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  1. Version 3.90 of my emulator Altirra is out: http://www.virtualdub.org/altirra.html Thanks for everyone's continuing support, whether it be bug reports, feature requests, discussion, trying out the helper programs on real hardware, etc. 3.90 final is essentially the same as 3.90-test34, except for release changes. Although previous versions tended to be about six months apart, it's almost been a year since 3.20, so I figured I'd better hurry up. Highlights of the 3.90 release: Accuracy: 800 System Reset timing fixed, undocumented RMW and WSYNC timing fixes, several fixes to 65C816 direct page wrapping and Veronica, many fixes to FDC/RIOT/6809 for full disk drive emulation, improved POKEY two-tone mode emulation, more accurate power-up hardware state. Debugger: Improved disassembly window with automatic block separation and inline call target preview, more disassembly options, better loop detection in the history window, Alt+Shift+click to jump to history for a pixel. Disk drives: 810 Turbo, Amdek, and Percom AT-88 full emulation; easier file import/export in the Disk Explorer. Display: Improved PAL artifacting and color defaults, gamma-corrected frame blending, color setting import/export, PERITEL and monochrome monitor emulation, fixes to color correction logic (esp. with VBXE). Firmware: Updated AltirraOS 3.26 for improved compatibility with hardware addons and software, improved autodetection for custom OS ROMs. Tape: Faster emulation especially in warp mode, audio filter compensation for better turbo decoding, and enhanced debugging for tape issues. Video recording: Aspect ratio correction, scaling, and direct H.264/WMV compression support through Media Foundation. UI: Dark theme, improved audio monitor/scope, improved timing for slightly reduced latency. With 3.90 done, it's now time to start the 4.00 test series: http://www.virtualdub.org/beta/Altirra-4.00-test1.zip http://www.virtualdub.org/beta/Altirra-4.00-test1-src.zip First, there are a couple of breaking changes in 4.00: End of support for Windows XP SP3 and Vista. The new minimum operating system requirement is Windows 7 SP1. End of support for DirectDraw, which has not been native since Vista, and OpenGL, of which only old versions were used anyway (and was not enabled by default). New features and fixes: Palette solver: Matching color palettes in Altirra has been a long-standing issue, since it is unable to take .pal/.act files due to needing the generation parameters for the palette rather than the final colors for various features, and matching colors from real hardware is a difficult task. Pretty much everyone has their opinion on what "true colors" should be. Well, in 4.00-test1 there is now a solver to guess the parameters for you: You can either give it a PAL/ACT file, or you can give it a picture -- and although the picture needs to be a good one, it doesn't have to be perfectly straight as you can align it to compensate for projection by dragging the corner dots. It's compatible with any show-palette tool for the Atari that does 16 lumas across and 16 hues down. Click Match, and it'll start grinding on the parameters to try to get as close as possible, and tell you how good the match is. Or, you can have it overlay the current palette as dots over the picture to check the palette while manually tuning it. Debugger: On-screen watches now update continuously while stepping and the 'wx' command has options for hex formatting, bank-sensitive debugging is now supported for SpartaDOS X cartridges, improved handling of subdirectories when looking for source files, and the console output window is faster when flooded with output. Oh, and the Memory window has been improved with scrolling and more display options: Display: Added pure white monochrome mode, and fixed a bug in the high artifacting engine where chroma artifacts moved in the wrong direction for ascending hues. XEP-80: Fixed an emulation bug in the way that scrolling occurs, and added a couple of new toys to the Additions disk: an XEPVHOLD.COM tool to reprogram the XEP80's timing chain for a shorter display that's less likely to roll on modern displays, and a new ultra-speed ALTXEP8U.SYS driver that runs at symmetric 31.5Kbaud instead of 15.7K or 31.5K send / 15.7K receive. Tape: Added support for KSO Turbo 2000. Disks: Added emulation for the Percom AT88-SPD, and added 1791/1795 FDC selection for the AT-88. Fixed support for virtual SpartaDOS disks with directories and files whose names start with periods. Added a polling workaround option for virtual disks for environments where file change notifications don't work (some Wine environments). Audio: More accurate emulation of uneven volume bits, and rewrote cycle-level filtering emulation for improved high frequency aliasing rejection during downsampling. UI: Dark mode now has reskinned buttons. Added support for auto-hiding the menu bar. Fixed mouse wheel scrolling when the OS page-at-a-time option is on. H: device: Lifted 16MB limit for binary (untranslated) access, and fixed errors not being returned properly during burst I/O accesses. AltirraOS 3.27: Fixes to the printer handler for EOL handling, particularly for the Atari 1025, and improved compatibility of variable usage to work with Monkey Wrench II. Custom Devices: More scripting language constructs like break, while/do-while loops, and forward declaration of functions, better threading support, and more scripting methods for manipulating memory. Custom devices can now raise Parallel Bus Interface IRQs. Custom video outputs can now be created with either text or graphical output, and even support text select/copy like the emulator's built in ANTIC and XEP-80 video outputs. New sample custom devices: Bit-3 80 column, 1090 80-column, and a PBI-based metronome.
  2. Little WIP for those of you who don't wan't to solder, or have too many computers to expand them all this is just the beggining of software side of this project, so please be patient
  3. Season's Greetings, ColecoVisionators! I'd like to wish you all some very Happy Holidays, although after the past year, even slightly bad Holidays should still make us go "Bah, still better than the last nine months". But enough of that, it wouldn't be Christmas morning without some new ColecoVision ROMs from Team Pixelboy, and today's the day! I would like to thank Mystery Man, Arturo Ragozini, Fernando Lopez Ostenero, Antoni Burguera and Armando Perez Abad for allowing me to give out the ROMs attached below. Also, I would like to share a couple of secret cheats with all you people out there who purchased Bomber King and discovered just how old-school, nail-bittingly, mind-numbingly difficult it is: 1) At any time during the game, press [1] on Player 1's controller and [9] on Player 2's controller simultaneously, and all your items will be maxed out to 99. This doesn't make you invincible however, you do have to remember to press the [0] key in order to use an Energy Tank when your life power is low. But now you'll have 99 Tanks (and 99 of everything else) to tear the levels and bosses to shreds! 2) Press [3] on Player 1's controller and [7] on Player 2's controller simultaneously, and you'll warp to the next level. I tried to test these cheats under blueMSX, and I got the first cheat to work, but not the second cheat for some reason. I'm hoping I got these right, if not let me know and I'll investigate further and post updates in this thread. As a closing note, I would like to mention that roughly 10 people who pre-ordered an Asteroids Controller did not get back to me about their 50$ deposit. All those people have until January 1st 2021 to contact me and pay this deposit in order to lock in their pre-orders. After that date, I will assume that they are not interested in the controller anymore and I will cancel their pre-orders, for both the controller and the pack-in Asteroids game. This deadline is important, because our friend doubledown will want to place his order for the controller enclosures (that's what the 50$ deposit is for) in January. Please take note that I will post a new Team Pixelboy News Bulletin next Friday (January 1st 2021) with a bunch of interesting news! This concludes this Team Pixelboy News Bulletin. We now return you to your regular forum activities. booming_boy_cv_sgm.rom champion_pro_wrestling_cv.rom gauntlet_cv_sgm.rom multiverse_cv.rom qbiqs_cv_sgm.rom uridium_cv_sgm.rom
  4. Full version game from ABBUC cometition. The game recognizes PAL / NTSC system and adjusts its speed, colors and music. There are 4 levels at the end of each one you have to defeat the boss. There are 2 types of shots, the special shot is fired by pressing the fire button several times or by using the second fire button (if you have one). Last Squadron will be released in an extended version on cartridge, featuring new levels, new enemies, different bosses and additional graphics, among others. lsquadron.atr
  5. Hi Guys. So, after UniWarS was done, I found that if I ripped out waves 1, 2, and 3 (and left 0), and did some graphics manipulation (and some code modifications), we basically have... GALAXIAN What I did to UniWarS to get this: - As stated, ripped out waves 1, 2, and 3 (left wave 0) - Converted graphics from the Arcade version of Galaxian to this. - Changed point values, divebombing rules, number of enemies, formation, etc. - moved the player(s) down 1 zone. What I still need to do: - Animate 'leaving the flock' so the enemy moves up and around instead of just spinning in place - Possibly alter flight paths - Code the alternate point values for the Flagship (when diving with escorts) - Change the sounds - Any bugs that pop up. What I had to compromise on: - I needed every sprite graphic I could use, so the player's explosion is the size of the player (instead of 32x32) * - The colors of the Flagship (there *is* a little blue there, you have to look close) - The enemies only rotate in one direction when initially leaving the flock and settling back in to the flock, as I didn't have enough sprite graphic space to have an entire rotation (Personally, I don't think that this is a big deal, it will be hardly noticed while playing) I did add the additional two Flagships starting at wave 2 (0-based) and they do get faster as the game progresses. This was completely not expected for me to do. It started out as "let me just prepare this for Galaxian in case I decide to work on it in the future". But then I couldn't stop. Not bad for 2 day's work! Hope you guys like this WIP. * If anyone can create a better player explosion using 4 16x16 tiles (keeping in mind the color limitations of 320B mode with transparency) than what is there, I'm open to seeing it. Galaxian.A78 Galaxian.BIN
  6. The new Sophia 2 board will be available soon. Feaures: - 100% compatible GTIA replacement - PAL/NTSC encoding - Independent RGB/YPbPr/VGA and DVI outputs - eight selectable DVI modes - 15 loadable 18-bit color palettes - SOPHIA2en_1_1.pdf
  7. Guys, please don't kill me. I want to get used to the XM (more specifically the Yamaha), so I've teamed up with @tep392 to do this. I figured it would be easier to take something I already know, and add the parts that I haven't worked with before as my first XM game. Having said that, this *will* work without the XM; it will just use TIA sound and a localized High Score that will be lost when you turn the machine off. No binary yet but I'm quite far along with this, here are some screenshots of what I have so far: The games are: - Ms. Pac-Man - Ms. Pac-Man Plus - Ms. Pac-Attack - Ms. Pac Random Mazes* - Pac-Man - New Puck-X - Hangly Man - Ultra Pac-Man - Pac Random Maze* - Popeye Pac-Man (with the Hangly Man maze, as that is the only way I saw it back in the day) - Largest Pac-Man** - Pac-Man Plus - New Puck-X Plus - Hangly Man Plus - Ultra Pac-Man Plus - Pac-Man Plus Random Mazes* You can select the starting level, and player speed. *I am trying to implement an actual random maze generator. I found one written in Java, so if I can convert it to assembler I'll have it here. **I reserve the right to take this one out if it becomes to complicated to implement. I've taken video to follow the differences between this an regular pac-man Please note, I had to take some liberties with the colors. The object most affected by this is Inky. Most of the time he is somewhere between blue and green, but sometimes he is brown or tan. This could not be helped. Blinky and Clyde are always the static colors, and Pinky can vary slightly. Some of the 'filled in' color of the mazes have been changed.
  8. Hi guys: I happened to see this arcade game being played on ArcadeUSA (a channel I subscribe to in youtube), and I remembered the game from back in the day. I thought it would be a quick, cool port to do so I started it. The attract mode and option screen are the only thing done so far, but I don't expect this one to take very long.
  9. CyranoJ


    JagStudio is an advanced development suite for the Atari Jaguar that allows you to code using Assembler, BASIC or C and is based around Reboot's powerful RAPTOR API. Regardless of your programming capabilities, Beginners to Advanced coders can utilize this flexible package that will fully suit the needs of anyone looking to program exciting new games for the Jaguar. The benefits of using JagStudio are the Hardware Abstraction Layers (HALs) and the combination of external modules available to use. This allows you, the developer, to get on with writing your games while taking advantage of the Jaguar's powerful chipset without worrying about tedious, underlying mundane routines. The same results that once took days or weeks to achieve can now be done in a matter of minutes, thanks to the power of JagStudio! You are one click away from 64-bit creativity! The current release of JagStudio along with any previous versions can be obtained at its homepage: https://jagstudio.reboot-games.com Some of the features of JagStudio are: Code in your language preference of Assembly, BASIC or C. (Assembly and C are currently in Beta... help us make them better!) Commands have been renamed (from rB+) to reflect the individual modules they control and prefixed as such: rapPrint, u235PlaySample, etc. RAPTOR API Debug Function brings useful program variable visibility to the forefront, aiding ease of game development. GameDrive support along with MRQ file creation. ROM builder now adds FAST GPU depack by default for quicker startup times. Ability to build and split ROMs up to 6MB into HI/LO for EPROM burning. Updated both RAPTOR and U235 Sound Engine APIs to current versions, bringing additional benefits of both in a single updated package. Added universal JagPad Input - A single call that works with either U235 or ZeroSquare sound engine so projects can be easily converted between the two should your needs change. Many enhancements and bug fixes to the original rB+ code (eg, you can now include files >4mb, all files unpacked using GPU by default) All documentation and examples have been updated with a simple rB+ to JagStudio conversion guide to bring your old projects over to the fully updated JagStudio. Includes project examples for all supported languages (Assembly, BASIC and C) for anyone looking to get started quickly. We plan on keeping this alive and active, with ongoing improvements and new features and look forward to seeing what you all make with it. If you have any questions, please feel free to ask in this newly created sub-forum. Happy coding, everyone! The JagStudio Team. @CyranoJ @Sporadic @Clint Thompson A huge "Thank-You" to ggn for creating rB+ upon which all this is based. Please do not pester him with support requests for JagStudio.
  10. EDIT: The most updated ROMs can be found in this post. Hello all, As some of you may have heard, the Champ Games secret project was revealed this week on @ZeroPage Homebrew's Twitch stream - Robotron: 2084 for the 2600! Object: The object of Robotron is to guide your player around the screen and save the last human family (dad, mom, & Mikey) while avoiding a vast array of enemies, including: The Grunts robots constantly pursue your player and speed up as the wave progresses The Hulks roam around aimlessly and are indestructible, and will destroy the humanoids if they come in contact with them. The Sphereoids are circular enemies that fly around the borders of the screen, launching Enforcers. Enforcers will pursue your player and fire a steady stream of Spark missiles towards you. Brain Robotrons will wander around the screen searching for humanoids to program into deadly Progs. Brains will also fire Cruise missiles that must be avoided. Quarks move around in erratic patterns and spawn Tank Robotrons. Tank Robotrons will purse your player and fire bouncing Bombs that ricochet off the walls making them difficult to avoid. Electrodes are scattered throughout the level and are deadly to the touch; however, they will also destroy Grunts if they collide with them also. Control: Robotron supports multiple control schemes: 1 joystick with no autofire (left difficultly on B) In this mode, use the left joystick to move your player and press the button to fire in the current direction. You can continually fire in one direction by holding down the joystick button and move in another direction. To fire in a different direction, release the button and move in the new direction you wish to fire and then press the button. To fire in place (fire without moving), center the joystick and hold down the button. You can then fire in any direction by moving the joystick in that direction (your player will not move). Release the button to move your player. If you have a Genesis controller connected, you can press the second button to fire backwards (opposite direction that your player is currently firing). 1 joystick with autofire (left difficulty on A) This is similar to the no-autofire mode except your player automatically fires in the current direction (no need to press the button) To change the fire direction, press the button and move the joystick to the new direction. Release the button to continually fire in the new direction. You can also "fire in place" by centering the joystick and pressing and holding the button. In this mode, you must fire by moving the controller in the direction you wish to fire (your player will not move). Note that your player will not fire if the button is held down and the joystick is centered. If you have a Genesis controller connected, you can press the second button to fire backwards (opposite direction that your player is currently firing). 2 joystick (prefered) If you have 2 joysticks, you can use the left joystick to move your player and the right joystick to fire, just like the arcade. There is no special settings that need to be done to enable 2 joystick mode since the buttons aren't used. Note that you can also play a co-op game by having one player move and the other player fire! Game Play: From the title screen, move the joystick left or right to select the skill level. Note that your player's helmet will match the color of the skill level: Novice (green): 5 lives to start. 1/2 of the enemies from the Advanced level. Less enforcers and tanks are spawned. Grunts move slower. Standard (blue): 4 lives to start. 3/4 of the enemies from the Advanced level. Advanced (red): 3 lives to start. # of enemies on each level match the arcade. More enforcers and tanks are spawned than Standard. Grunts move faster. Bonus lives are awarded every 25,000 points. Game Over: Your game ends when all your reserves have been destroyed. If you obtain a high score, the high score entry screen will be displayed for the current skill level. Move the joystick up/down to select the characters to enter and press the button when finished. Note that Savekey support is currently not supported so high scores will be reset when the game is turned off. Credits: Special thanks to Nathan Strum who did all the graphics for the game and all the game testing and assisted with the design. It should also be noted that the sounds have been "borrowed" from the 7800 version of Robotron, which was developed by David Brown. We are currently trying to reach Mr. Brown to obtain his permission to include his sounds in this game. Current State: We estimate the game to be about 80% done. Due to other projects, a release is not expected until early 2021. Here is a playable demo if you would like to download it and give it a try. It works on real hardware (recommended), the latest version of Stella and Stellerator, and will also work on the Retron77 with the latest community build. It will *not* work on the Flashback Portable. robotron_20200516_demo1_NTSC.bin robotron_20200516_demo1_PAL60.bin The demo is fully playable with the following restrictions: When the player competes Wave 9, the game will wrap back to Wave 5. In the release version, all 40 unique waves will be included and up to 99 waves will be playable. There is currently no SaveKey support in the game (this has been disabled) but it will be available in the final version. Any feedback is appreciated. Have fun! John
  11. For the past nineteen months both myself and Ander have been working away on this project, and the time now feels right to kill off the old "Thrusty Thing" thead and move to a fresh new one, with an eye to the future of this game. Why now? Well, we recently hit a milestone in the game where all assets are now in place, things are locked in, and we feel we're in the home stretch on this one (at least a 6 month homestretch!) That isn't to say it is going to be released any time soon however, as a game of this scale will require quite a shakedown cruise with the testing team while we refine and tweak things - we are hoping for a late 2021 release. To commemorate this milestone we asked Sk1p to produce a teaser trailer for the game, which he has generously put together: The final game should feature: Sixteen unique worlds in four unique styles, with multiple missions on each world. Eight training simulator missions to familiarise players with the game and controls. Four unique boss encounters. Eleven licensed tracks from Roald Strauss, totalling over 32 minutes of music. Standard and Pro Controller (Recommended) support. On cartridge score saving and progressive unlocking of levels and features. Online scoreboards via QR code upload. Mission story-arcs and briefings written by Andrew Rosa (MC-TV) Jukebox for the awesome musical score. BJL Uploader and Jagtopus functionality. 6MB cartridge - currently we have over 35 MEGABYTES (280 MEGABITS!!) of data squished into a 'tiny' 6MB ROM. The aim at the outset for this title was to produce a commercial grade game for the system that could easily have sat on the shelves in the 90s alongside the other titles. We hope we will achieve this but that is, as always, up to you, the players, to decice. This is, by far, the most complicated game project I have worked on for the Jaguar. The engine features: A rudimentary physics system where your ships mass can change the environment. Many object types (mobile and land-based enemies, teleporters, refuelling pads, forcewalls, switches, etc) Environmental hazards that can impact on your ship. The entire level runs constantly regardless of where the player is in it (Full sandbox) Multiple objectives per mission. What we're calling 'insane detail' maps for each world (No tilemaps used, anywhere!) 16-bit colour, parallax, animated graphical environments locked to 60fps for fluid action. A scripting engine complete with procedural functions, allowing for rewarding, complex and dynamic enounters to be created. Full RAPTOR API 2.0 integration. If you see it here, you can do it with the API. U235-SE powered audio (Many thanks to Linkovitch for this library!) Ander's blog on itch.io can be found here: https://anderlex.itch.io/graviticmines We'll also be updating both here and via the page over at the Reboot website: https://www.reboot-games.com/rebootnews/gravitic-mines/ The original "Thrusty Thing" thread is now locked, but can be read here. Please feel free to discuss or ask questions below.. or just follow along for the ride. We cannot wait to share the final game with everyone! CJ / agradeneu
  12. Hi, I wanted to present to you my version of the Atari 7800 SD cartridge. What you can see in the photos is a prototype version on which I learn how to use. The cartridge will be operated using four buttons and the display, of course, it will be in the housing. For correct configuration, the cartridge uses .a78 files and the header. As of today, it supports 4k, 8k, 16k, 32k, 48k files - without banking, 64k, 128k, 256k, 512k with banking. In addition, 16k RAM for $ 4000 and POKEY for $ 4000 and $ 0450. Various combinations are possible. Also supports Absolute and Activision. Below is some evidence that I am writing the truth: Demo Multi-Lock On, 512k + Pokey $4000 Demo 1E78, 128k + RAM Double Dragon, 128k, Activision F18-Hornet, 128k, Absolute E.X.O, 256k + RAM Donkey Kong XM, 144k + POKEY $0450 Bentley Bear's Crystal Quest, 144k + POKEY $4000 or $0450 Rescue on Fractalus, 32k + RAM. Can you confirm that the graphics are displayed correctly? The lower bands are due to the fact that the game is NTSC and I run it in PAL. Ultimately, the cartridge will also have a USB connector that will allow you to load files directly from a computer. I've already tested it and it worked. I'll be back from vacation in two weeks, I'll spend a few more days testing with different files and designing the final version. If you have any suggestions or ideas, please write. And there is also a sticker on the cartridge, designed by a colleague of MotionRide:
  13. I would like to present my first program which I wrote using MadPascal. gr9Lab is an application designed for image processing on 8-bit Atari computer. The program is still under development but it contains almost all functionalities planned so far. I tested the application under Altirra and I cannot guarantee that it works on a real hardware. The current version should properly work with 64kB of memory. Below you can find the link to the YouTube video. It is possible to work with two images in GR9 mode with resolution of 80x192 pixels at the same time. The program has ability to process the whole images or within a selected rectangular area of interest (ROI). The program can be controlled by joystick or the keyboard: by pressing 1 and 2 keys you can switch the view between two images. by pressing Tab/Shift Tab keys you can go to the next/previous menu item or other GUI control. by pressing Return key you can activate highlighted menu item or other GUI control. by pressing Esc key you can go to the main menu. The list of features available in the current version contains as follows. gr9Lab menu New - clears content of the image. Load - loads image from a file in GR9 format (80x192 pixels). Save - saves image to file in GR9 format (80x192 pixels). Exit - closes the application. Copy - copies image content from the other one. Show/Hide selection - turns on/off selection (ROI). Process menu Flip horizontal - performs mirror of the image in horizontal direction. Flip vertical - performs mirror of the image in vertical direction. Rotate 180 - rotates the image by 180 degrees. Brightness/Contrast - adjusts brightness and contrast of the image. Histogram - calculates and shows a histogram of the image. Histogram equalize - performs histogram equalizaion on the image. Inverse - applies inversion of pixels intensity. Threshold - performs thresholding operation, pixels replaced by black if are darker than parameter or replaced by white otherwise. Add noise - applies random modification of pixels intensity. Filter menu Box filter - applies average filter of 3x3 pixels on the image. Gaussian blur - applies Gaussian blur filter of 3x3 pixels on the image. Sharpen - performes sharpening operation using filter of 3x3 pixels. Laplace edges - enhances edges on the image by Laplace filter of 3x3 pixels. Emboss - generates relief effect on the image by using filter of 3x3 pixels. Dilate filter - applies morphological dilate filter of 3x3 pixels on the image. Erode filter - applies morphological erode filter of 3x3 pixels on the image. Opening filter - applies morphological opening filter of 3x3 pixels on the image. Closing filter - applies morphological closing filter of 3x3 pixels on the image. Math menu Set - fill the image by a selected intensity. Add - increases pixels intensity by selected value. Subtract - decrease pixels intensity by selected value. Difference - calculates absolute difference between pixels intensity and selected value. Multiply - multiplies pixels intensity by selected value. Divide - divides pixels intensity by selected value. Log - calculates logarithm values from pixels intensity. Exp - calculates exponent values from pixels intensity. Sqr - calculates power of 2 from pixels intensity. Sqrt - calculates square root from pixels intensity. Not - calculates bitwise negation of pixels intensity. Or - calculates bitwise sum of pixels intensity and selected value. And - calculates bitwise product of pixels intensity and selected value. Xor - calculates bitwise exclusive disjunction of pixels intensity and selected value. Minimum - calulates minimum value from pixels intensity and selected value. Maximum - calulates maximum value from pixels intensity and selected value. Blender menu Add - calculates addition between corresponding pixels of two images. Subtract - calculates subraction between corresponding pixels of two images. Difference - calculates absolute difference between corresponding pixels of two images. Multiply - calculates multiplication between corresponding pixels of two images. Divide - calculates division between corresponding pixels of two images. Average - calculates average value between corresponding pixels of two images. Or - calculates bitwise sum between corresponding pixels of two images. And - calculates bitwise product between corresponding pixels of two images. Xor - calculates bitwise exclusive disjunction between corresponding pixels of two images. Minimum - calculates minimum from corresponding pixels of two images. Maximum - calculates maximum from corresponding pixels of two images. My plan for further improvements of the program contains at least the following items: using extended memory for storing more than 2 images. introduction of undo operation. improvements of load/save operations - better error handling, introduction of file explorer. showing the name of visible image and information if the image has been modified and is unsaved. introduction the screen with help and settings (I have some ideas for settings). support of Atari 800 (currently I have problem with proper keyboard handling by ReadKey function). solve a problem with computer crash after aplication is closed. You can download the disc image or standalone executable and play with the application freely. I would be grateful for your comments. gr9Lab_WIP1.atr gr9Lab_WIP1.xex
  14. I just joined this forum to sort out some issues I was having with my flashback X but thought if any group of people would appreciate this life experience.. you all would. I was born in 1975 My dad worked for Parker Brothers in Salem Ma from 1972 till the day they closed the factory and sent it all to china in 1993. He ran the bobst ( sp) machine.. basically 50% of every game box made from 1979 till the day they closed went through my dads machine while he was running it. He can open any parker brothers game box 79-93 and look at how the corners are seamed together and tell you if he or Barry the night guy did it. somewhere in 82, 83 ish my dad started bringing home atari games. I never noticed it at first, I was like 8 or 9 but he would ask me questions about the games he would bring home.... My dad never cared for video games, so it always struck me a little odd... I had a really small black and white TV I won from cub scouts for selling candy.. EVERYONE loved my dad at Parker bros, so he took in the candy sales sheet and sold me enough in one day for the TV or the Bike prize lol ... I remember playing popeye on the B/W tv and finding a glitch in level 2 or 3 where the side shooting bullets couldnt be seen, or something like that and my dad told me that he told his boss, and they had 2 very old ladies in the office playing the game trying to get to the level to see the glitch.... I dont know why but that visual to this day still cracks me up. one day he came home with 4 games. Montezuma's revenge, and then these three has special instructions I could not 1. play them with friends, 2. trade them to my friends 3. Talk about them to my friends... Frogger 2, Qberts cubes, and a labeless cart that had the ewok starwars game. I had to give back the ewok cart almost right away.. but I held onto frogger 2 and qberts cube... context is king here, at the time the game crash was starting but it wasnt a " game crash " back then, it was just atari wasnt selling anymore. right around this time you could get an atari for about 50$ and raider or ET for 1$... my dad started coming home with huge boxes of new atari parker bros games he dumpster dove for. Atari800 computers, those nice Wico microswitch red ball white button controllers. I had stacks of unopened games, I would trade with friends for non parker atari games, lol I had a nice racket going haha Knowing then what I know now.... yikes, The stuff I should have kept that I lost or traded over the years. I remember being 9 or 10 with that atari 800 keyboard thing and nothing else , no drives, nothing, not knowing basic, and thinking, this is junk and giving it away to a friend lol .... and yes... we had every nerf thing you could think of ... i hate nerf ... those boomerangs never worked!!! and every version of monopoly made lol
  15. Zeviouz for the Atari 2600 was unveiled today on Zero Page Homebrew channel - I highly recommend watching the show if you have not seen it already! Here is the binary version for everyone to playtest - it is around 80% complete, with the following features missing: Andor-Genesis Motherships. PAL60 support. High-score table. Atarivox support (not sure about including speech?). Attract mode. Two-Player Support (turn-based, not simultaneous). The game is a direct port from the 7800 source code, with lots of optimizations and tweaks to make it work on the 2600. The main differences from the 7800 version are: The scrolling background uses the playfield instead of tiles. The sprites (by Nathan Strum) are based on the arcade version. The ground enemies are animated, e.g. buildings open-up to fire. The level layouts are modified to reduce flicker. Note that it is a CDFJ/ARM game and will only work on a recent version of Stella or a real Atari 2600 with a Harmony cart. Let me know if you find any bugs, or have any suggestions! Chris zeviouz00_NTSC.bin
  16. I introduce The Lady, an ABBUC Software Contest 2020 game. I am happy to have partecipated in such an old competition organized by the club of which I am member. It's a simple game with very good graphics and tunes. The Lady (2020)(Philsan, TIX, Miker, Dmsc).xex Instructions A strong female gunsliger, known as the Lady, must fight and defeat three outlaws to survive. Press the right key before enemy shoots. Development Two years ago I noticed a nice C64 homebrew game called Tombstones (2017) by Megastyle (https://megastyle.itch.io/tombstones). I liked it and I tought I could do something similar. Atari 8-bit computers are 2.5 years older than C64 but nonetheless have some strenghts that I could have used, even considered the fact I am not a skilled coder. Thanks to 16 shades of one color graphics mode 9, I decided to make the game look like old black and white western films and a designed a smooth background. Taking advantage of A8 widescreen and overscan features, there's a "cinemascope" screen and duelist enter from sides. Atari sprites have a limited horizontal width but unlimited height. Therefore I asked @TIX if he could design tall characters. Konstantinos made ninety awesome 16x64 pixels 3 colors animation frames and smartly solved the problem of the deaths, not easy because of narrow sprites. Regarding music, I asked @miker to make Ennio Morricone's The Good, the Bad and the Ugly main theme (https://youtu.be/rblUfXTkSLs). He always wanted to do it for Atari and in fact the result is really good. Recently the Italian composer, one of the greatest and most influential film composers of all time, passed away and we would like to honor him. Michal made victory (Johnny Cash Ballad of a Teenage Queen) and death tunes too. The game was programmed with @dmsc's FastBasic. Not only Daniel made an awesome new language, but he helped me when I was stuck. Sprites were made with @playsoft Atari Player Editor and tunes were composed with Raster Music Tracker (RIP Radek Sterba). The game ajusts speed for PAL and NTSC machines. This was a relaxed project, without deadlines, started on February 2019. On May 2020 the game was nearly finished therefore I decided to enter ABBUC Software Contest 2020. The project would never have been possible without AtariAge 8-bit computers forum, thanks @Albert! The game will be available for free at the end of ABBUC Software Contest 2020 (November 14).
  17. Hi eveyone. My wife deceased two weeks ago. It has been hard for everyone in the family. She was a great, amazing, loving person and we had so many hopes of having a great recovery since her lung cancer was detected in 2016, but unfortunately that wasn't in the plans of our Lord. Many people have supported me around this last month in so many ways, I've discovered a ton of friends, and I really appreciate it. So I wanted to give thanks, but didn't knew how to do it, and finally today I made my decision. So today I release the following games for free: Aardvark, IntyBASIC Showcase vol. 2, and Meteors. I've included a picture of my wife in each game, and it is my way of saying thanks. I'm sure my wife would approve happily. Special thanks to @Rev for permission to distribute these games, @mthompson for creating the included PDF manuals and allowing me to distribute these. Again thanks to everyone! P.S: Forgot to say, I've improved the classic background sound and player's shot sound for Meteors. aardvark_free.zip meteors_free.zip showcase2_free.zip
  18. Look what came in the mail today. Prototype V1 of the Atari 576NUC+. It measures 4.5" x 4.5" so not quite as small as an IBM NUC which weighs in at only 4" square, thus the reason I'm calling this a NUC+. Try as I might, I just couldn't get all of what I truly wanted in a board with a smaller footprint. And although it's incredibly tiny, it has some big guy features which I'll be talking about more down the road. I will tell you this... the TK-II is the glue that ties everything together, requiring the firmware to take on several new and interesting duties. You'll probably notice that there is no cartridge port or parallel expansion port. This is an SIO centric design, one that provides the entire SIO port internally as well as externally. There will be a daughterboard that takes advantage of this, who's design will be developed by a 3rd party. And I'll say from the get go, this will not be a public release other than the schematics, with the release of those still qualifying this project to be covered under a Creative Commons Attribution - ShareAlike 4.0 International license. However I'll be holding off on that documentation release until a bit later this year after the design has been fully tested. I also won't be involved in selling any of these myself, so please respect that decision by not ignoring it . This looks like yet another interesting year for multiple Atari motherboard projects 👍 .
  19. As mentioned in the DragonKeep thread, smaller free releases is something I've wanted to get back to for a while, so here we are again. We're all still getting hammered in one way or another by COVID and all the other joys 2020 has wrought on the planet, so the sentiment stands that hopefully folks can have a few hours away from the real world with a new game and some fun. Announcing: BIOPEDE Flash this to your Skunkboard or copy to your JaguarGD cart to play. As usual the ROM is locked to these devices. Sorry, but we all know why and we all wish it was otherwise. Biopede_Skunk_GD_v4.rom Biopede_Skunk_GD_v4.mrq UPDATE: V4 (05/12/2020) "Press B to play" removed from options screen You can now take your score from the game over screen, level and mode are shown Score anti-farming in place on the Skeleton, Dragonfly and Mosquitto UPDATE: V3 (01/12/2020) Fixed a bug that caused Princess to block the Biopede Fixed a score but that crashed the game out after 65535 points (ironically because it sent the lives counter negative!) UPDATE: V2 Fixed a game over screen glitch if the game was started while the info screen with the sprites was displayed Biopede chunks that get turned to shrooms are worth 50pts if they are still there at the end of the level Changed the music replay rate from 16Khz to 24Khz (Yumm!) Added 4 new backdrops (More Yumm!) If the EEPROM becomes corrupted, hold 2+0 as the REBOOT logo fades in and it'll reset it A nicer MRQ with the BIOPEDE logo Based on the classic games "Centipede/Millipede" you must defend against waves of horrible Biopedes, Spiders, Butterflies, and the garden Skeleton (because every garden has a skeleton, ok?) - The beautiful princess will pop up if the shrooms start getting low in numbers. The music was created by Roald Strauss from https://indiegamemusic.com/ and is fully licensed for use. Logos: Sonik All other artwork for this was sourced from: https://opengameart.org Living Tissue: https://opengameart.org/content/living-tissue-background Grass Texture: https://opengameart.org/content/my-first-grass-texture Stone Hexagonal: https://opengameart.org/content/stone-hexagonal-background Backgrounds: https://opengameart.org/content/backgrounds-3 Shrooms: https://opengameart.org/content/micro-world-dlc-tileset Bullet: https://opengameart.org/content/lasers-and-beams Spider: https://opengameart.org/content/2d-spider-animated Princess: https://opengameart.org/content/miss-princess-animated-16x16 Cave: https://opengameart.org/content/fossil-cave Font: https://opengameart.org/content/bitmap-font-pack Skeleton: https://opengameart.org/content/tiny-16-expanded-character-sprites Butterfly: https://opengameart.org/content/butterfly I'd like to extend thanks and gratitude to the people of that site for giving their talents and time to the community. their talens! Change from Standard to Advanced on the options screen to add more enemies and other things into the game. There is a unique scoreboard for both modes. You can also change the controls to enable/disable inertia. Scores will be saved to EEPROM if available (Use the .MQR file for JagGD, or on a Skunkboard with a 2k EEPROM only - 128byte EEPROMs will not work) Many thanks to the testers, especially Sporadic and Saturn, for helping out with this one. ENJOY!
  20. I've recently been converting some of my old A8 games to the 5200 and have just finished Timeslip. I made so many changes and improvements to the game that I thought a new A8 version would be good too. The game first came out on the Commodore C16 in 1985 followed by the Atari 8-bit version in 1986. I had no way of testing the game on NTSC, so when I started the 5200 conversion it soon became obvious that it was even more difficult to play on NTSC! This version has numerous changes although I've kept the original feel ... and programmer art! The key changes are listed in the document along with some tips. The restricted area for gameplay does make it tricky so I've added a Practice Mode that allows continuous play to get used to the controls. I hope you enjoy the updates. Jon Timeslip_2020.xex Timeslip_2020_A8_Notes.doc
  21. Unfortunately there were not many RPGs for the Atari Jaguar (I am only aware about one e.g. Towers II) This is hopefully about to change in the future with the addition of this tile (current working tile: Kings of Edom) I am glad to announce a rouge-like RPG that I have been working sporadically between my other game releases. This will probably take a little bit more time to complete, as it turned out to be more complex to develop compared to my previous titles (available at: http://tjocktv.se/shop/) The levels are randomly generated every time you play a new game, so this will guarantee a good replay value for this game. You can always go back to a previous level (as long as you are still alive), all monsters defeated will stay defeated, and all items picked up will be gone. Note that currently there is no sound in the game, but you can see in the battle animations if an attack hits the opponent (e.g. if the hit animation is played). Far from all attacks are successful, this will be even more noticeable with the correct sound effects to be added. Also you can see at the bottom of the screen a message for each event that occurs in the game e.g. if an attack is successful, how much damage it did, what items you picked up etc.
  22. I read a thread a while back about Space Invaders and was surprised that the Atari didn't really have a good conversion. Ataris attempts prioritized colour over accuracy, and the closest to a proper conversion was XXLs Apple Invaders which suffers from the stripes that are common on direct Apple ports along with a couple of other minor niggles. So I decided to give it a shot This is my first ever attempt at a game in assembler, so the code isn't the greatest but I've learned a lot in the process and if I were to do it again it would be better and easier (which is the main aim of this project anyway). The main game loop is called from FastBasic, and I'll probably code the intro screen in FB for simplicity. Here's a little video of current progress: Next task is the enemy missles (including mothership) then the game itself is pretty much complete and will just need all the boring stuff done I'm trying to make it as accurate as possible, using this page for info https://computerarcheology.com/Arcade/SpaceInvaders/ I also plan on adding a few little variations to make it a bit more interesting. Got a lot of work on over the next couple weeks so don't expect it too soon - this is a learning process, I'm no expert who can knock this game out in a day or two.
  23. BOOM!!! So proud and happy to finally be able to officially announce 3 more incredible sports partnerships, licenses and games coming exclusively to Intellivision Amico! Evel Knievel was one of my heroes growing up (of course I had the toy!!) and I've been a huge fan and supporter of MLB my entire life... so this is all yet another childhood dream come true for me! INTELLIVISION ENTERTAINMENT™ REVEALS EXCITING NEW LICENSES TO EXPAND ITS DIVERSE PORTFOLIO OF SPORTS THEMED VIDEO GAMES All-Star Licenses to Include Major League Baseball, Evel Knievel and The American Cornhole League Available Exclusively on Intellivision Amico™ IRVINE, Calif. – July 16, 2020 – Intellivision Entertainment LLC, the video game industry pioneer, announced today several of their latest licensing agreements, which focus on sports-themed games, include Major League Baseball, Evel Knievel, and the American Cornhole League. These partnerships bring additional highly-recognized brands to Intellivision Amico™ through a series of officially licensed games that are simple and fun for the whole family. “My early memories of playing the original Intellivision Major League Baseball game with my dad and brother helped inspire our vision to launch Amico,” said Intellivision CEO and President, Tommy Tallarico. “Looking to the future, Intellivision is proud to offer a wide breadth of content for everyone in the family to enjoy from favorite sports and recreational games to thrilling, daredevil action. We continue to diversify our portfolio and gameplay experiences for Amico.” Major League Baseball The licensing deal between MLB and Intellivision comes 41 years after the two groups launched their first partnership. That historic collaboration represented the first video game license with a professional sports league – a pioneering trend in the industry that Intellivision embraced across almost every sport. Unlike anything available at the time, Intellivision’s Major League Baseball™ game was the first home video game ever to feature spoken voice (e.g. “YER OUT!”). The original Major League Baseball is the best-selling Intellivision game of all time with approximately one in three Intellivision households owning the title. Bringing yet another first to the baseball video game industry, Intellivision’s MLB licensed game will introduce a competitive play option. This option will allow multiple players to join in the fun and set up head-to-head competition in different ways or all versus the computer. All 30 current MLB teams will be featured. “Baseball video games have brought family and friends together for more than 40 years. Our renewed partnership with Intellivision continues that tradition with simplicity and fun for the whole family,” said Senior Vice President, Games and VR, Jamie Leece. “We look forward to joining Intellivision with the shared mission of bringing family and friends together with the love of the game and passion for our sport.” Evel Knievel Paying homage to the Knievel legacy, Intellivision is working with the Evel Knievel Family and Barnstorm Games to bring an exciting multiplayer game to the Amico platform. The updated version of the Evel Knievel game will feature enhanced graphics, sound, and art, plus a variety of multiplayer options utilizing Amico’s unique controllers. In addition to new levels and gameplay features, more action such as the Skycycle X-2 rocket that was used in his infamous Snake River Canyon jump in 1974 will be added. "My dad was a larger than life character who was a hero and inspiration to millions of people,”’ said Kelly Knievel, son of Evel Knievel. “We are excited to work with Intellivision to keep his legacy alive, introduce his bold spirit to a new generation of fans, and take the thrill of the jump from the arena to the living room on Amico.” American Cornhole League Developed exclusively for the Amico system with some of the world’s greatest professional cornhole players, the American Cornhole League, which has been broadcasted on ESPN since 2016, is bringing America’s fastest-growing recreational sport into the living room. With the intention of providing a game for everyone in the family, regardless of skill level, users can utilize the unique Amico controller with touchscreen and motion controls. Gameplay is available in career, arcade, multiplayer, or free play mode and features over 100 unlockables, multiple challenges, skill levels and ways to play – no summer BBQ picnic required. “We are thrilled to work alongside Intellivision and some of the world’s greatest players and to bring cornhole to the Amico console,” said Stacey Moore, Commissioner and Founder of the American Cornhole League. “We cannot wait for people to experience throwing ACL virtual bags in the comfort of their own home.” Intellivision is currently working on many more exciting partnerships in preparation for the Amico system launch. For more information please visit www.IntellivisionAmico.com. ABOUT INTELLIVISION ENTERTAINMENT, LLC Over 40 years ago, the Intellivision home video game console pioneered the video game industry, establishing many industry firsts and capturing an unprecedented 20 percent market share at the time. Building upon its gaming legacy with support and expertise from industry veterans and superstars, Intellivision is back with the mission to bring people together by delivering simple, affordable, family-friendly entertainment. Intellivision will launch Amico, a unique video game system that’s redefining entertainment with family and friends. Amico will come with two easy-to-use color touchscreen controllers and is designed to be fun for all ages. With a broad variety of family-friendly games and a proprietary system that adapts gameplay for any skill level, players of all backgrounds can truly enjoy gaming together. More information can be found at www.IntellivisionAmico.com. ABOUT MAJOR LEAGUE BASEBALL Major League Baseball (MLB) is the most historic professional sports league in the United States and consists of 30 member clubs in the U.S. and Canada, representing the highest level of professional baseball. Major League Baseball is the best-attended sport in North America, and since 2004, MLB has enjoyed its best-attended seasons in the history of the game. Led by Commissioner Robert D. Manfred, Jr., MLB currently features record levels of labor peace, competitive balance and industry revenues, as well as the most comprehensive drug-testing program in American professional sports. MLB remains committed to making an impact in the communities of the U.S., Canada and throughout the world, perpetuating the sport’s larger role in society and permeating every facet of baseball’s business, marketing and community relations endeavors. With the continued success of MLB Network and MLB digital platforms, MLB continues to find innovative ways for its fans to enjoy America’s National Pastime and a truly global game. For more information on Major League Baseball, visit www.MLB.com. ABOUT EVEL KNIEVEL From his humble roots in the unlikely town of Butte, Montana, Evel Knievel rode his motorcycle and willpower to an unparalleled level of worldwide glory and fame. Knievel was the King of the Daredevils, The Last of the Gladiators, The Godfather of Extreme Sports, and was an American legend known as an unwavering optimist, a doer, and a go-getter. Knievel’s nationally televised motorcycle jumps, including his 1974 attempt to jump Snake River Canyon, represent four of the twenty most-watched stunts, including the number one spot, on ABC’s Wide World of Sports events in history list. His achievements and failures, including his record 35 broken bones, earned him several entries in the Guinness Book of World Records. Knievel was inducted into the Motorcycle Hall of Fame in 1999, securing his place in history as an enigmatic folk hero. More information can be found at www.evelknievel.com. ABOUT THE AMERICAN CORNHOLE LEAGUE The American Cornhole League (ACL), the originators of competitive cornhole, promotes and develops cornhole as a sport for any age and any skill level. With over 350 directors all around the country, the ACL has solidified themselves as the go-to resource for all things cornhole. The organization has established the rules and regulations to govern the sport around the world. The ACL's global headquarters are in Charlotte, North Carolina. For further information on the ACL or how to become a director, please visit the Company's website at iplaycornhole.com. # # #
  24. Hi ! Here is a small video with part of gameplay from "They are many". Game is kind of real time strategy with gathering resources, building stuff, moving units around, and trying to resist incoming zombie attacks that grow in strength over time. I haven't managed to squeeze in every planed thing into it before deadline but I hope it's enough to show games such as this are totally possible on A8. We need more games like this imho. Coderz please consider building much more complex worlds and game mechanics. Cheers ! PopMilo ps. There's only one sfx (shoot) in game, so please put on some atmospheric music in your room before playing the game
  25. Hehe.. see what I did with the title 😏 Alright time for another redux. A year ago I started hacking the game, I had the sprites ready, but then I got involved with a team working on a sequel of sorts.. so i had to put them in storage. Unfortunately the project didn't advanced, so long story short the Montezuma hack was back ! I collaborated once again with uber coder Paul Lay @playsoft, his support and tools made all this possible. I consider Paul the other half of the redux team 👍 We based the hack on the bug fixed version of the game by @ascrnet ! Everything in the game has been altered: all new explorer character new skull new snakes new spider, now with separate sprites for vertical and horizontal movement (thanks to Paul) new objects: torch, talisman, the sword and keys are now animated (thanks to Paul) new sparkly diamonds (thanks to Paul) modified walls to be more stone and less brick new doors ladders, laser beams, ... Current versions here: Montezuma's Redux (final).xex (6/9/2020 - Final version, with ending) Montezuma's Redux (2020).xex Montezuma's Redux (2020)(R2).xex (1/7/2020 - Bug fix + update)
  26. New program for rendering Mandelbrot set named Fractari was released as part of FLOP 65: http://flop.atariportal.cz/index.en.php It uses scanline GFX mode to get 8 colors, and fast square algorithm for 16, 24 and 32 bits. It then selects the best variant based on zoom. The goal was to create the fastest possible Mandelbrot set generator. Included presets render from few minutes to 1 hour. The basic overview of the Mandelbrot set takes 24 seconds, with preview in Antic D mode. It renders the image in 4 phases, first phase only renders every 4th pixel. This gives you quick preview and you can continue zooming without waiting for the rest, and it's also used to estimate where more calculation is needed, and where the color of the other pixels can be just assumed. After the image is rendered, it allows relatively quick change of visualization parameters, things like palette and color scaling, without repeating the calculation. Other features include: - 3 different DMA modes for previewing the image, from fastest to best looking - preset locations to render nice images even if you can't navigate Mandelbrot set at all - party mode, which just goes through the presets one by one - and more ! I consider this as something of a version 1.0, and I already have tons of ideas for 2.0. Things like built-in help, animation using extended memory and disk operations. Please read detailed description in stand-alone article in FLOP 65. The program supports both PAL and NTSC, and while not tested, it should also work on better CPUs. Nice video about exploring Mandelbrot set, which actually inspired me to make this: https://www.youtube.com/watch?v=riLFpb-PcLs Few images from the program:
  27. Here's an Atari 2600 stack for pridemonth. Let's continue to encourage inclusiveness. I'm just showing off this stack of games I own while showing support for some friends out there. 🌈
  28. More info at: http://atarionline.pl/v01/index.php?ct=nowinki&ucat=1&subaction=showfull&id=1613313216 Download also from atarionline.pl, unfortunately - games don't work on NTSC ataris...
  29. We'll have two new Atari 8-bit computer games available in the AtariAge Store later this month: Adventure II XE and Scramble! We've published both of these game for the Atari 5200 in the past -- Scramble last year, and Adventure II back in 2007! Scramble for the 8-bit computers is mostly the same as the 5200 version, but Adventure II XE has undergone many changes and improvements! These are also the first Atari 8-bit games we're producing boxes for, and the first new Atari 8-bit games to hit the store in over a decade. Now that I have a good source of Atari 8-bit shells, next year I will be seeking to add many more 8-bit games to the store. As my first computer was an Atari 800XL, and I used those computers for years (learning BASIC, 6502 Assembly, playing tons of games, running various BBSs, etc.) it excites me to finally being able to add more 8-bit games to the store. Here are renders of the boxes for both games: I'm shooting to get all the new games in the store in the middle of this month, with the aim to ship orders in early December. Many more games are also being added to the store, for the 2600, 5200, 7800, and Jaguar (the Jaguar games are already available to pre-order). ..Al
  30. Smash that Like button if you want to see a retro-reimagined Tron Deadly Discs game on the Intellivision Amico.
  31. Hello, All my Jaguar games are now available as downloadable ROMs for a cheap price (compared to the original cartridge release price) So you can play my games on your soon to come Jaguar Game Drive Cartridge, or your skunkboard, or any other Jaguar flash cart. Escape 2042 a futuristic 2D platformer with 2 mini games https://orionsoft.itch.io/escape2042 Elansar my "myst like" point & click adventure game: https://orionsoft.itch.io/elansar Philia : the sequel to Elansar (Jaguar CD version only) https://orionsoft.itch.io/philia Alice's Mom's Rescue a cute 2D platformer https://orionsoft.itch.io/alicemomrescue And the Orion_'s Jaguar Collection with my 3D puzzle game Osmozys + some game prototype, available for free ! http://onorisoft.free.fr/retro.htm?jag/jag.htm Enjoy !
  32. So, I wanted to do something special for the 255th level instead of just a split screen. Being that I have a feeling most people won't see this for themselves, here is what happens when you reach the 255th level on any of the games in this collection:
  33. Here is our Intellivision Amico Special Event Announcement #1!!!!!!!!!!!!!! (Let me know your thoughts!) Prepare yourself for August 4th! REGISTER TO WIN A FOUNDERS EDITION AMICO DURING THE EVENT! Here: https://bit.ly/AMICOAug4 Intellivision® Amico™ Special Event Reveal, Announcements, Live Comments and Q&A! August 4th, 2020 - 10am PDT / 1pm EDT / 7pm CET
  34. Well, it's coming soon! Just waiting for a bunch of assets from @TIX and @miker @VinsCool updated the tunes from the previous demo but is no longer being able to work on the remaining ones so those will be done by Miker who also did the most of the SFX (a few where supplied by @makary too) (that's going to be a long credits list when it's complete!) It's not going to be the full release yet (but you'll get a couple of levels 😁) as I still need to fix the PMG priority which is the last big feature remaining. To be honest, bad PMG priority doesn't bother me that much... but it'd feel like cheating a bit if it didn't have it.
  35. I had some time after the Raymaze thingy and I used it to test some ideas "accumulated" in my head, after all these years. So be warned, long post ahead, with raycasting ramblings.. I had 3 things that I wanted to see working: - what I call the "line flicker" effect for APAC modes - an idea for a new (very fast) renderer, called Project X, that uses APAC over a char mode - and all the logic to have objects working APAC Line Flicker: The line flicker effect is basically having a normal screen in the "even" frames, and setting the screen one scanline down in the "odd" frames. So for an APAC mode, the GTIA 11 and 9 lines of one frame mix/merge with the GTIA 9 and 11 lines of the next frame. Then this is similar to interlace, but the idea is to reduce the dark lines product of using the GTIA 11 mode. Here.. a video is better.. (you need to set the quality to 720p50Hz to see it): In the middle of the video I activate the "frame blending" option in Altirra, so that's why the effect start looking "better". From what I understand some modern TV's do a similar effect. I'm a little undecided about this, but it could be an option. Probably I could give a final verdict if I see it running in real hardware. I think it would be a little better in NTSC also (30 Hz instead of 25 Hz). Implementing this with DLI's is trivial, but with IRQ's it was kind of a "side quest". First problem was that I was using one IRQ every two scanlines, to flip between GTIA 11 and 9 every line. Why?, because for 32 bytes mode lines, is faster to do a medium IRQ every two lines, than one small IRQ every line. Given that I was also going to implement this effect over a char mode, using one IRQ every two lines was "convenient", to skip the bad lines. But if you want to move your screen one scan line down, every "odd" frame, you will need to re sync the starting point of your IRQ's. That means touching SKCTL (15KHz clock) or STIMER (1.79MHz clock) every frame. And if you also want to play sounds or music, you don't want to write SKCTL or STIMER every frame, because they are going to sound wrong. I don't know if there is a way to do that.. maybe this is a question for phaeron In the end, I also needed to change the font every mode line, so with all those requeriments, the only solution was having one IRQ every line. Using the IRQ on channel 1, clocked to 1.79MHz, I can use the remaining 3 channels without any restriction (no need to force the music to 15KHz). Also you can sync the IRQ's to a point before the start of the badlines, so there is no conflict there (it still needs to be short). And you can move your screen one scan line down every odd frame, without the need to touch STIMER, just by moving the scan line of your DLI that init the IRQ's for that frame. Project X: The idea behind Project X was having a renderer with a processing cost near 0.. is that even possible?, without using all the memory?. Well.. yes. For starters one screen window uses 64 bytes, compared to the 4K per screen of Project M. So is kind of obvious that writing 64 bytes is a loooot faster than writing 4K (we are talking about the same screen resolution). I suppose this is a good example of the flexibility of the A8 to generate special "graphic" modes x) The big drawback of this mode is that you can only have very simple walls, so no complex textures. If you are smart you can have a good number of variations (more with a cartridge), but you have only a few number of different designs to use. The good thing is that they can be colorful, you win a nice and free depth cue effect, and you get back like 16K of ram (comparing it to Project M). Also, most of the processing time can be dedicated now to the "raycasting rays" part, and also.. objects experiments. Project M has a type of renderer that uses a block of around 14K for the scaling code (to scale up or down the textures). The scaling code points to a fixed 8K area in memory, where all the textures reside (and that would be one hell of a use for the banks of a cartridge). This is basically precompiled code, very fast, but still need to fill a 4K area for every logic frame. On the other side, Project X is the type of renderer that has all possible wall columns already scaled in memory, so it only needs to write 2 bytes to generate a final scaled wall column on screen (with background included). For this particular renderer it could be useful to use GTIA 10 instead of 11, to generate the color part of APAC, but I would need to see how that looks, because of the different offset of the GTA 10 pixels against the GTIA 9 pixels. Another advantage of Project X, is that it allows the camera/player to be closer to the walls, so is easier to move through doors. Also, the extra speed allowed me to increase the visual quality, using more precision on some of the raycasting data. Raycast Optimizations: After this, it was time to optimize the raycasting code. Now that the camera pivot is in the player position, there was a way to speed up a lot the camera rotations. It could have minor visual imperfections, but they are noticeable only if you are looking for them, so I tried it on. Then.. rotations were running at 54 fps in PAL ... yeah that's not an error (still NTSC was a little slower than 60). Because my frame rate was never that high and I use double buffering, I never needed a hard screen sync before. So it could happen that I render more than one logical frame per hardware frame. I added a "soft" kind of screen sync, so PAL don't go over 50 (softer than just waiting for a specific VCOUNT value, I wait for a VCOUNT "zone", so you can start rendering the next frame sooner, if the previous one was shorter than average, for example). After that, was the turn to improve all the raycasting that is done outside rotations. I had the idea, long ago, about interpolating most raycast info between 2 rays that were touching the same wall. The full idea means doing something like a binary search over the rays, and a general interpolation between any two rays. But there is a danger that doing all that could end up costing you too much time. So I decided to do a simplified version, that only check if ray N and ray N+2 touch the same wall, and then see if it can interpolate most of the data from ray N+1 (interpolation is also easier this way, with some specifics to the type of data you are interpolating). It was another good optimization. I would say in average 8 rays get interpolated (which is a lot faster than doing the raycast). So the speed up is similar to the one when you run Project M in the smaller window (starting the demo with SHIFT pressed). I can easily move these optimizations to Project M (fighting a little with ram distribution), so that's a low hanging fruit for the future. Objects: The implementation for this is another old idea. It was kind of surprising that it worked so easily and without major issues x) Basically, for every active object, I need to get the direction from the player, the distance and the screen size of the object. For every one of these I have a table that is accessed using the positive deltas between the camera position and the object position. Is little more complex, because there is also a "scale factor" involved, that is related to the distance between the camera and the object. If the object is closer to the player, then the tables provide more "resolution" for the data that they contain. The direction is transformed into a world angle index, that is later changed to a screen angle index, to see if an object is inside the screen. Then the distance is used to see if we need to clip some columns of the object, against walls that can be between the camera and the object. Finally the object should be rendered using the correct sprite frame, for an object of that size and with that orientation. This is different in the video, because for now I only draw columns of different width and size, and also change the color according to the distance. Right now the angle table uses 1K and I think it would look better with more resolution (that would mean 4K instead). The distance table uses 256 words (so 512 bytes), and it haves 7 bits of precision that I'm not using yet, but it works well enough. I was using a size table of 256 bytes, but in the end I don't need it, because objects also need the perpendicular distance to the camera (same correction as wall columns), so I'm using the same code used for the walls, to get this scale factor. In the video I implemented two "objects", one of them moving in a loop. They get activated when they are at a "visible" distance from the player (like 8 tiles away) and if they are disabled they should not cost much processing time. Probably two enemies at the same is a good rational limit for this engine, but I would have to test this more. Set the quality to 720p50Hz also for this.. For the future: (whenever that is..) For Project X, it could be useful to force a max frame rate of 25 in PAL (30 or 20 in NTSC), so it is a little more stable. Now it can go from 50 to a little below 20 (in very specific points of the maze, looking in specific directions and with 2 objects active.. but maybe I can optimize this worst case), so that variation may bother some people. In general I would say the average goes between 25 and 35 fps. So maybe locking the upper limit could be another option. Also, for any movement logic, is better to have a stable frame rate, but you can also solve this moving the logic to an interruption. The next step would be using better graphics for the objects, and that would require more complex clipping and lots of sprite frames . This can be done using P/M's, or char based software sprites in Project X (there is space for that), or just software sprites, in Project M. I also need to move the optimizations and the object code to Project M, but maybe it would be more productive to start migrating everything to a cartridge. Regards!
  36. RC1-1 UPDATE Corrects misplaced respawn in room 49 and bug in room 91 Reset key redirects to title screen. knightguyRC1-1.a78 RELEASE CANDIDATE 1 is here! knightguyRC1.a78 QUICK UPDATE Wip Beta 13 Corrects bug that forced you to fight again the last midboss when backtracking. knightguy20200912d.a78 revision D, corrects bug in crate pushing. knightguy20200912c.a78 revision C knightguy20200912b.a78 revision B UPDATE Wip Beta 12 90+ screens Cosmetic changes. Sir Meowmington edition. knightguy20200912.a78 New Boss UPDATE Wip Beta 11 80+ screens New Boss Cosmetic changes. Now with frogs! knightguy20200828.a78 Classic Jump Scheme DELETED Test Jump Scheme UPDATE Wip Beta 10 is here! 70 screens New Boss. New Item some minor cosmetic changes. knightguy20200817.a78 Quick Update 2020 08 08 Corrects misplaced respawn screen 60 and a couple of minor corrections in other screens. Add a couple of new screens. Tweak the boss attack pattern in current last boss Minor cosmetic changes in potions and hearts screens. knightguy20200808.a78 UPDATE 2020 08 06 Celebrating a month of development Now with 60 screens. Even more cosmetic changes. knightguy20200806.a78 UPDATE 2020 07 28 a LOT of cosmetic changes. Some water levels 5 new screens. knightguy20200728.a78 Quick Update 2020 07 22 Corrects a bug in screen 30 Adds 4 screens Changes some sprites. knightguy20200722.a78 UPDATE 2020 07 19 Tweaks the timer font and made it more precise. Corrects the position of exit of END of BETA screen Hopefully corrects the incorrect jump to upper platform in levels 20-23 Some minor cosmetic changes as well. knightguy20200719.a78 UPDATE 2020 07 18 Migrated to a 144k bankswitching rom. More screen, added some sounds, changed some tiles and sprites, etc. knightguy20200718.a78 Quick UPDATE 2020 07 11 Corrects "hidden obstacle" glitch in springboard room KnightGuy20200711.a78 UPDATE 2020 07 10 New beta. More screens, more sprites more everything (except sound) KnightGuy20200710.a78 ###################### Hi guys A couple of weeks ago I started to port one of my 2600 projects, Knight Guy in Low Res World: Castle Days, to 7800 and want to share the first beta/playable demo for testing and comments. It is a platformer with a humble touch of metroidvania. It is in early development stage so there is not too much content (15 screens so far), but it is totally playable. KnightGuy20200704.a78
  37. Hello fellow Atarians! Our game "Adam Is Me" as Christmas gift is available to download for free! 🙂 http://aim.atariscene.pl/ If you have any feedback, comments or questions, do not hesitate to ask. Wishing you all the best, Jakub 'Ilmenit' Dębski + the rest of the team!
  38. I got an email today from a gentleman named Martin Mangold who apparently programmed an abridged version of Sierra Online's Space Quest in assembly, graphics and all! I have not had a chance to test it extensively yet, but it comes on 3 disks and seems to work beautifully. Amazing job! Space Quest.zip
  39. Hey folks! I've not been around a lot this past year, and I've REALLY not been around a lot for the past month or two. Now that we're all stuck indoors for the foreseeable future, and the physical copies are long since sold out, I figured it's time to unleash the hounds ROMS! I'm attaching the ROMS for Desert Bus, Goatnom, and FW Diagnostics. For free. To anyone who wants them. You guys have been such a source of support and encouragement and I've had a blast making Intellivision software over the years. It's not much, but if I can help at least one person stave off 8 hours of boredom through all of this... then good I'll also make them available for free download at fwgames.ca/roms_new As an aside, I discovered someone who posted a full 8 hour INTV Desert Bus session on Youtube. Amazing! desertbus_release.zip fwdiagnostics_release.zip goatnom_release.zip
  40. Hi Folks!, A lot to catch up on, but wanted to pop in real quick to bring your attention to a few "tough questions" I was challenged by on YouTube today. I know we want to keep a positive vibe so I prefer never to post negative videos here. But a set of 4 videos were trying to stump me with their so called "tough" questions. The questions weren't tough at all. When you have nothing to hide... then no need to hide anything. Because of the negativity angle, there were a few questions that haven't been asked in here, so I wanted to share the answers with you all. This is a Q&A thread after all. I'm not going to post the links to the videos (they'll probably end up deleting my answers anyway) and if anyone finds the videos and comments on them... please try to keep it positive. So-called "tough" questions. Q: What would it take for you to abandon your sunk costs and walk away from a failed project? A: Nothing at all. EVER. Sorry fellas. Hate to break your hearts. Q: You stated that you were going to have some big reveals at e3 2020, which was just a few months after the global pandemic started. You didn’t show much. Why is that? A: Because we are saving it for our own online press conference. Exactly the same as every game company has done. More info on ours (date & time) coming within the next week. Reason we've waited a little longer than others? Wanted to make sure that if we are forced to delay... that it would be a part of that conference as well. Q: What is the team working on? Software developers don’t need to be in the same room. The mobile app hasn’t been updated since January 2020. A: Our internal full time (w/benefits) team of 30+ hardware, firmware, mechanical, OS, Testing, backend, servers, UI/UX, and software engineers are working on the same things they have been working on for years. We also have marketing, PR, art department, audio, controller/accounting and customer service. A simple LinkedIn search will show you most of the folks and when they started. Very easy to verify. A few employees don't have LinkedIn, but you get the idea: https://www.linkedin.com/company/intellivisionentertainment/people/ In regards to our developers, there are literally hundreds of people working on games for us right now. Q: Did Intellivision Entertainment take any paycheck protection loans since it is operating as a small business? Or are they such a big deal, as Tommy often implies, that they don’t need anyone’s help? A: As with most pre-revenue start up companies affected by COVID we did receive one PPP assistance loan. Every small company applied. No reason not to. We qualified. Here is a published list of all the game studios that received them. You will see that we are at the very bottom tier of folks who received assistance. https://www.gamesindustry.biz/articles/2020-07-10-game-companies-lining-up-for-pandemic-relief-loans This is an explanation of what PPP is: https://www.investopedia.com/your-guide-to-the-paycheck-protection-program-ppp-and-how-to-apply-4802195 Q: What do you feel that you, personally, can bring to this project? You're not an engineer, programmer, game designer, or project manager. What makes you think you can succeed where so many others have not? A: You're wrong about assuming any of those things about me. Please feel free to read my bio here: https://www.tallarico.com/bio In regards to what makes me think I can succeed where so many others have not? It's called confidence. Because folks like you have told me my entire career that I "can't" do things. And at EVERY turn I have proven the "doubters" and "haters" wrong. Again, read my bio... then ask yourself if you think I'll fail. If you still think yes... then I look forward to adding you to the list of folks I have been proving wrong my entire career. That's the great thing about always being the underdog... no one sees ya coming and when you pull it off... it's even that much more sweeter. Q: How far along are you with FCC testing for EMF radiation? Battery testing? Will you share parts of the process with the public so they have a better sense of how things are going? A: Halfway through testing. COVID has delayed. Known fact by everyone manufacturing hardware. Easy to Google. Q: How long do you really think it will take for shipping from China to the US? How long to clear customs? A: Takes 1 month from China to US shores. 3 days in customs. We can manufacture approximately 1,500 machines per day, shipment crates are 3,900. So approximately 2 1/2 days to create a shipment. Could potentially start manufacturing in early to mid August, but compliance testing is backed up. Decision to be made by the end of this month. Been saying this since March of this year. More news will come as we get it. Been transparent from the beginning. California once again shut down by the governor yesterday. Orange County specifically named. Things getting worse here... not better. Q: Can we disable the LED lights? A: Yes. You will be able to disable the LED Lights. Q: How much of your personal money have you put into this project? A: None of your business. Enough to matter. What difference would that make anyway? Q: What factors would go into your go/no go decision regarding product launch? A: Distributors, compliance testing, manufacturing windows and most of all... retailers. I won't be answering any more of their so-called "tough" questions. I gave them 10 shots... and answered them all with ease. Of course from here on out, if I don't answer other questions then they will say I'm ignoring them and that I'm hiding something. The ridiculousness never ends. So just thought I'd answer everything they asked (across the videos they posted) and now I'm done with them. If they have any more "questions" they are more than happy to come on in here and ask them in a respectful manner (if they haven't already been banned). I like to try and dedicate a hour or so each day to answering various questions around the internet so I picked this one today. But as you can see, they are mostly asked in a negative, disrespectful or demeaning way... so no reason to give that very small group any kind of further attention. They tried their hardest to "stump" me... and like always... failed. They spent a lot more time making all those videos and graphics than I did answering the questions. At what point do you start to question your life choices or be more productive with your time? Prepare for 10 other videos over the next few days I'm sure. Anyway... bottom line... I thought the answers were interesting so I wanted to share them here with everyone. Normally I wouldn't have responded... but thought that some of you would be interested in some of the answers. Thanks!
  41. Concerto isn't on hold, really, it is in active development. Not every day, but several hours a week, for sure. With the stay-at-home orders I have had more time for AtariAge projects.
  42. While Kings of Edom is being beta tested, I started to experiment with ideas for the next Atari Jaguar game. Another genre that seems to be under-represented on the system is "Metroidvania" It's actually a platformer, with with adventure game elements, the name originates from 2 games, e.g. Metroid, and Castlevania. Metroid was a game for the NES which added adventure game elements to a platform game, and later games in the Castelvania series also adopted this approach. So if anyone would be interested in a game like this, perhaps this tech demo can become a real game? However, I realize already now that it will take a very long time to design the levels for a good game in this genre: Note that this game will in no way be related to the 2 games mentioned above, these were just used as examples to describe the genre. The same info is on Wikipedia
  43. I am the one who had the unfortunate responsibility of breaking the news to the public after hearing it from his wife. I am still in shock at the loss of my friend. Yes it was his heart though an autopsy is not going to be done because of Covid restrictions.I’ve posted about the funeral arrangements on the Atari Museum Facebook group. I’m going to be working with his wife at some point in the near future to bring some order into the sad chaos that has arisen from his sudden departure. That includes going through the voluminous Atari museum archive, all the projects he was working on for people, any business related things, and so on. It’s quite the undertaking but it has to be done. And I want to make sure I do everything possible to preserve his legacy and what he was trying to accomplish, and what I was fortunate enough to be a part of for sometime now.
  44. Sector Wars - New Atari Game Release So after 35 years I am finally releasing Sector Wars. It is a multi-phased shoot 'em up for Atari 400/800/XL/XE computers (32K), written in Assembler. I just want to say many thanks for all those have shown interest in this game over the years, and sorry for taking so long to finally release it . As I mentioned before I originally worked on this from around 1983 to 1985 as a teenager, and I actually had started speaking to the UK-based game developer 'The English Software Company' about a release (I met Phillip Morris at a show). For anyone interested in the history/details I have attached a Word Document, which also includes the gameplay instructions. I hope that some of you at least enjoy this, particularly if you are now trapped at home in Lockdown. I tested the game in Altirra and Atari800WinPlus. If anyone gets into the game at all, it would be great to hear of any 'High Scores' and the 'Sector Number' that you manage to get to starting at Skill Level 1. Cheers Vic XEX File: Sector_Wars_by_Vic_Thorn_PAL.XEX Sector Wars - Flyer Mock-up (I am no artist ): MicroMart Magazine Coverage (UK 6th Nov 2008 - Issue 1029): Video - Sector Wars GamePlay: Video - Sector Wars (Atari) Arcade Cabinet Gameplay: Related Threads: www.sectorwars.co.uk SectorWars_Backgound_and_Instructions.doc
  45. It has been a long time since Reboot have released a game for free download, and it is something I've wanted to get back to for a while. With everyone in lockdown from COVID-19, now seemed like the perfect opportunity to give something out to the community to play with and hopefully have a few hours away from the real world with some fun. Announcing: DRAGONKEEP DragonKeep_v1.01_Skunk_GD.rom Flash this to your Skunkboard or copy to your JaguarGD cart to play. Based on the classic 2600 game "Dragonfire" you must help your King recover all his worldly treasure from a dragon infested castle! The music was created by Roald Strauss from https://indiegamemusic.com/ and is fully licensed for use. Artwork for this was sourced from opengameart.org, itch.io and pixabay, and I'd like to thank the following: MSavioti - Fireball Revangale - The Raven Bonsaiheldin - Gold and Treasure icons djantosh10 - Dungeon Door Mysticartdesign / 1030 images - Title picture CharlesGabriel - Dragon DarkWorkX / 1778 images - Castle interior floor arikel - Our Hero! rubberduck - Castle exterior backdrop The game will likely appear in the future on a compilation of similarly sized projects. I love working on these smaller games where the focus is on nailing the fun and gameplay, so I think I might do a few more of these until there is enough for a multicart. If people enjoy this release, we'll run a High Score Competition with a prize. Anyway, stay safe everyone, say indoors, and WASH YOUR HANDS.
  46. In 1982, Activision took all of its employees (and a guest) on an all-expenses paid 4-day vacation to Maui, to celebrate the company's success. The event was called the Activision Family Vacation. I was able to acquire pictures from the event and would like to share them with all of you. You'll see the guests wearing "Beach Olympiad" t-shirts. This was a competition comprised of the following events: sandcastle building, lei relay, canoe race, balloon walk, swimming relay, beach volleyball, sack race, egg toss, hula hoop, tug-o-war & pool volleyball. There were 12 teams made up of 18 to 20 participants each. Every team was named after a fruit or nut, to go with the tropical theme. I'm sure you guys will recognize the game designers in the pictures, but I'll point them out, just in case. Other activities included: a golf tournament, tennis tournament, snorkeling, surfing & horseback riding. Enjoy the pictures! Garry Kitchen Guests stayed at the Kapalua Bay Hotel Dan Kitchen, sporting a Chopper Command promotional cap The winning entry in the sandcastle building contest Alan Miller Carol Shaw David Crane, Bob Whitehead and Steve Cartwright David Crane and Jim Levy
  47. NEW INTELLIVISION AMICO VIDEO TO START 2021!! So many people went through so many challenges in 2020, so we wanted to start celebrating new and positive beginnings and a new year by showing off some brand new footage and audio from one of our six pack in games. Astrosmash!! Here's to a new year and new beginnings! I look forward to sharing many more videos and information with everyone over the next few months.
  48. Just a quick note to say Merry Christmas to all my friends here at Atari Age! So many great discussions, ideas and thoughts from everyone. Thank you all for your continued support and interest in what we're doing. 2021 is gonna be a GREAT year. Appreciate you!
  49. I needed a break from other coding. Therefore, when @ZeroPage Homebrew announced that they would play INV+ (and show a demo named INV3), I remembered an old Space Invaders demo which I had done in 2001 and 2003. Using the RESP trick, I was able to display 11 invaders per row, like the arcade game. So I went back to the demo and decided as an intermediate project I might make a nice little (4K) game out of it. Over the past days I have completed the overall display kernel. This gives a good impression about the final game. It even has basic gameplay as you can shot the invaders. However there are still some major things missing, e.g. the invader bombs, the shield handling and all sound. I based the graphics on the arcade version and adapted them to the different screen layout. They are not perfect, but for now they should do. For the colors I decided go for a medium arcade variant (early versions had no colors, later versions were very colorful). The obvious differences to the arcade are: - The invader formation is much wider than in the arcade, this is a hardware limitation - There are 3 instead of 4 shields, because I can do only 3 large shields (if anyone has an idea for 4 large screens, please let me know) or 4 small shields (like in Atari's Space Invaders game). IMO the larger shields are closer to the arcade. What are your thoughts here? BTW: "Space Invaders Arcade" is only the project name until I come up with something better. SIA V0.1 (Thomas Jentzsch) (NTSC).bin SIA V0.2 (Thomas Jentzsch) (NTSC).bin SIA V0.3 (Thomas Jentzsch) (NTSC) (F8SC).bin
  50. Here was a very early mock-up we did about a month after we got the official license and started working on it. I'm not saying the game is going to look like this... this is merely a quick and early mock-up we did based on the original look of the game if it were reimagined. A lot of the proportions are incorrect and again... merely only a very early mock-up just to start getting some initial ideas. We did 4 or 5 of these, but I thought this one was pretty cool. Let me again repeat... this is JUST a mock-up and .jpg... but something to maybe get folks a little excited. Did I mention this is only an early mock-up?
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