new home and owner. I will be posting this in other groups and like FB as well. I'm asking $175 for this SVA shipped in the lower 48 continental United States. Here is a video I took from this exact RGB board and SVA sometime back:
    4 points
  19. Here is XB 2.8 G.E.M. which corrects the bug Retroclouds encountered when doing CALL HELP after using the T80 mode. As always, I hope this is the final version. XB28GEM20210712.zip
    4 points
  20. Galaga '88 (PC Engine) 21 mins Star Parodia (PC Engine CD) 36 mins Gun-Nac (NES) 29 mins I recently moved so I was busy getting some things in order and working so I hadn't had much time to game this week.
    4 points
  21. Always nice to see new ports! The fact that the player and the enemy aren't on the same horizontal line ever is really suspicious though ?
    4 points
  22. Mount up in your Power Sphere on the field to compete against another person or "Daisy", an AI drone who makes up for lack of precision with enthusiasm. With 5 different selectable A.I. skill levels, you can even have two AI drones play against each other and cheer them on from the stands. Whoever scores the most goals within the time limit (or sudden death playoff in case of tie) wins! Play one of four seasonal variations (Spring, Summer, Fall, Winter) to find out who truly is the ElectroBall champion! ElectroBall is a new 16K homebrew game written in assembly for your Atari 2600 or Atari 2600 compatible system. This game in ROM form may be used for free for personal use or for online/offline public use as long as no fees are directly charged to play the game. This game may not be directly sold or packaged with other items to sell in any form without prior permission from myself. The beta/WIP period is over and I have released the final "Version 1.0" binary to the public. Enjoy! I may look into a special "Publisher Branded" version of the cartridge for sale on physical media. With emulators and flash carts the need for physical media is not as great these days and having good artwork and a polished manual is key. But rest assured, the actual game itself would be identical to what is posted here. My own 7800 & 2600 (and 2600 Jr) and TV set are NTSC, so for PAL50/PAL60 testing I could only try them on emulators or try my best using my Harmony Encore cart as well as depending on the kindness of others to test on their systems (special thanks to Atariage members Philsan and Bomberman94 for testing multiple iterations on their PAL system as I tweaked settings...) You can download the final V1.0 ROMs (NTSC & PAL50/PAL60 formats) for use on emulators (I've tested on Stella, Javatari, and the Argon app for Android) or Harmony-type carts here: ElectroBall_V1.0[NTSC].bin ElectroBall_V1.0[PAL60].bin ElectroBall_V1.0[PAL50].bin Or play them directly in a web browser on javatari.org from these links: ElectroBall V1.0 NTSC Version ElectroBall V1.0 PAL60 Version ElectroBall V1.0 PAL50 Version I also have attached manual text to help explain the various options in the game. It is available here: ElectroBall V1.0 Documentation.pdf Notes on development history of the many ROMs I posted: * WIP Beta 1 - Initial posting * WIP Beta 2 Many AI variations! I've renamed the AI from Beta 1 to be "Hard", and have added a "Medium" and "Easy" mode. I have also added a "Super Mario Kart" style "AI Adapt" mode where the AI will adjust its play level to be harder or easier depending on if it is behind or ahead. There is also an "AI Random" mode which will change the AI behavior every time it gets the ball. Ability to specify game length from 1 to 10 minutes in 1 minute increments. Ability to specify none, one or both players be human or AI, allowing for a "0 to 2 player" game. An options screen to configure all of these combinations (1,000 different potential games!) An ability to change options, re-start a game or go back to the options screen after a game using the joystick for a more "Couch Compliant" experience. An increase in ROM size from 8K to 16K. I saved a few hundred bytes in optimization before adding the options screen, but the data heavy options screen plus coding in AI options for both players caused me to exceed the 8K limit. Fortunately I could use the standard Atari 16K bank-switching scheme. I'm currently at 10,850 bytes of game ROM used. * WIP Beta 3 No change to gameplay or features. Hopefully the title and options screen no longer shake on more "discerning" consoles. My one test case on my 2600/7800 system (pressing and holding the fire button on the splash screen makes the title screen shake) is resolved with beta 3. Fixed an issue where the "Atari 2600" text underneath the splash screen was not as centered as it could be. * WIP Beta 4 New PAL60 compiled version. Reduced instances of AI controlled players intentionally running into walls when they have the ball. * WIP Beta 5/6 Beta 5 was tested with just a few individuals to improve stability and vertical centering on PAL systems Beta 6 has better centering of the title/options screen. In addition, the PAL50 version game screen should be better centered (and on Javatari it's no longer at the very tippy top of the screen). The player on the right side has had its color brightened by 1 when in Black/White so that it isn't quite so dark on actual systems. I've made the AI on Hard mode be better (but not impossible) on goalie defense on spring/summer game variations. I am able to beat it on hard mode, but I need a joystick with very precise control and I need total attention paid to the screen. This also makes the game difficulty switches on spring/summer for AI Hard more apparent - if you set one goalie to fast and one goalie to slow, the slow goalie will give up more goals than the fast goalie. If you then reverse it, you will watch the other goalie give up more goals. The other side effect is that AI Hard really dominates AI Medium or AI Easy, but there should be enough variation in the AI for players of all skill levels to enjoy. * WIP Beta 7 Removed a superfluous VSYNC that caused some systems to display ghosting at the very top. VSYNC/VBLANK between all screens is now consistent in where they are called in the scanline draw. Cleared sound effect variables at beginning of game to prevent any sound effects from previous games from playing at the beginning of next game. * V1.0 Changed version number on title screen to V1.0 Misc wall of text, just my own thoughts on the game and various inspirations: During the middle of the year last year as I was wasting some time browsing facebook, an ad for the Udemy course on programming for the Atari 2600 came up with a sale price of $10. Being the middle of the pandemic, it seemed like a nice diversion. Why not try to learn to program for the game system from my youth where a patient professor with a soothing voice leads me through assembly programming at a pace I choose? I took the course, then read Andrew Davie's book, re-read "Racing the Beam" which I had purchased years earlier, read the randomterrain.com series on Darrell Spice, Jr's very excellent Collect game tutorial (which the Udemy course seemed to base a lot of its code on as well!), the Stella programmer's guide by Steve Wright, the Atari 2600 tutorials on 8bitworkshop.com, and the plethora of informative posts on programming right here at Atariage.com. The amount of information publicly available on how to program for the Atari 2600 in the year 2021 is simply fantastic. Even after reading all that, programming for the Atari 2600 to me is still somewhat .. formidable. ElectroBall is actually my 4th game idea and 3rd attempted implementation for a game. The others were a bit too ambitious for my current 6502/6507 skills. For this game I mainly limited myself to what I could do with a single HMOVE during a given frame to see what I could do with 2 sprites, 2 missiles, a ball, background colors and the playfield. That allowed me a more simplified runtime kernel (the familiar "2 line kernel" (2LK) with some embellishments) and let me learn 6502/6507 assembly and the various Atari 2600 options by focusing on code in the the overscan and vertical blank sections. I also had a lot of fun coding in the various hardware switches (difficulty, select, reset, black and white) that the 2600 featured as well as the ROM-size soaking splash & title screens. Implementing the "Atari bank switching for dummies" example from these forums and seeing code execute in different banks was also very cool to see in action. One of my favorite games from the 80's was Hat Trick - I played it on multiple 8-bit systems and the game play (Spring and Summer variations) of ElectroBall is heavily based on that. I also thought that an overhead perspective of a Ballblazer type game would also translate well (and is the basis for the Fall and Winter game variations). I also was enamored with the "momentum based" control of the homebrew R.C. Sumo Bots and wanted to do something similar - like the mention on ZeroPage Homebrew when R.C. Sumo Bots was played, there should be more games in the bumper car genre! I tried to develop the game to feature what I think are the 2600's strengths - bright vivid colors, fast responsive gameplay, neat lower range beep boop sounds and rocket engine crowd noise. Nothing about my game is particularly groundbreaking (other than the splash/title screen to game code size ratio, which I believe I've set a new record - ha!), and some portions of my code is borrowed from elsewhere (the scoreboard is a modified version from Collect, as is the sound effects base engine and my runtime kernel is a fairly heavily modified version of the 2LK from Collect, the Atari jingle and "fire to exit splash screen" is borrowed from the AtariAge logo sample code recently posted, and the cycle through the colors of the Atari Fuji logo on the splash screen is based on the many color cycling background tutorials out there) and I used many of the utilities from the alienbill.com web site to add flourishes. All inefficient subroutines are of my own design! Having an AI was also useful for figuring out gameplay bugs and difficulty tuning. The Winter variation used to be a lot tougher, but I made it easier after the AI couldn't even score a single goal in 3 minutes... AI Medium is about 50% more effective offensively than AI Easy. AI Hard is about 50% more effective offensively than AI Medium but also better at defense on Spring/Summer variations. Particular places I learned 6502/6507 assembly: https://www.udemy.com/course/programming-games-for-the-atari-2600/ http://www.lulu.com/shop/andrew-davie/atari-2600-programming-for-newbies-revised-edition/paperback/product-23644281.html https://www.randomterrain.com/atari-2600-lets-make-a-game-spiceware-00.html https://8bitworkshop.com/v3.5.2/?platform=vcs Stella Programmer's Guide by Steve Wright 12/03/79 Countless topic posts on Atari 2600 programming on Atariage.com Web sites I used to help design various components of my game: https://alienbill.com/2600/playerpalnext.html - Playerpal 2600 for sprite design/animation https://alienbill.com/2600/splash-o-matic - Splash-o-matic (now Atari-background-builder) for title screen https://alienbill.com/2600/atari-riff-machine/ - Atari riff machine (to plan out sound effects and title jingle) https://www.masswerk.at/vcs-tools/TinyPlayfieldEditor/ - Tiny playfield editor (to draw out Fuji logo on splash screen) Places I used to test out my game during development: Stella (The developer interface in this emulator is fantastic! The udemy course was worth it just for showing me the larger world present when you press the ~ key) https://8bitworkshop.com/v3.5.2/?platform=vcs (I could modify code in real time to see its effects!) https://skilldrick.github.io/easy6502/ (For testing basic 6502 functions) https://javatari.org/ (8bitworkshop uses this too but was also handy to test the ROMs on its own). Oh - and a big nod to the Atari 2600 development package for Visual Studio Code. A great modern development environment!
    3 points
  23. A8 64KB / PAL / NTSC
    3 points
  24. This is the definitive Metal Slug (Mission 1) port for Atari STE Features: -Complementary Dithering colour, aprox. 70 colors on screen; requires more than 40 frames per second. As emulator, Steem in the recommended one, and active the Vsync -652 KB of digital sampled audio, 3 voices mixed at 12.5 KHz Music is also based on sampled audio loops at same frequency -Around 3 MB of graphics data -50 frames per second gameplay, few slowdowns -Hardware requirements: Atari STE @ 8 MHz CPU + a hard disk device https://www.youtube.com/watch?v=gyRBcTnn-5M Download: https://www.gp32spain.com/foros/attachment.php?attachmentid=54610&d=1626102535 Also, if you are interested on a high performance low cost hard disk device for your Atari ST/E, you can acquire one of my manufactured units from this same Atari Age forum: Enjoy it!
    3 points
  25. Looking see how many differences this RS Baseball Prototype has versus the final. Note in the opening song is off. Feel free to play and comment on other differences. Thanks! RS Baseball 6-15-83.bin
    3 points
  26. First game update was released: version 1.01 - fixed issue with King of Arcade achievement - now you can pause the game using START button - rare text disapearing issue fixed - typo in intro fixed It can be downloaded here: https://bocianu.atari.pl/blog/flob
    3 points
  27. Pro fanity is better than amateur fanity.
    3 points
  28. I just installed it in C:\modulecreator_20 so I didn't have to change anything
    3 points
  29. Hi mate. This needs changing for a start, really. I quote from the website; "The last thing to do is to set the correct path in the Yab script file. Open the file 'modulecreator.yab' with notepad or your favorite text editor. Locate the text '@1=C:\modulecreator_20' and change the path 'C:\modulecreator_20' into the path" I'm not being funny but sod that. An app needs to be easy to use, one click and it's on the screen, ready to make a module out of an EA5 file. All that stuff right there is what puts me off. It's just too much to think about and I don't learn new tricks easily. He needs to sort this out. This of course is just my opinion there will be guys out there who can do this in a pinch just not me. It's gonna have to get easier than that.
    3 points
  30. And that won't matter... 10138 - YES! Gold Medal Patch score...
    3 points
  31. In this version I added a game over screen, level completed screen, better fuel handling, lives display, extra life, and bug fixes. It's quite playable and perhaps the last version to be labelled 'demo'. However, if you know the original there's still some way to go before the game will feel like a clone. Because I'm not very experienced in the original I keep discovering new things like the cross hairs in the deep space sequence, which is the part that's the longest way from from being complete. The interaction with the boss at the end also leaves a lot to be desired. And the music/sound is also only at the proof of concept stage, probably there will be no music in the final version. zaxxon8.bin
    3 points
  32. I can't understand all of the discussions! If I can't make a contribution, I'll shut up and accept the developer's result as it is. Loading times, pauses in loading, holy shit ..... I remember loading EVERYTHING from tape and it was a pain. Everyone has the choice of loading the game from a floppy disk, cartridge, or maybe even cassette. But no, there are still complaints about pauses, loading times, features like moving graphics while loading, music should play, etc ....... 'Damn f*cking shit' If you can't do better, shut up and enjoy the Publication. In short words: Thank you rensoup an TIX and also some Sounders like Miker .... for making an fantastic port to the A8. I can't await the final version. THANKS!!!!!
    3 points
  33. The A/W/A team is announcing a release of a Atari 5200 version of Night Rescue 1941. Under the merged code, we made a slight update to the 8-bit version so they are in sync with each other. The only difference to the previous Night Rescue 1941 are a couple bug fixes. Night Rescue 1941.ROM (Atari 5200) Night Rescue 1941.XEX (Atari 8-bit) (Original Post) Hope you enjoy it! Eric Anschuetz Robert Anschuetz John Weisgerber
    3 points
  34. Of all the things I've seen, that is far and away the most recent. ?
    3 points
  35. Here's the summary for Week 27, running from July 5 - 11. We logged 4227 minutes of eligible play, playing 64 games on a total of 21 systems. Top 10: 1. Eliminate Down (Genesis) - 865 min. (#1) 2. Final Fantasy IX (PlayStation) - 458 min. 3. Samurai Shodown II (Neo Geo AES/MVS) - 230 min. 4. Kirby's Adventure (NES/Famicom) - 206 min. 5. Sonic Adventure International (JP) (Dreamcast) - 153 min. (#2) 6. Crisis Mountain (Apple II) - 141 min. 7. Faxanadu (NES/Famicom) - 130 min. 8. Super Mario Bros. 3 (NES/Famicom) - 123 min. 9. Dragon Quest (NEC PC-9801) - 119 min. 10. Ms. Pac-Man (Atari 5200) - 100 min. Pre-NES top 10: 1. Crisis Mountain (Apple II) - 141 min. 2. Ms. Pac-Man (Atari 5200) - 100 min. 3. Solar Fox (Atari 2600) - 98 min. (PN#2) 4. Frogger (Arcade) - 75 min. (PN#6) 4. Kaboom! (Atari 2600) - 75 min. (PN#4) 6. Pac-Man Collection (Atari 7800) - 60 min. 7. Ms. Pac-Man (Atari 8-bit) - 40 min. 8. Flag Capture (Atari 2600) - 39 min. 9. Ms. Pac-Man (Atari 2600) - 37 min. 9. Solar Storm (Atari 2600) - 37 min. (PN#7) Top 10 systems: 1. Genesis (1094) (#1) 2. NES/Famicom (657) (#3) 3. PlayStation (458) 4. Atari 2600 (340) (#4) 5. NEC PC-9801 (272) 6. Neo Geo AES/MVS (230) (#2) 7. Dreamcast (164) (#6) 8. TG-16/PC Engine (156) 9. Apple II (141) 10. Atari 5200 (135) Eliminate Down more than doubles its minutes from last week, which is well enough to stay in 1st place. At the same time, the Genesis game becomes member #451 in the 1000 Minute Club with a total of 1289 minutes. Most played pre-NES game is not an 2600 game, not even an Atari game but Crisis Mountain for the Apple II, followed by eight various Atari based games and Frogger on the arcade. Systems wise the Genesis remains the most played system for the third week in a row, from a combined effort of 6 games of which Eliminate Down contributes 79% of that figure.
    3 points
  36. I am set to attend (exhibit) VCF-SE at SFGE in August*. I will look into MGC for November. I will not be attending the Chicago Faire in the foreseeable future. * Considering a curtained booth to exhibit some of the latest @Retrospect titles.
    3 points
  37. hello All This is a new update. Enjoy!
    3 points
  38. A much smaller list of games from my household this week, something for which our ever appreciated and dutiful statistician Carlsson will no doubt be grateful for My overall play time was much the same as usual this week, except I stayed focused on just a handful of games this time around. I spent most of the week playing through DOOM Eternal on the Switch again (this time on Ultra Violence difficulty) but took a little time to test out a brand new NES Classic Edition controller I picked up on eBay with Contra and Super Mario Bros. 3 for the NES on the Nintendo Switch Online service. I thought the NES Classic Edition controller would be awesome for playing NES games on my Switch with the 8BitDo G-Bros adapter, but as it turned out the d-pad on the NES Classic controller is significantly more shallow than the one on an original NES controller and I kept getting false inputs with it so back in the box and up on eBay it went for slightly less than I paid for it. Ya win some ya lose some I suppose, and this time I lost. The only other game I played this past week was Samurai Shodown II on the Neo Geo MVSX machine. I've always just played as Galford in all the Samurai Shodown games but this week I decided to branch out a bit and try some new characters, so I spent a lot of time trying out different characters and decided I liked Ukyo and Jubei a lot; and I ended up playing through and beating the game with both of them. I've still got a soft spot for Galford and his faithful pooch Poppy, but Ukyo might be my new favorite character to play! There's not many fighting games I feel like I'll never tire of playing, but Samurai Shodown II is definitely one of them; right up there with the original Mortal Kombat and Street Fighter II: Champion Edition Ineligible DOOM Eternal (Nintendo Switch) - 880 minutes NES Contra - 38 minutes Super Mario Bros. 3 - 123 minutes Neo Geo AES/MVS Samurai Shodown II - 230 minutes Total Video Game Play Time This Week 1,271 minutes (21 hours 11 minutes) [391 minutes eligible] Individual System Play Times This Week Nintendo Switch: 880 minutes Neo Geo AES/MVS: 230 minutes NES: 161 minutes
    3 points
  39. I went Solar a couple of months + ago...Like the panels on a TIE Fighter (--) But the Power company only sent a guy over once, to install a new meter. It was snowing that day and the panels were covered in snow. He said he couldn't install the new meter until he could see the one I've got run backwards (which it does all the time on Sunny days). He's never been back and I'm paying Power/Gas And a Solar bill (loan) because it isn't taking into account the power I'm putting back into the grid. Once he gets the new meter in, I'm supposed to have a 99% decrease in my electricity bill (I'll still pay gas, of course). I wish he'd get his ass back over here.
    3 points
  40. Damn you @OLD CS1!!! You responded as I was editing the post. We must have plugged 1,000 butts over donuts and coffee. Surprisingly addictive. Move over flappy bird. First synthesized turd noise I believe.
    3 points
  41. 3 points
  42. I'm looking forward to this! I don't know of anyone other than @mvo that has won the main game.
    3 points
  43. Space Game is awesome. I really need to devote more time to try and play through all 12 levels myself?
    3 points
  44. $313 power bill has me missing the Pacific NW. LOL
    3 points
  45. PC Gladiator Trainer 360 Sid Meier's Ace Patrol 179 XOne Mass Effect Legendary Edition 338 Verdun 80 Wheel of Fortune 73
    3 points
  46. I’ve got my mouse to explore the whole maze in pass 1, debugged. and it knows how to repeat the direct course to the exit. But it can’t optimize around loops.. yet.
    3 points
  47. For posterity, an issue mentioned here isolated an NCR Sally as being the root cause of a console having issues with Concerto: Recently, multiple Rockwell Sally's have been found to be the issue with console compatibility with the DragonFly: We also know the below NCR Sally works fine with (at least) Concerto: This NCR is known to work fine with (at least) DragonFly:
    3 points
  48. Got some good stuff done this weekend, I think this video pretty much says it all:
    2 points
  49. so you are saying there is still time to make one? I just gotta find a willing partner
    2 points
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