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Showing content with the highest reputation on 06/28/2022 in all areas

  1. STRANGER THINGS - The Game (ATARI 2600)
    7 points
  2. Attached please find the .atr version of the game. It doesn't require cart, works on 64kb and stores the state on disk. While testing on real 1050 I stumbled upon some minor visual glitches on the intermission screen, but the game itself continued to work correctly, so I didn't investigate too much. tensor.atr
    7 points
  3. 7 points
  4. Here is the progress status. - 3D Printed Case with original function keys cutouts (HELP, START, SELECT, OPTION & RESET) - 3D Printed Case with 9 function keys cutouts (F1, F2, F3, F4, HELP, START, SELECT, OPTION & RESET) - 3D Resin Printed keycaps with waterslide legends with some chemicals to fix and wear-resistant stuff. (I discourage to do this) - Super High quality vynil stickers with blank keycaps on XDA or DSA profile (mine were not white/creamy so I painted them before applying stickers) Very good feel and touch. - 5 side - Dye Sublimation keycaps (XDA profile) Excellent feeling and typing but it's quite expensive just to have a Minimum Order Quantity to achieve that. - The latter can be done for XL machines too. Sorry for bad light and colors but I do not change my smartphone soon. Please share the progress as much as you can. My goal is to have: 1- XE (800XE, 65XE, 65XEM, 130XE...) drop-in replacement keyboard (with 3d-printed 5 function keys) 2- As (1) but with a 3D printed top-cover with the 9 function keys (they can be 3d-printed as the original, or the cutout can be square for standard 1.5u function keys) 3- XL (800XL and 600XL) drop-in replacement keyboard with 3d-printed 5 function keys [and painted in brushed aluminum paint] or standard 1u function keys) 4- As (2) but with a 3D printed top-cover with the extra holes for F1...F4 keys. 5- Atari 800 keyboard as drop-in replacement. All with DYE SUB Keycaps, with new PCBs and cherryMX mechanical switches. And, last but not least, all the keyboard will be ready to be used as USB Keyboard (layout drivers are a work in progress, and they will include Linux Xorg Keyboard layout, OS-X keyboard layout and Microsoft Windows keyboard layout) Regards,
    6 points
  5. In the meantime the next RMT version is still getting the final touches for a new release, I've updated VUPlayer and added some interesting new features https://github.com/VinsCool/VUPlayer-LZSS/commit/1c902ac545672684aaf6765714d2fcfd4b260fb5 - Version bumped for the upcoming RMT release - Stereo support through a flag, exports run the exact same code regardless of the parameter - Two-Tone Filter through Volume Only bit, $Fx reserved for Volume Only Proper - Bug fix for graphics display list related to VSCROL buffer - Re-organised a bunch of code around - Quick and dirty SAP initialisation patch added for RMT exports - Few misc changes here and there for optimisations and fixes if that applies So yes, you read this right: Stereo and Two-Tone are part of the game now, and despite being both kind of hacked up, they are fully compatible as far as I could tell Of course, subtune indexing, seeking and the other functionalities are still present. Currently, RMT exports won't allow exporting separate subtunes or even modules in batch, but that will be for another time... A complete tune playback+loop is what will be offered, however, and optionally, the VUPlayer driver can be patched to run as a SAP Type B file, if desired. This version will be bundled with RMT 1.34, otherwise. If any of the code I added/edited could be useful for a project, feel free to borrow from the repository
    5 points
  6. I was the only bidder on this Telegames Super Deluxe joystick. It's supposed to be new and included the box. Thought it would be a great addition to my small 7800 collection, and I can't wait to try it out.
    5 points
  7. A new release (v0.7.7) is now available with the following changes: Updated batari Basic to v1.6 (Windows, Linux, macOS) Note: as noted by Mike - keep a watch out for your Antivirus grabbing the compilation files (files are safe but the nature of the contents can trigger false positives).
    5 points
  8. Since we are sharing - this is my home office/gaming corner - Mostly Atari 8-bit and Jaguar, (as also shared with my PC laptop/VR setup and electronics/soldering bits n bobs) - total dump as you can see - but it's mine!!! Happy Birthday Atari (and those whose birthday's are imminent)!
    5 points
  9. Wonder if they're paying Warren Robinett and Rob Fulop anything...? You know... out of courtesy. Respect. A tiny little "thank you". That sort of thing.
    4 points
  10. In a perfect world, as I say, one would calculate the frequencies of notes on the chromatic scale (for the purpose of storing musical "note" values packed into strings then feeding them to CALL SOUND) via the actual formula for calculating these frequencies. But that formula happens to involve a fractional exponent. And TI BASIC is brutally slow at handling fractional exponents. So I ended up improving on my original approach while not doing that (and satisfying performance requirements) by just coming up with a simple arithmetic expression (handled quickly enough by TI BASIC) which results in frequencies diverging (based on input character value) at a rate roughly satisfactory to the range of musical frequencies I'm dealing with. Which happened to be (where A is the ASCII value of a character) A*A*A/14400+25 Such that ASC("I")=73 and 73*73*73/14400+25 = 52 (Hz) whereas G#1 = 51.91Hz such that "I" = (roughly) G#1. Fun fact: A*A*A is much, much faster than A^3 in TI BASIC. So for printable character input values of 32, 33, 34, etc. this results in apparent frequencies from 27.28Hz to 163.915Hz. That's five octaves, which is way more than enough. Possibly an even more compressed "scale" would be desirable. This frequency is itself really just a reference point though. It isn't directly used by CALL SOUND. It's used to derive the tone generator 3 frequency required to generate periodic noise at that frequency, and the overtones desirable in that context. No tone generator is actually set to that frequency.
    4 points
  11. I believe so. The intention is to do the same thing in the SIDE3 loader, and anything which works with one should work with the other. I quite understand, and don't think for a moment I was hanging on waiting for you to bail me out. It's a time problem, not a financial problem. I really appreciated your offer to help me fix my dumb mistakes, nevertheless. Yes, but that's a mess and is currently hard-coded for IDE devices. In October 2019 or so, I took the existing SIDE/XEL loader and began turning it into the SIDE3 loader. A year later, in September 2020, the hardware was released and I just managed to get a loader ready in time, and - nearly two years later - I have only now reached the point at which I can offer something with 'version 1.0' written on it. I can barely keep track of the already enormously complex PDM Player (which was cobbled together from a loader which was - for years - aggressively coded for compactness at the expense of maintainability), and the SIDE3 player (to which I can at least apply something approaching coding standards, thanks to enormous ROM capacity) currently comprises 45,000 lines of assembly language source code. None of this is open-source, either, although I have no objections to offering technical assistance to other developers who fancy writing a client applications for the SIDE3 loader, or indeed a stand-alone player written from scratch. This has always been the plan, but if third-party take-up with SIDE3 file handlers is anything like third-party U1MB BIOS plugin development, we'll get perhaps one offering in the space of seven years. To some extent, yes, and this forms a measurable (if wildly varying) part of my monthly income. With that in mind, and as a self-employed individual, I am obliged to prioritise those projects which generate regular income. Whether this is an effective way to derive an income, and whether said income is commensurate with the amount of work carried out is another matter entirely. I had the file system drivers (even the long filename FAT driver, written from scratch) more or less up and running after about 6-8 weeks last summer (as evidenced by some forum posts), but producing file system drivers which are well-tested and fit for mission-critical use is quite another matter, and it takes months. And that's not counting the massive amount of additions to the loader itself (which you can see in a video which will be released shortly), which caused the code (when compared to my original SIDE/SIDE2 loader) to quadruple in size. 'Regular' repair/renovation/upgrade work was almost non-existent for the latter half of 2021, meanwhile, so I become totally dependent on firmware revenue for a while, and this was around the same time that my father died and my mother became entrenched in full-time residential care. Oh - I had to wage war with the HR department of my wife's employer several times last year, as well, and again in January 2022, but at least that was concluded before I started having neighbour problems which caused me and Deborah to start searching for a new house. So yeah: I think doing such a lot of coding and technical writing, etc, has (possibly) kept me sane. Thanks so much, anyway.
    4 points
  12. I've not had a lot of luck getting good results with paint but vinyl can work well, curves dependent...
    4 points
  13. Updated intro sequence and startup for the latest version of Hell's Halls. Much that is changed is obviously "behind the scenes" stuff to make things more extensible and reusable to develop more content within memory limitations, but there are also fairly obvious changes you'll notice. Sound design especially (and the way it's stored) is completely revamped. Principally in order to sound much more sinister. 2022-06-28 13-49-23.mp4
    4 points
  14. @Mclaneinc Well we'll have to rectify that...albeit digitally: Enjoy!
    4 points
  15. Thanks for all the hard work and continuous updates guys. Always appreciate the dedication that goes into these projects which gives us end users a better experience ?
    4 points
  16. This week I played a lot less due to a birthday weekend vacation: Pokemon Red Version for Game Boy - 68 minutes Super Mario Bros.: Level-Headed v.0.3.9 for NES - 21 minutes Progress: Pokemon - leveled up a few more Pokemon into their evolutions Mario - tried to play through one more original graphics game on normal and lost on the last level
    4 points
  17. Happy Birthday (real Ataris, not the post-Tramiel rubbish) And thanks - much of my early computer learning was on Atari which in itself generated an income then lead to a career path afterwards.
    4 points
  18. This game in particular is one I'd like to revisit and finally finish up. David Exton was nice enough to create some fantastic artwork for it so I'd really like to see a release on this one. In final playtesting (years ago now) I hit some bugs that at the time I was really struggling with figuring out. I think a re-write from scratch on a few of those problem areas of code would get me back on track.
    4 points
  19. I had never built data structures on the two-window SAMS management system using BLOCK so I just did. Here is an example of adding Forth style static memory management and then creating fetch and store operators and some data types. The L suffix goes back to DOS segment days so I "borrowed it" Here are two test programs to fill an array and then see it to confirm it works. \ EXAMPLE: 40K byte array of integers in SAMS. INCLUDE DSK1.ELAPSE INCLUDE DSK1.BREAK DECIMAL 20000 FAR-ARRAY ]BIG : BIGFILL 20000 0 DO I I ]BIG !L LOOP ; : BIGSEE 20000 0 DO I ]BIG @L . ?BREAK LOOP ; As you can see in the video it take ~21 seconds to fill a 20,000 integer array. (40Kbytes of SAMS space) I could be made a bit faster with some CODE words but it would not be much faster IMHO. SAMS array test.mp4
    4 points
  20. I was already 4 years old when Atari was born. I'll be 54 this August. Happy Birthday to Nolan and Ted's Atari. Original slogan: Innovative Leisure. Because of them founding Atari, my life was significantly changed in incalculable ways forever. The only company ever to be prominent enough in my life to do that. If only they could have found the investors to keep Atari in their hands and not become incorporated and begin the end of their Atari. But hells bells, if it weren't for Ted and Nolan and their Atari, the entire world today would be a much different place. And who knows if not only video games would have become a billion dollar industry or an industry at all without Atari. Who can say if computers would have still had graphic displays or play anything we consider to be a videogame today. Would there have been an Apple if Steve Jobs and Wozniak had never had the experience of working at Atari? Would we even have personal/home computers at all? No smart phones, tablets, etc. the ripple effect/butterfly effect Atari made on the world and electronics industry is infinitely staggering and who could know what types of consumer tech consumer or business and industry levels would exist today. Even companies like Facebook, Amazon, Paypal, Space X, etc., etc. etc. probably would not ultimately exist without Atari that lead to Apple and other tech companies that brought the world to were it is today. Not even a Bill Gates and Windows and Microsoft and all that ultimately entails today have even existed without the founding of Atari and eventually Apple, etc,?
    4 points
  21. Inspired by @ilmenit game: Adam Is Me, I was wander if I can do something similar in Pascal - write SDL2 game and run it on 8-bit relatively easily, so I learned the basics of SDL2 and checked what Free Pascal writing style would be portable for 8-bit. I already have my first experiences and would like to try it out more --- Below in attachment you found code and binary of the µSoukoban for A8, all 100 levels. The graphics are a mix of Robbo and Heartlight charset, music was taken from the examples for Mad Pascal. Game control: space - reset level, left/right arrow - change level, joystick. a8_sokoban-2022-06-27_22.48.04.mp4 sdl2_sokoban-2022-06-27_22.45.17.mp4 µSoukoban.xex pikoban_src.zip
    4 points
  22. R.I.P on what would of been your birthday Atari! You are still loved!
    4 points
  23. Atari was founded June 27th, 1972, 50 years ago today!
    3 points
  24. I hate all these expansions that write on the title screen. So I finally took the time to stop my Corcomp Floppy controller from doing this. I'm not talking about the full hijack that the original DSR power up routine bestowed upon us, but rather the little bit of piddle that Miller Graphics left on the screen branding your 4A as one of theirs... Anyway... the ROM I started with can be identified as md5sum 444886597c3c8002808751688f90dcd7 - this is the 'bank 1' rom ( 1 of 2 ) Modify word at address >4196, (offset in your eprom burner 0x0196) from a value of >0200 to a new value of >1016 The new md5sum will be: 395eade664216a8b320fd0f02c421de8 This just jumps over the 2 loops that 1st clear a line on the title screen, and 2nd copy the Miller Graphics brand onto the title screen.
    3 points
  25. Got my cart today. Packaged nicely with no damage. Impressive quality. Great color, and all my favorite languages !! Many thanks @videofx
    3 points
  26. This revision addresses some of the items brought up during the ZPH show. I have not done much play testing on this version. It does appear to be stable on real hardware. I tightened up the ship movement control (it's no longer frame based). I added automatic firing as an option. Turn on autofire by moving the left difficulty switch to 'A' on the title screen. In Stella, F5 selects difficulty A and F6 selects difficulty B. You can only select normal or automatic firing from the title screen, you cannot change it mid-game. There is an 'auto' indicator on the titlescreen to let you know when automatic firing is enabled. Your ship is reset to the bottom dock area when it explodes. The astronaut at the top of the screen will now move back and forth and is animated. Bonuses were added. If you rescue at least 4 spacemen on a single ship, you will receive a 300 point bonus after the oxygen is depleted on the ship you're on. If you rescue 8 or more, there is a 600 point bonus. You can still simply wait it out on the bottom of the screen for the oxygen to deplete and to move on to the next ship, however you won't score any points. Rescuing an astronaut (picking him up and taking him to the bottom dock area) will now give you a small oxygen bonus, increasing the time you have available on the ship. The security gate will flash when you are getting low on oxygen, so you have an additional visual indicator when the time is almost up. SpaceChaos1.08.bas SpaceChaos1.08.bin
    3 points
  27. A new MIDI player core is not that hard. You just run a timer, and if the time is right, you send the event to the MIDI device and process the next event until EOF. One would write a simple command line player in a day. It's just load bytes from one device and send it timed to another device. Now a GUI/TUI is a lot more work. I once started at a TUI generator in C on Linux that produced 6502 assembly which was very fast. I got demotivated at around the time I started with the file selector @flashjazzcat at some point in the past you considered releasing your TUI library as open source in the future. Do you still plan on that? And if so, when? Otherwise, a CLI player it will be.
    3 points
  28. Gotta be the Deuce for the aforementioned matching component aesthetic and because those are the controllers I like the best. Yeah I said I like the II's controllers... FIGHT ME, SEE WHAT HAPPENS!!!
    3 points
  29. I didn't, no. I kind of soured to the whole thing after I damaged my populated 1088XLD board by powering it up with the 5 and 12V regulators swapped, and I've had no opportunity or inclination to invest more time in trying to fix that yet. XEL is still working like a champ, though, so perhaps I'll get around to fitting the board one of these days. There are a lot of things which on their face would only take an hour of my time (such as setting up my FujiNet, for example) but which would inevitably spawn many hours of off-shoot tinkering. I have to thank you for reminding me about the file handler API I wanted to build into the SIDE3, though, since I'd all but forgotten about that. After a year of my working on the big SIDE3 loader rewrite, Candle is waiting for some more new firmware related to future hardware revisions, but I've had to put that on hold while I get the beta released, otherwise (if I start adding the things he wants to the beta before I release it) nothing will ever get released. I spent the past two weeks writing the user manual, meanwhile (currently 75 pages and being proof-read by a professional technical writer who kindly offered his services not only free of charge but after sending a donation), and some of the content is almost obsolete before it's even been released, since I'll have to start making significant changes to the software immediately after releasing the first beta. Trying to put together a video about the loader in the meantime.
    3 points
  30. Anyone feel like spending $1000 to $1500 for 10 boxed common Atari games but with sweet 2022 packaging? Me, if I had that money to burn, I'd be hitting up rare carts here and on eBay. They look sweet, though, love the light up idea.
    3 points
  31. I would love to see something like @flashjazzcat's PDM player that was created for the U1MB and SIDE/XF-CF hardware, only able to play MIDI files instead. Especially if it could recognize ling file names like the PDM player did, because as I'm sure many of you with existing MIDI hardware and players know, it kinda sucks to have to to shorten the file names down to 8 characters. With long file name support you can simply drop existing MIDI downloads directly to a memory card, retaining the song name, artist, album, and year like so many are presently identified. Many moons ago I did send Jon a MIDI S2 Synthesizer and a small carrier board for it that could be installed in his 1088XEL, with the hope that a new player might be born. Hopefully he still has it
    3 points
  32. I like the wooden case the builder made for this one. I have one that someone put into a weird metal shoebox-like container that they filed a giant slot into to access the three card connectors. It works fine, but looks terrible. Looking at the board, it also has a striking resemblance to the 3-slot PEB design published in the Brisbane UG newsletter. . .although there are enough differences that the two may have been totally independent developments.
    3 points
  33. Yeah, I just got the VS over the weekend, and had some fun with the Technos and Data East carts included in the box. I definitely like the controller, although the shoulder buttons don't feel that great ergonomically, but I haven't had to use those. I appreciate the extra long controller cable, and the console itself was surprisingly solid. For the price I was expecting the build quality to be much flimsier, however it's sturdy and has a solid feel to it. For comparison, my Super Retro Trio has the cheapest feeling plastic I've ever had for a console (though it still does the job I want it to do), and the packaging for that was cheap as hell, and the controller sucked. The Evercade VS is pretty nice for very little money. Unfortunately most of the cartridges available I don't really have much interest in, so I hope hope hope the game selections improve. At least the game carts are inexpensive.
    3 points
  34. Im still yet to tinker with the last few updates of ADS, 7800Basic and bB. Excited to play around when getting the chance again. So im no stranger to IRL responsibilities taking over either. Still nice to know development is always in the works for when i return.
    3 points
  35. Pleasure mate - only wish I had the time to do some upgrades. Hopefully sooner rather than later!
    3 points
  36. Cheers and happy birthday to Atarians everywhere, of all ages. https://www.facebook.com/1146190691/posts/10222137457242528/?flite=scwspnss Sent from my KB2005 using Tapatalk
    3 points
  37. I didn't expect the VRGE to be so big (or have such a nice venue) and it was packed. Way more young people there than I remember being at the Portland show I made it to. It will be interesting to see what this year's PGRE looks like. It was great hanging out with Lathe26 and BigDumer and meeting swlovinist. It would have been nice to meet more local Intellivision guys but hopefully that'll happen in October. I've had lots of friends over the years who are into classic gaming, but the only people I've been able to talk to about Intellivision irl have been my family. Meeting more Intellivision fans is the main draw for me at these shows.
    3 points
  38. HAPPY 50 YEARS of Atari gaming and a huge thanks to all the software and hardware homebrew developers that keep the spirit of Atari alive! Here's to many, many more amazing years of fun to come! THANK YOU!
    3 points
  39. Should be around next month for Season 17, as long as nothing too bonkers comes up ✌️
    3 points
  40. I recently picked up one of these at a swap meet. The case wasn't in very good condition. I ended up designing a new case based on the TI-99/4A Standard Cartridge Shell. Posting it here in case anyone is interested. https://www.thingiverse.com/thing:5420726
    3 points
  41. Nice interview I'll be 50 for few month, but yes, this year
    3 points
  42. Happy birthday Atari, my workspace probably speaks for itself right now!
    3 points
  43. 3 points
  44. *UPDATE* Trebors 7800 ROM PROPack v4_10 Only a little over 3 months since the last update, but we have a ton of modified POKEY demos and other goodies that need to be shared with the masses. Homebrews | Hacks | Demos | Prototypes NEW: Bankset Test Demos, Slick Pickles (Hack), Robot Finds Kitten (224 Lines), AtariLab - Light Module (Prototype), AtariLab - Temperature (Prototype), Star Typer (Bad Dumps) (Prototypes), Pirate Cove, Blocky Clouds Scroll Demo, Cloak and Dagger Title Screen Demos, OOZY THE GOO - Gaiden, Impossible Mission (Prototype), Orion Assault, Court Pooper, Multisprite Generator, Shadow of the Beast (Tech Demo), Beach Adventure, Pac-Man Collection - 40th Anniversary Edition (Short Mazes), POKEY Testers, Sprite Decompression, It's Conner Time!, Detect Emulator UPDATED: Krull, Platformer Demo, Lucelia Movement Demo, Santa Simon (Signature Fixed), Plumb Luck DX, Sound Test - TIA SFX Library, Pineapple, Heofonfir Demo MODIFIED: All of the following files include modifications that take POKEY out of reset state and are properly signed... A Warm Welcome (POKEY Music Demo) (20130612).a78, Arkanoid (Level Start Music Demo).a78, Arkanoid (Title Music Demo).a78, AtariAge Jingle (4000) (20190708).a78, AtariAge Jingle (v2) (4000) (20190708).a78, Bomb Jack Sound Demo (POKEY 450) (20210201).a78, Bubble Bobble Theme (Bass Only Demo) (4000) (20190903).a78, Bubble Bobble Theme Sound Demo (4000) (20190724).a78, Bubble Bobble Theme Sound Demo (450) (20190819).a78, Cybernoid II (Music Demo) (POKEY 4000) (20210116).a78, Cybernoid II (Music Demo) (POKEY 450) (20210116).a78, Deep Purple - Smoke On The Water (Music Demo) (4000) (20200317).a78, Deep Purple - Smoke On The Water (Music Demo) (450) (20200317).a78, Flimbo's Quest Sound Demo (POKEY 450) (20210201).a78, Galaxian Alien Death 1 Sound (POKEY 4000) (20210118).a78, Galaxian Alien Death 1 Sound (POKEY 450) (20210118).a78, Galaxian Alien Death 1 Sound 16bit (POKEY 4000) (20210118).a78, Galaxian Alien Death 1 Sound 16bit (POKEY 450) (20210118).a78, Galaxian Alien Death 2 Sound (POKEY 4000) (20210118).a78, Galaxian Alien Death 2 Sound (POKEY 450) (20210118).a78, Galaxian Alien Death 2 Sound 16bit (POKEY 4000) (20210118).a78, Galaxian Alien Death 2 Sound 16bit (POKEY 450) (20210118).a78, Galaxian Alien Death 2a Sound (POKEY 4000) (20210118).a78, Galaxian Alien Death 2a Sound (POKEY 450) (20210118).a78, Galaxian Coin Sound (POKEY 4000) (20210118).a78, Galaxian Coin Sound (POKEY 450) (20210118).a78, Galaxian Endswoop Sound (POKEY 4000) (20210118).a78, Galaxian Endswoop Sound (POKEY 450) (20210118).a78, Galaxian Explosion Sound (POKEY 4000) (20210118).a78, Galaxian Explosion Sound (POKEY 450) (20210118).a78, Galaxian Extra Life Sound (POKEY 4000) (20210118).a78, Galaxian Extra Life Sound (POKEY 450) (20210118).a78, Galaxian Hum 1a Sound (POKEY 4000) (20210118).a78, Galaxian Hum 1a Sound (POKEY 450) (20210118).a78, Galaxian Hum 2a Sound (POKEY 4000) (20210118).a78, Galaxian Hum 2a Sound (POKEY 450) (20210118).a78, Galaxian Hum 3a Sound (POKEY 4000) (20210118).a78, Galaxian Hum 3a Sound (POKEY 450) (20210118).a78, Galaxian Hum 4a Sound (POKEY 4000) (20210118).a78, Galaxian Hum 4a Sound (POKEY 450) (20210118).a78, Galaxian Hum 5a Sound (POKEY 4000) (20210118).a78, Galaxian Hum 5a Sound (POKEY 450) (20210118).a78, Galaxian Hum 6a Sound (POKEY 4000) (20210118).a78, Galaxian Hum 6a Sound (POKEY 450) (20210118).a78, Galaxian Shot Sound (POKEY 4000) (20210118).a78, Galaxian Shot Sound (POKEY 450) (20210118).a78, Galaxian Start Sound (POKEY 4000) (20210118).a78, Galaxian Start Sound (POKEY 450) (20210118).a78, Galaxian Swoop Sound (POKEY 4000) (20210119).a78, Galaxian Swoop Sound (POKEY 450) (20210119).a78, Hallo (POKEY Music Demo) (20130612).a78, Kung-Fu Master - End Stage Sound Demo (4000) (20200729).a78, Kung-Fu Master - End Stage Sound Demo (450) (20200729).a78, Kung-Fu Master - Game Complete Sound Demo (4000) (20200729).a78, Kung-Fu Master - Game Complete Sound Demo (450) (20200729).a78, Kung-Fu Master - Game Over Sound Demo (4000) (20200702).a78, Kung-Fu Master - Game Over Sound Demo (450) 20200702).a78, Kung-Fu Master - Intro Sound Demo (4000) (20200702).a78, Kung-Fu Master - Intro Sound Demo (450) (20200702).a78, Kung-Fu Master - Main Theme Sound Demo (4000) (20200731).a78, Kung-Fu Master - Main Theme Sound Demo (450) (20200731).a78, Mappy - Death (Sound Demo) (20140416).a78, Mappy - Game Over (Sound Demo) (20140416).a78, Mappy - Melody (Sound Demo) (20160412).a78, Mario Bros - Coin Bonus (4000) (20210326).a78, Mario Bros - Coin Count (450) (20210325).a78, Mario Bros - Coin Drop (4000) (20210312).a78, Mario Bros - Coin Grab (450) (20210325).a78, Mario Bros - Coin Timer (450) (20210325).a78, Mario Bros - Crab Drop (4000) (20210325).a78, Mario Bros - Death (4000) (20210325).a78, Mario Bros - Extra Life (4000) (20210312).a78, Mario Bros - Fireball (4000) (20210325).a78, Mario Bros - Fireball Vanish (4000) (20210325).a78, Mario Bros - Flip Enemy (4000) (20210325).a78, Mario Bros - Fly Drop (4000) (20210325).a78, Mario Bros - Game Over (4000) (20210322).a78, Mario Bros - Hit Enemy (4000) (20210325).a78, Mario Bros - Ice Freeze (4000) (20210325).a78, Mario Bros - Icicle Drop (4000) (20210325).a78, Mario Bros - Jump (4000) (20210312).a78, Mario Bros - Kick (4000) (20210325).a78, Mario Bros - Kick Final (4000) (20210325).a78, Mario Bros - Level Start (4000) (20210322).a78, Mario Bros - Life Restart (4000) (20210325).a78, Mario Bros - POW Block (4000) (20210325).a78, Mario Bros - Second Intermission (4000) (20210322).a78, Mario Bros - Shell Creeper Intro (4000) (20210322).a78, Mario Bros - Slipice Emerge (4000) (20210325).a78, Mario Bros - Splash (4000) (20210325).a78, Mario Bros - Stop (4000) (20210312).a78, Mario Bros - Title (4000) (20210322).a78, Mario Bros - Turtle Drop (4000) (20210325).a78, Mario Bros - Walk 1 (4000) (20210312).a78, Mario Bros - Walk 2 (4000) (20210312).a78, Mega Man 2 (Start Level Music Demo) (4000) (20190730).a78, Mega Man 2 (Start Level Music Demo) (450) (20190819).a78, Metroid Brinstar Theme (Bass and Percussion) (4000)(20201123).a78, Metroid Brinstar Theme (Lead and Harmony) (4000) (20201123).a78, Metroid Krayt Lair (Bass Lead) (4000) (20201129).a78, Metroid Krayt Lair (Bass Lead) (450) (20201129).a78, Metroid Krayt Lair (Filtered Lead) (4000) (20201129).a78, Metroid Krayt Lair (Filtered Lead) (450) (20201129).a78, Pac-Land Break Time Tune (4000) (20191011).a78, Pac-Land Break Time Tune (450) (20191011).a78, Pac-Land Castle Theme (4000) (20191023).a78, Pac-Land Castle Theme (450) (20191023).a78, Pac-Land Death Tune (4000) (20191005).a78, Pac-Land Death Tune (450) (20191005).a78, Pac-Land Fairyland Melody (4000) (20191005).a78, Pac-Land Fairyland Melody (450) (20191005).a78, Pac-Land Intro Melody (4000) (20191005).a78, Pac-Land Intro Melody (450) (20191005).a78, Pac-Land Main Theme Music (4000) (20191004).a78, Pac-Land Main Theme Music (450) (20191004).a78, Rolling Thunder (Intro Melody) (450) (20190914).a78, Stranger Things Main Theme Music (4000) (20191023).a78, Stranger Things Main Theme Music (450) (20191023).a78, Stranger Things Upside Down Theme Music (4000) (20191023).a78, Stranger Things Upside Down Theme Music (450) (20191023).a78 RENAMED: Color Selector Demo (2003) (PD) --> Color Bars Selector Demo (1984) A *HUGE* thank you to @RevEng for providing the necessary tools that allowed fixing the aforementioned POKEY demos world's smoother and easier. Thank you AtariAge community...Enjoy!
    3 points
  45. Video of the Homebrew Game Development panel talk from Saturday at the 2022 Vancouver Retro Gaming Expo has just been posted! Thank you so much to David Galloway @djmips, Daniel Savage and Brian Provinciano for being on the panel and sharing their knowledge and experience about developing homebrew games! It's was an incredible experience moderating the talk and meeting all three of them in person! - James
    3 points
  46. Happy Birthday Atari!!! My turn tomorrow..
    3 points
  47. So, to summarize, in Germany the NES sold like French Toast, and in Australia it sold like Brussels Sprouts.
    3 points
  48. It is clear that this game must be saved to/loaded from cassette. Nobody is going to type it in every time they want to play it. So the cassette player is a must. Once you require a cassette player, I don't think it would be cheating if you were to load things such as character patterns, perhaps a new screen, etc. from the cassette player. That would free up some number of bytes that could then be used to enhance the game. Of course there is the slow access to data that comes from using tape, but that would (probably) be tolerable, especially at the beginning of the game. Page II-118 of "User's Reference Guide" has the details.
    3 points
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