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  1. After more than 2 decades of inactivity we're back and we proudly present our new game: Final Assault It's a FPS for 8bit Atari computers with 64KB Ram, works on PAL and NTSC systems Story: You are enhanced human super-soldier, serving under Central Command of United Humanity Armed Forces, fighting against the A.I. onslaught. Your job is to infiltrate an old research facility and search for the KEY, a chip serving as a safeguard against A.I. running amok that could help win the war. Features: -raycaster engine running at 25 - 30 FPS -animated textures -simple lighting system -some walls can be destroyed -automap Screens: Controls: Some more screenshots, (very)short vids and Download: https://atari8.dev/final_assault/ Have fun, Globe/GMG
  2. Season's greetings, fans of the ColecoVision persuasion! Aside from wishing you Happy Holidays, I don't have much more to say today, aside from mentioning that the usual New Year's News Bulletin is coming one week from now. So I'll just post these ROMs of the Mystery Man Collection below and let you download them at your convenience. This concludes this (very short) Team Pixelboy news bulletin. We now return you to your regular forum activities. gp_world_cv.rom mikie_cv.rom monaco_gp_cv.rom nsub_cv.rom sega_flipper_cv.rom sindbad_mystery_cv.rom star_jacker_cv.rom zaxxon_II_cv.rom zoom_909_cv.rom
  3. I have removed the Amico forum. A new Amico forum will return if and when the Amico is actually released and starts arriving in customers' hands. I had already considered removing the forum for various reasons, but Tommy's two posts tonight just cemented the decision, not only because he made these posts to promote his Facebook group, but also stating, "no ding-a-lings allowed" ("ding-a-ling" being a "nicer" way of saying "dicks"). While stating in one of the posts, "it's best to try and keep the drama out of Atari Age". 🤦‍♂️ And this after he previously proclaimed (not publicly) he would no longer be posting on AtariAge, which I was perfectly fine with. Well, there won't be any more drama about the Amico on AtariAge for the time being, so he was right about that. ..Al
  4. Version 4.00 of my emulator Altirra is out at the usual place: https://www.virtualdub.org/altirra.html As usual, thanks to everyone who tried the releases or just chimed in on just about anything during the 4.00-test series. Never thought I'd been working on it this long, but here's the highlights (it's been about a year since 3.90): Tape: New turbo support, tape editor, and support for loading raw tapes directly from .flac files. Disk: Atari 815 emulation, 8" disk geometry support, Disk Explorer can now access files in Indus CP/M images, many full disk drive emulation fixes. Display: Palette solver, monochrome mode, HDR display support, ANTIC fixes. Sound: Improved audio filtering, automatic output switching when using WASAPI output, POKEY fixes. Input: Preset template generator for making input maps, low-latency paddle option, retuned trackball speeds, 5200 fixes. Devices: Percom AT88-SPD, SIDE 3, 1090 80-column board, Bit 3, virtual FAT16/FAT32/SDFS hard disk; modem, XEP80 and Rapidus fixes. UI: Improved dark mode theme support. Debugger: Memory window upgraded with variable width, type, and graphics decoding support; improved speed, more banked cartridge debugging support, improved 65C816 native mode support, more timestamped logging options, and more verifier options. As usual, 4.00 final is essentially the same as 4.00-test43, except for version number changes and using the release check-update channel. (Previous thread for 3.90/4.00-test) Note that starting with 4.00, Altirra requires at least Windows 7. For Windows XP and Vista users, there is also a 3.91 maintenance release at the above link, which contains backported changes from 4.00 of critical bug fixes and the latest version of AltirraOS. And, per tradition, starting off the 4.10-test series: https://www.virtualdub.org/beta/Altirra-4.10-test1.zip https://www.virtualdub.org/beta/Altirra-4.10-test1-src.7z The device tree now better preserves selection when adding or removing devices. AltirraOS updated to 3.32 with fixes for a couple of compatibility issues with the math pack, so B-Graph and House of Usher now work. Fixes to the docking UI to reduce glitching when switching layouts or toggling full screen mode, due to panes becoming visible too soon and drawing in weird places before being moved to their final location. Fixed a few timing bugs in the standard disk emulator. 810s now produce the head bump sound, the timeout was too short for Record Not Found (RNF) errors, and with long retries the idle timeout was sometimes kicking in too soon. Happy 810 and 1050 now have retuned receive rates. The standard disk emulator now attempts to emulate track buffering for the Happy 810, 1050, and Speedy 1050 profiles, where the drive will burst transmit sectors from memory after reading in new tracks. This makes timing closer to the default modes for those drives. The Happy 1050 commands for toggling track buffering are now also support.
  5. batari

    HOKEY demo

    I made a quick video of a standard HOKEY playing Commando. Sorry about the video quality, this is recorded on a phone with one hand while I try to handle the controller with the other hand. On boot it plays a jingle that's hard-coded into HOKEY memory to let you know it's there and working, which I may leave that in as a signature (though it could be disabled.) Sorry, these are not for sale yet, but will be released this year! IMG_2166.mp4 There will be multiple versions of HOKEY and prices are expected to start at $10. All allow new sound drivers to be uploaded, such as the upcoming driver for GCC's Minnie chip, and possibly other FM synthesis chips, and support for PCM and ADPCM playback via a ring buffer for seamless playback even during heavy Maria DMA (no IRQs needed!) For $10 you get the basic HOKEY, which is a single POKEY and ability to add (likely) one additional sound driver (or, possibly dual POKEY.) For a little more you get the standard HOKEY, which has more memory that should allow for dual POKEY and more sound drivers on the same chip. For the ultimate experience, for slightly more, there is the advanced HOKEY. This uses faster, more powerful hardware that should support quad POKEY, dozens of sound drivers, plus many waveforms, digital samples, and more. Also, the advanced HOKEY uses a DAC chipset for a CD player, so you can get CD-quality stereo sound if you want it. A standard 3.5mm stereo jack can be used for output.
  6. Since I managed to finish the game I've been working on for the last 9 months, I can finally show you a little bit of what awaits you soon. I didn't write too much before, because I don't like to show off an unfinished product, but probably there were already some leaks, so I'll throw in some new spoilers Game Title: Flob Game Type: Arcade Adventure platformer. Size: ~400KB Media: cartridge Controls: Joystick / keyboard Requirements: Atari XL/XE (64KB), stereo as an option, works both on PAL and NTSC machines Written in Mad-Pascal/Mad Assembler. Idea/code/graphics/sfx: bocianu Music: LiSU, Miker, AceMan, PG, Zoltar X Hardware design and production: Mq In the game we move around Flob, a small pink blob that loses energy very quickly and we have to constantly replenish it by collecting drops of pink slime. Flob can only move left and right and cannot jump, but by using the slime, he can manipulate gravity and get into seemingly inaccessible places. He is very fragile and delicate, but with a supply of slime he can regenerate quickly. We need a lot of slime and we need to collect as much as possible, but that is not the aim of the game. The goal is to find the secret ingredients and the recipe needed to produce the aforementioned slime, achieve immortality and... rule the world There are 6 large, hand-drawn maps to visit, each of which consists of over 20 rooms and has a separate music track. Levels differ from each other in mood, puzzles and level of difficulty. Each of them has a few hidden rooms, the discovery of which will give us a big shot of slime. The game has a system of achievements, which are 84 and we gradually unlock them during the game. Game progress is automatically saved on a cartridge. I think it's a lot of fun, because when I play fast and know the maps well, it takes me about an hour to complete the whole game. For a person who doesn't know the maps, it will certainly be several hours of fun, not to mention how long it may take to complete all available achievements. The premiere of the game will take place at "LOST Party" in Lichen on July 10th - during The Game Compo. According to the compo rules, the game will be released on the day of the competition for FREE, but for all collectors and people who want to support the authors, a physical version of the game has been prepared. It will be available for purchase at the party and by mail after the party, and the price is 49USD + shipping cost. If you are interested in buying the game, leave a message in this thread. Shipping will start not earlier than the end of July after our well deserved vacations. The purchase of the original media entitles you to free, lifetime updates of the game, which perhaps will appear in case of discovering some errors, or adding new DLC content by the author Cover ART spoiler:
  7. With Gravitic Mines completed, we haven't been sitting around partying all day. Here's a peek into what Reboot-Games has been working on. Once more unto the breach, dear friends...... This is a tech demonstation of WIP on an upcoming Reboot release tentatively called "Jumping At Shadows". We are a long way from the finish line, but things are progressing smoothly. Featuring: - Fluid 60fps (Reboot accepts no less!) - Fullscreen 3 layer parallax scrolling - CRY lighting and transparency effects - Story line by Andrew Rosa - Lots and lots of animation! Code: Lawrence Staveley Sound Engine: LightSpeedPlayer (Arnaud Carre) / Jag Version (ericde45) Artwork: Ander Lex & Szadi Art Music: Roald Strauss We are once again aiming for full commercial quality as we did with Gravitic Mines, and will have a downloadable demo with a few levels once things move forward enough to have something that will represent the final version. We'll post updates here as and when... not setting a timetable.. not setting any expectations... we're just making games and having fun. Join us for the ride!
  8. So here's something quite cool. I've been very lucky in the past by actually having the arcade authors help me out with both Frenzy and Space Duel. In the same spirit, I had contacted Eugene Jarvis a few weeks ago and hoped that he would respond. Now I've actually heard back from him, and aside from passing to me some of his source code, I have a phone meeting with him tomorrow to go over some of the issues that I am having with porting this game to the 7800. Again, I will say, I am very lucky. This is awesome!
  9. Thanks to ZeroPage Homebrew interview, Matt Smith @mksmith revealed that he's working on a conversion from C64 to Atari 7800 of Ghost's 'n Goblins (2015 version). Latest wip file (it is even possible to test it online) Awesome! Matt is working on the conversion of Night Knight from MSX too! Thank you very much!
  10. I'm pleased to announce the release of the version 4.0 firmware update for U1MB, Incognito, SIDE2, SIDE3, 1088XEL, and 1088XLD. The update includes a redesigned SIDE loader, and completely redesigned BIOS plugins with support for SIDE3, Sophia 2, and PokeyMAX. Also newly introduced is support for an NTSC colour palette in VBXE (loaded transparently when the machine is turned on). User documentation has also been comprehensively updated, with sections covering the new SIDE3 loader and Incognito. Most excitingly, Incognito is now capable of supporting firmware plugins, subject to release of a CPLD JED update which I have been testing for Candle. The SIDE3 loader is now capable of native PDM (FujiConvert) playback as well (see the manual for discussion of all new features). https://atari8.co.uk/ultimate-1mb-firmware-update-4-0-released/ Since I spent the entirety of Saturday preparing and uploading all this stuff (after spending the previous day moving my website and work emails), I'll forego further disucssion for the moment, and hopefully answer any questions as we go on. I will probably make a video showing a topical overview of what's been released as well. All ROMs inlclude the newly released SpartaDOS X 4.49e; I thought we might as well get in sync with the SIDE3 ROM, which uses this version by default. Meanwhile, SpartaDOS 3.x, Bewe-DOS and RealDOS users can find RTC drivers for U1MB and SIDE3 on the APT toolkit disk. I would not be surprised if I screwed something up while preparing the files here, so if anything looks anomalous, please let me know. Likewise, please use this thread to discuss any installation or usability issues. The menus in the setup menu and loader are quite different now (many controls are 'modal' to facilitate interactive facilities via callbacks), but this actually makes things like setting the clock quite a bit easier. Feedback from testers of pre-release versions (indeed, some variation of this firmware has found its way onto all U1MB and Incognito machines which have been through my hands these past few months) has been positive, so hopefully the only work that remains to do will involve minor bug fixes. Meanwhile, now that this update is released, I hope to focus on ambitious new features in the SIDE3 loader, such as FAT write capability, more media playback support, and auto-mounting media. Update (060621) Thanks to Doug_in_NC on Discord for immediately spotting that I'd broken joystick trigger handling in main BIOS 4.02 for U1MB and Incognito. Fixed in 4.03, so please head over to the firmware section and update (U1MB/1088 users may update the 'FIRMWARE.ROM' file, and Incognito users need flash only 'IBIOS.ROM'). Blog post: https://atari8.co.uk/u1mb-and-incognito-firmware-4-0-bug-fix/ The 'complete' ROM images also have the update (disregard file creation date). SIDE3 Loader Update (230621) For those who already updated their SIDE3 loader or are yet to do so, please be sure to download version 0.40, which fixes MegaCart, Sic! and AtariMax 1Mbit/8Mbit emulation bugs. https://atari8.co.uk/firmware/side3/ Update (070721) Blog post: https://atari8.co.uk/u1mb-incognito-1088xel-and-1088xld-firmware-update/
  11. Keystone Kapers Keystone Kapers is my take on a port of the classic 2600/5200 game by Garry Kitchen. Keystone Kapers is one of my all time favourite Atari 2600 games! This adaptation for the 7800 is based on the 2600, 5200 and C64 versions and takes elements from all three versions. It's the first proper port I've attempted and I hope folks enjoy giving it a test run Objective Hoodlum Harry & his gang of krooks have broken out of jail and are looting Southwick's Emporium. Your job is to avoid the boobytraps and obstacles and apprehend the fleeing felons! There are additional on-ROM instructions accessible from the title page. Controls Left & Right - move left and right. Up - enter the elevator. Down - Duck or leave the elevator. Fire - Jump. On the title screen Up + Down to select level (1-10). SELECT - flips the music mode between A & B. Fire 1 - Start game. Fire 2 - Instructions. Scoring Catching the krook awards 1,000 points + a bonus based on your remaining time X your merit bonus. Points are also scored for collecting bags of money and cases of gold and jewels. Extra lives are awarded every 10,000 points, to a maximum of 5 Hitting an obstacle costs 9 seconds. hitting a bi-plane costs 1 life. Demo Keystone Kapers is a 128k + 16k RAM NTSC only binary. (Sorry PAL owners, a PAL version will follow). The demo allows play upto and including level 10. There are three binaries attached : The regular version : This should work on Dragonfly for real hardware, 7800 MiSTer core, A7800. Keystone_Kapers_demo_1b.a78 The Concerto version should work correctly on Concerto carts but I can't test as I do not have a Concerto. Please let me know if this one has issues. Keystone_Kapers_demo_1b_CONCERTO.a78 The BUP version works with BUP System but has the hiscore table functionality disabled to prevent crashes. Keystone_Kapers_demo_1b_BUP.a78 Does not work correctly on JS7800 or Prosystem emulators (display glitches on some graphics). Works fine with Argon emulator. The demo supports POKEY for music and SaveKey/Atari Vox / HSC for hiscore saving. Keystone Kapers is Couch Compliant! This is a work in progress but it quite far along towards being complete. There are a few little glitches that need to be ironed out like being able to jump through the escalators if you hit the sweetspot, some krook logic needs adding, a couple of missing money bags and of course the additional levels beyond 10. I would very much appreciate any feedback or comments (or bug reports!) I hope you folks enjoy the demo! Credits I want to say a big thanks to @Synthpopalooza for two fantastic POKEY tunes and also to @mksmith for helping get them into the POKEY player. Thanks chaps! Thanks to @ZeroPage Homebrew for showing the demo on the stream, and Tanya for her BOSS playthrough. Updates : Version 1b : some additional palette adjustments and a bug fix for the missing footstep sound. Keystone_Kapers_demo_1b_CONCERTO.a78 Keystone_Kapers_demo_1b.a78 Keystone_Kapers_demo_1b.a78
  12. as demo sceners we always want that general public sees our coding as art... and art in terms of graphics, music and style... and sometimes art has to be political... so... here is my #standwithukriane Atari intro I have coded in just few hours to get those feelings inside out... music was composed by Maze thanks! As usual... my personal political demos are not published under Desire... Heaven PS: if Albert wants to remove it... fair enough... standwithukraine_packed.zip
  13. darryl1970


    It's Pengo! Here's a demo of Pengo. I hope you enjoy. The full version has Novice, Arcade, and Expert difficulty levels. Each difficulty has its own high score board, when used with a high score save device. (One combined scoreboard when no device is present) Difficulty Levels: (Demo does not have multiple difficulty levels.) Novice: # of Pengos = 5; Extra Pengo = 30,000; Snow-bees start off at very slow speed Arcade: # of Pengos = 3; Extra Pengo = 30,000; Snow-bees start off at standard pace. Average intelligence. Expert: # of Pengos = 3; Extra Pengo = 50,000; Fast snow-bees Demo: # of Pengos = 2; Extra Pengo = 30,000; Arcade difficulty; # Of Playable Levels = 4 I tried to take the best of the arcade and 5200 versions, to make what I feel to be the most balanced conversion. I feel that the arcade can be brutally unfair. The arcade collision heavily favors the snow-bees. It is easier to miss with an ice block, especially on higher levels. Also, the wall stun is delayed in the arcade version. If Pengo stuns a snow-bee that is next to him, the arcade snow-bee will slide into Pengo, kill Pengo, and then it will be stunned. Pengo is momentarily unable to move after pushing or crushing an ice block. My version has a slightly lesser delay after Pengo pushes a block or crushes an ice block. The arcade delay seems to get longer as the snow-bees get insanely fast. It makes the game feel impossible at times. I think the game is difficult enough already. If Arcade Mode is too easy on this version, Expert more than makes up for it. I have not yet decided what to do about the rounds. The arcade game has 16 rounds. The arcade game becomes almost impossible after round 14. It becomes harder to hit the snow-bees with the ice, they crush the ice before the player can push a cube, and they are much faster than Pengo. After round 16, the game loops to level 1, and the difficulty is back to level 1 difficulty. I believe this is because the game is so difficult and cheap at that point, the programmers never expected anybody to get that far. I currently allow the game rounds to continue on indefinitely. I kind of like it this way. The game has 12 different intermissions. The last two intermissions alternate after level 12. Unlike the arcade game, this version does not reset to level 1 after level 16. Update 11/13/2021 Fixed issue where sno-bees travel through star blocks and blocks with eggs hidden inside. I wasn't going to change this, because it can happen in the arcade. I still allow it at level reset, if a sno-bee is trapped in its corner. Fixed issue with sno-bee randomness. This makes the sno-bees a little less predictable. It's been broken for a while. "Pento" can no longer hide on the other side of a star block when all of the sno-bees are on the same vertical or horizontal path. Updated the banner to match the arcade bootleg, "Penta". More TIA harmonies & updated Pokey alternate tune. Other sound tweaks. Minor cosmetic changes PentaDEMO(11-13-2021-AM).a78 PentaBUP(11-13-2021-AM).a78 Update 11/06/2021 - Many updates Refined controls. Smoother navigation. Button action now mimics the arcade, so it can not be held down indefinitely. Credits screen has been added Snow-bees hatch faster Tighter snow-block collision. (Almost too easy now!) Intermission penguins walk from off-screen now. Music is sync'd to where it plays the full tune after level 6. The arcade ALWAYS cuts the tune off. (The intermission can be skipped with the joystick button once the penguins are half-way across the screen.) Additional level layouts: 16 regular and 2 hidden (ZPH & Blob mode) Minor cosmetic changes The most noticeable updates: Refinements to POKEY music. Thanks again @playsoft for the engine and Popcorn POKEY. Intermission has dedicated POKEY music @Pat Brady Brady updated and refined the TIA Engine, adding dedicated harmonies. He reworked the TIA tunes (LEFT DIFFICULTY selects POKEY/TIA) I have no issues with my versa-cart or Dragonfly. POKEY sound is fixed on Concerto (At least is works on my cart). TIA sound also works on Concerto. I did have one issue where the game would crash when I tried to start the game. I erased the game off of my card and recopied it to the card. It has been running on my Concerto for 3 hours now in invincible mode. It's now up to level 80, since the snow-bees forfeit after 2 minutes of inactivity. Half has been in POKEY mode, and half in TIA. PengoDemo(11-06-2021).a78 PengoBUP(11-06-2021).a78 Update 10/23/2021 - Alternating BG tunes; Updated TIA Popcorn This version alternates the background tunes per-round. I start with the Popcorn tune, since that appears to be the original tune used. This also includes an updated Popcorn tune for TIA A new cheat code has been added. This one can be accessed inthe demo: At the title screen: {right, right, right, left, left, left} toggles the ability to force the background tune. This just unlocks and locks the right difficulty switch, to be used as the versions prior to the alternating tune. Tighened up the collision when an iceblock catches a snow-bee Added a sfx when a snow-bee is crushed PengoDemo(10-23-2021-AM).a78 PengoBUP(10-23-2021-AM).a78 Update 10/22/2021 - TIA Popcorn, for those without POKEY. Sorry for the quick post, but this may be the last for a while. A lot came together, and I think I am winding down to more of a maintenance mode, unless I decide to alternate the background tunes. This contains general clean up in sound. Key Pokey harmonies from a table. PengoDemo(10-22-2021-MD).a78 PengoBUP(10-22-2021-MD).a78 *** Bonus: There are 6 hidden modes that are unlockable in the full version. I compiled a couple into a demo. Pengo doesn't lose any lives, but the demo is only limited to a number of level clears. Blob Mode (Used to test the Blobs. After being on a level for two-minutes, this mode is activated in regular play.) - PengoBlobDemo(10-22-2021).a78 ZPH @ZeroPage Homebrew Mode (Every other board is the ZPH level) - PengZPHDemo(10-22-2021).a78 Update 10/21/2021 - Popcorn added for POKEY sound. LeftDiff = POKEY On/Off; RightDiff = Alternative/Popcorn PengoDemo(10-21-2021-PM).a78 PengoBUP(10-21-2021-PM).a78 Update 10/16/2021 - High Score saves (To clear corrupted high scores, hold RESET & SELECT on options screen.) The previous demo skipped the high score entry screen. This is fixed, and music is added. PengoDemo(10-16-2021-AM).a78 BUP does not support high scores. PengoBUP(10-16-2021-AM).a78 Update: 10/13/2021 PengoDemo(10-12-2021-PM).a78 PengoBUPDemo(10-12-2021).a78 First Public Demo - 10/08/2021 PengoDemo(10-08-2021-PM).a78
  14. The project is finally coming to an end... Safe to say everyone involved is fed up with it 😏 The binaries will be released on october 12th(ish?) In the meantime here's a comprehensive video (hosted on @VinsCool's YT channel, thanks much for the help!!). It contains spoilers regarding new content, although if you've been following the project there isn't that much new (but there is). So I'm posting the link but advising you not to watch !
  15. Hello everybody, Just a pic to show you our progress on our new controller. Do you like it? edit 05/11/2022 The controller is compatible with inty 1 and 2. The price of the controller will be around 55€. For this price you'll have a box, a manual with a making-of, the controller, various circles/D-pad, an adapter. This controller doesn't need any soldering. If there are enough orders (30 minimum) we will produce a left-handed version. You can tell us if you want this controller and how many copies you want. You'll be on a reservation list. For the moment you can ask for as many copies as you want, but you'll only receive 2 copies for the first batch. We can ship only 30 copies in the first batch. It'll be available before the summer vacations. The following list is not complete. Don't worry if you are not listed, we will add you soon.
  16. Time to publish some details about my entry in this year "Abbuc Software contest 2021." Logic/arcade game inspired by an old arcade game called "Block Hole" ("Quarth" in Japan). Game was later ported to some consoles like Nes, Gameboy and unofficial releases exist for MSX and Colorcomputer. Since the first time I've played this in local arcade back in 90s I was puzzled by "find the largest rectangle algorithm". So when I got back into coding on Atari in early 2000s I thought A8 deserves a version of its own Years passed as I've coded initial block drawing routine, procedural generated levels, and tested couple approaches to make this recognition routine working. Let's just say they all failed So this year when time came to choose something to code for Abbuc compo, I knew there wasn't going to be lot of time during summer, so said to myself - it's now or never I'm proud to present this labour of love and many sleepless nights as I tried to make this work... Algorithm started working only maybe a week before deadline, so rest of time was spent making it look pretty, adding proper game maps and adding sound fx and adjusting it all to make it have that arcade feel, make player want more, and make dying fair, so you always get back for more. I've also tried adding music couple hours before deadline, but that didn't work as I planned so expect proper title tune to be added after compo is over and I can release updated version. Hope you like it. ps .I'll release source code after compo is done of course pps. If you find any bugs while playing the game, please let me know so it can be fixed in updated versions. Big thanks to the entire Atari community ! Cheers! Vladimir
  17. The first reasonably stable and functional version of a new editor for Atari hardware sprites called SprEd has just been released. The editor runs in a web browser. Tested on Chrome, Firefox and Edge. Its interface is inspired by "Atari Player Editor" by playsoft, which was written in flash and today it's troublesome to run it. I also added some new features to my editor and added the ability to edit in "square pixel" mode, which I missed in APL. List of Current Features: - editing and animating tri-colour sprites (overlaped) - maximum sprite height 128 - maximum number of animation frames 256 - basic editing functions: move, H/V flip, vertical scaling, copy, paste - PAL/NTSC palettes - pixel aspect ratio selectable - keyboard shortcuts - loading *.apl, *.spr files - data export SprEd is able to export data for many popular programming languages and is able to save in native .spr format. It also reads playsoft editor files in *.apl format. I'm attaching some example graphics files in spr format. You can easily load them by dragging the *.spr file to the editor window. phone.sprbigslime.sprflob.sprbigwheel.sprbat.sprdropsplash.sprfire.sprmouse.sprportal.sprvalve.sprvial.spr List of keyboard shortcuts is located under the Help button - it's worth to have a look. Editor is located here: https://bocianu.gitlab.io/spred/ Feel free to try it out. If you have an idea for exporting to some more useful format - let me know, I will be happy to add the necessary template.
  18. Hi guys: For those of you that don't know, I have re-started porting 'Defender' to the 7800. I started from scratch as I wanted to use 320B mode and I had an idea for the terrain (use 320A mode for that). However, I'm finding that I'm having issues with the scanner area: As you can see, I have a 16x4 tile grid, which works out to be 64x30 pixels. (The bottom two scan lines are the scanner box itself). When I did this the first time, I blocked out an area of (added) memory, made the DL point to that area of RAM and just updated it each frame. This time, I would really like to not use expanded memory (I want to see if I can do this within the limits of the vanilla console). I tried using DL entries for each of the 'dots', but because of the character modes used (score, ships in reserve, etc) I can only get 4 sprite DLs in the zone before I run out of Maria cycles. Flickering at 30Hz is not out of the question, but even then I'll only get 8. I won't go more than 30Hz as then it gets bad. I know Atari has done this with Defender and Defender II on the 2600 (with Defender II only adding 128 more bytes of memory), so there has to be some sort of trick of doing this without using much memory. (I would try and read the Defender II code but there is no disassembly of it that I know of). Does anyone have any ideas? Thanks, Bob
  19. RASTER Music Tracker Unofficial Version by VinsCool Merry Christmas, and Happy Holidays Atarians! It has taken me a lot of work, and I had to learn how to program from almost no experience, but finally I am incredibly happy to share this unofficial version of Raster Music Tracker! There was a LOT, and I don't say that lightly, a LOT of work done into this project, and I really hope I was able to carry the legacy of Raster's music tracker with my changes and improvements. Changelog: (spoiler alert, it's a wall of text!) Alright so here I'll try to make a simple summary of what can be done currently too. This is a copy of a reply I made in the thread but here is the information for convenience. Enjoy! I hope you guys will like using it as much as I loved working on this fork, and add newer functionalities into it If you have any comments, suggestions, bug reports, feel free to share your thoughts in this thread! I am not a very experienced programmer or musician but I will do my best to still bring further improvements for ulterior versions in the future. For now, I'm going to take a break, I have spent the entire week end finalising this, between 2 Christmas dinners and serious sleep deprivation, hahahaha 😽 Thanks again everyone who believed in me, and most importantly, thank you very much for being awesome! Now, if you may excuse me, I have some leftover potato salad I would love to eat right now... Hahaha! Good night, or good morning if you're on the other side of the Atlantic Ocean. ... Updates and downloads: Changes in RMT 1.31.21 ------------------- - Initial Unofficial 1.31 release for everyone - Changelog is located in the spoiler above since the list is huge rmt131.21.zip Changes in RMT 1.31.22 ------------------- - Tweak the NTSC timing hack, should be a little closer to the actual thing now - Fix the step size of 0 to force a movement of 1 when movement keys are used, to prevent getting stuck (thanks Ravancloak for pointing this out!) - Force a .ini file write if no config is found when RMT.exe is launched, setting the default configuration (thanks again Ravancloak!) - Added one of my own tunes I missed last time (Stranded on the Surface of Io Final.rmt), and updated a tune upon author's request (ilusia.rmt) rmt131.22.zip Changes in RMT 1.32.00 ------------------- - Updated the driver binaries to a newer and better WIP version, including export binaries. Work in progress ASM code is also included. Beware, it is messy... - Bump the version number to 1.32 since the driver update is a major change, and numerous fixes will be done since the last 1.31 revision - Clearly show the exact version number, since RMT may be updated pretty often, without really being warrant of a major release... Like this one for example Changes in RMT 1.32.01 ------------------- - Added 16-bit pitch accuracy frequencies display for Distortion 2, A, C and E (C table 2) - Added Sawtooth pitch frequencies display, as well as if the waveform is inverted by swapping the CH1 and CH3 values Changes in RMT 1.32.02 ------------------- - Fixed a bug when playing a song with follow cursor enabled would always switch back to "play from current position" mode even if the mode was set to "track loop" - Fixed a memory leak caused by the 16-bit frequencies calculations, which lead to a chance out of 2 to cause a crash when RMT is being executed - Changed the empty tracks appearance from a single dash per row to a dotted pattern identical to tracks with data into them (thanks zaxolotl for the suggestion!) Changes in RMT 1.32.03 ------------------- - Tweaked the "Go to line: XX" appearance by moving it a few tiles to the left, in order to mask the line number. This may help reduce the number accidental recursive GOTOs when they are edited - Also changed the GOTO colours so only the number colour will be changed when highlighted. The number will be white by default - Added a line separating the Left/Right tracks in the SONG block, making it easier to identify which channels belong to which side - Small improvement to make the "Go to line" on tracks more appealing visually: highlight the number when the cursor is actually active in tracks, and keep the "Go to line" text more visible as well. - Set the cursor position on the Volume envelope by default for instruments, to avoid accidentally overwriting the name when cycling through instruments (thanks PG for the suggestion!) - Properly fixed the Follow Cursor Play bug by also making sure the parameter was defined in the Subsong change as well - Fixed a bug where using the PAGEUP/PAGEDOWN keys in tracks at the same time as play+follow mode is active would cause graphical glitches since the line would try to move at the same time of following the cursor Changes in RMT 1.32.04 ------------------- - Re-introduced the Distortion 6 BASS16 code in RMT, with updated description. You can also set the Distortion used for it with CMD6. $0Y = Distortion - Small update on Distortions and Commands description, Added infos for new BASS16 CMD6 code, as well as Distortion A Sawtooth mode using AUTOFILTER + CH1+3 1.79mhz mode. rmt132.04.zip Changes in RMT 1.32.05 ------------------- - Added scaling support. 100% to 300% There is no filtering yet, only integer multiple of 100% will look pixel perfect. rmt132.05.zip Changes in RMT 1.32.06 ------------------- - Added a new tracker.obx function, where the driver version is written in plaintext, and then displayed in the About dialog. This is purely cosmetic, otherwise, there is no difference. - Make the XEX export format have the colour shuffling optional. - Also make sure the SAP exports skip the colour shuffling instructions, since both export formats use the same player binaries. - Added an option for XEX exports to enable or disable the automatic region detection, in case a particular setup may work incorrectly with it. - Fixed a bug related to scaling, causing the output to have choppy appearance due to incorrectly having set the boundaries of the display to draw every frame. Now it's a smooth display! - Improved the PAL/NTSC detection code in the exports player (thanks pps for the sample code I used as a reference!). - Updated all binaries with the last 6502 ASM changes, the old export binaries will no longer be compatible due to several memory address changes! rmt132.06.zip Changes in RMT 1.33.00 BETA ------------------- - Added tuning calculations dialog, ALL known POKEY modes that was programmed to use a lookup table in the driver code will be generated on the fly, automatically! Exception for the Sawtooth tables, it will not be generated due to not having figured out an optimal way to compute it yet. - Added SAP-R Dumper, LZSS Compression, and new Export format: XEX-LZSS VUPlayer coded by myself, now powered by rensoupp's unrolled LZSS driver! LZSS compression code by DMSC, which I have ported to C++ for use within RMT itself! - Fixed several memory leaks, and fixed several bugs related to the UI and scaling - General performance improvements, related to improved plugins communication, faster and better Tuning calculations, and improved bitmap usage for Registers View code - Tweaked plugins communication, fixing Stereo detection, PAL/NTSC detection and making the timing hopefully more stable and accurate Note that for the plugins improvements, I modified the Altirra plugins to make them work properly after my changes in the RMT code. This also means the older sa_pokey.dll and apokeysnd.dll plugins won't work properly unless they also get updated accordingly. - Many 6502 driver changes, fixing 16-bit generation, changed the way AUTOFILTER behaves, and attempted to fix several issues such as the vibrato underflow bug. The driver changes be for the best, or may be not! Feel free to try and see what was potentially broken in the process! I am aware some of the Portamento/Vibrato changes I did were not bugfree, and I apologise for that, this will be fixed another time. Most tunes should work properly, otherwise. - Temporary disabled SAP/XEX export Since I am in the middle of the exporter code rewrite, and it's been a huge task so far, I haven't finished fixing it, but I know people wanted a new RMT version for a long time now. So I decided to not take the risk and make sure the feature was temporarily taken away, but don't worry, the LZSS exporter is currently a much better option to use --- That being said, this is a BETA version, so it's very likely I broke more things and did not realise it. Please tell me if anything is wrong! --- rmt133.00BETA.zip ... I will post future versions in this thread and OP, so keep an eye on it
  20. Announcing - Hammer of the Gods! Features: - Up to 3 layers of high color parallax scrolling backgrounds - Transparent shadows, lightening effects in CRY color mode - Large sprites - Individual palette fades per game character Credits: Programming: @phoboz Art, Music & SFX: @Eternal-Krauser You judge yourselves which genere this game belongs to?
  21. Polishing off some work from the starfield thread: 2600 Cosmic Ark, ported to the 8-bit. Controls: Joystick 1 for main control, along with joystick 2 if a 2P game is active. 1 toggles left difficulty (side fins), 2 toggles right difficulty (2P assignments). Select to choose game, Start to begin/restart. The starfield is updated from the version in that thread -- it now uses horizontal scrolling to avoid having to bitshift the writes into the playfield buffers, which in turn allows for player replication without overlapping. A few of the buffers have also had pixels doubled up to emulate the twinkling. The double-pixel and replication patterns are similar but not exact to the original, which is hard to implement precisely. Colors in Cosmic Ark are on the bright side, and in particular meteors are a bit more blue than you will see with typical 8-bit emulator palettes due to color clamping. In Altirra, you will see better colors if you either turn down the intensity scale on the palette and turn up the monitor brightness, or enable HDR if you have a capable setup. But then again, if you have time to stare at the meteors, you're either playing it wrong or too good at it. The audio driver is slightly updated, it needed a fix for 4-bit poly sounds ($1x) to force a cycle period with an offset of 1 mod 15. Code is somewhat bloated because I had to unroll a bunch of P/M graphics loops in order to fit in VBI time and Cosmic Ark uses some rather tall animated graphics -- the planetary defenses and the tractor beam can both be about 40% of the screen height. Also, several of the objects can be vertically clipped, which also complicates P/M updates. Probably could go a lot faster, but I was happy enough just to get it to fit within NTSC time (PAL of course has loads of extra VBI time). This is a port of the NTSC version and is intended to run at NTSC speed. I experimented with PAL speed correction, but Cosmic Ark is already known for shots tunneling through meteors at higher levels and doubling up the VBI made this much worse, in addition to making some motion jerky. Additionally, while meteors and the shuttleship have fractional accumulators driving them, other motion like the beasties don't. So, 50Hz adaptation is left as an exercise to the reader. Happy holidays, everyone. cosmic-1.0.zip
  22. Unexpectedly today the results of the ABBUC 2021 competition were announced. So I can share my game, which took 1st place. The game requires an Atari with 64K RAM and a PAL system. gacek.xex
  23. Ok.. since TIX's not posting it... Get it from the first post!!
  24. Well, you're going to have to wait a few more days due to more small fixes going in 😃 New release date: 24th of october 2021 Updated video with new sparkling content: (Thanks VinsCool!)
  25. maybe juuuust maybe, there will be a new disk episode of Dimo's Quest. So this will be the third kingdom of the five cartridge kingdoms... Dimo's underworld (early preview)
  26. Hi all! Yesterday, I was reading a great article by Benj Edwards about GORILLA.BAS at https://www.howtogeek.com/779956/gorilla.bas-how-to-play-the-secret-ms-dos-game-from-your-childhood/ And I felt really inspired to port it to Intellivision using IntyBASIC. I started late in the night 9:30pm, and coded till 1am, then today woke up at 7am and keep coding until it was finished by 10am. I think it resulted really good! Some things needed to be changed, the graphics and screen arrangement needed a complete rethinking, I could adapt the music and effects very nicely, and of course the floating-point equation for banana throwing (it depends on a lot of precision by using multiplications), so I've made it to be accumulative using fixed-point numbers with very little precision, yet it works great! Find attached the source code and playable ROM for the game. Enjoy it! gorillas.rom gorillas.bas
  27. I am pleased to announce that, after laying dormant in a scrap book for more than three decades, the original idea for my third game in the Digger Dan Trilogy -- Return of the Fungi -- has been dusted off, developed, and has now been released as an Atari 800 48K binary (.xex). You can download the game as part of a Bundle that includes all three games (Diamonds, and Dan Strikes Back being the other two), in addition to full documentation for all three games that you can load into your web browser. The bundle is being hosted by RetroUnite here: After 35 years, Return of the Fungi finally completes the Digger Dan trilogy
  28. Overflow 2021 is the latest assembly language game release from the Anschuetz/Weisgerber/Anschuetz team. This month, we are releasing this game as both an 8-bit .xex file as well as an Atari 5200 .rom file! Overflow is a fun and addictive game where you play the role of a plumber and try to hold back 10 horizontal pipes full of liquids flowing toward a central vertical pipe by throwing plungers at the approaching liquid. Joystick up and down moves the plumber up and down the ladder. Joystick left and right throws the plungers left or right. Additional instructions are on the score screen of the game. The music is from the Atari arcade game Toobin. The original BASIC Overflow game was published in the July 1985 edition of Antic. The game was extremely efficiently written by John Weisgberber and made use of some tricks to reuse the same screen memory for each row of pipes. The game was initially sent to Compute!. Compute! rejected the game without explanation, so we sent it to Antic. I have attached the original rejection letters from Compute! and Antic. The Antic rejection said that the game was too difficult, so we made it a little easier and resubmitted and it was accepted. I have also attached a scan of the original published page. We hope you like this one! Eric and Robert Anschuetz John Weisgerber =============================================================================== The following description of the gameplay was written by the A/W/A Team to be submitted to a computer magazine along with the game. In Overflow, you’re a plumber trapped in the central conduit of a network of pipes. Water is advancing relentlessly toward you through the secondary pipes. If the water gets far enough, it will flood the main pipe, drowning you and ending your game. This is a situation you (as a devout plumber) obviously want to avoid. Luckily, you can temporarily reverse the flow of water in a pipe by hurling your plunger down the pipe at the onrushing column of water. Scoring is based on the fact that when the plunger makes contact, in addition to making the water recede, you earn ten points. Controlling the flow of water is simply a matter of moving up and down in the main pipe and throwing your plunger down the pipes closest to the point of overflowing. Unfortunately, even if you manage to gain control of the situation, at five-hundred points the width of the main pipe doubles, making your job all the more difficult. Movement is controlled from a stick in port one. To move up and down in the central pipe, push the stick forward and back. To throw your plunger, push the stick left and right. The following gameplay instructions for Overflow were published in Antic Magazine. Dear Miss Goodmanners: Is there a correct way to stem a rising tide of bathroom back-ups while entertaining distinguished guests in my 49-room mansion? Concerned Dear Concerned: Miss Goodmanners prefers the term water closet... Sadly, overflow problems are part of our modern age and must be dealt with firmly and quickly. Miss Goodmanners would never commit the faux pas of embarrassing guests during a sumptuous banquet by confronting them with a mass of raw sewage. Miss Goodmanners would award you credit for decisively hurling your plumber's helper at each of the overflowing water closets, while tactfully running between pipelines without scaring the guests. Of course, sewage problems tend to get worse as a party wears on-especially if guests discover that the duck pate has disagreed with them. With apologies to our favorite etiquette columnist, this program uses players for the plumber, plunger and central pipe. All vertical motion is produced using a string printed at the correct place in memory. The main graphics mode is ANTIC 5. An unusual technique here is the use of basically the same memory address for every line of the playfield graphics. Each line has its own LMS and the high byte on every one is set to the same page. The water is moved back and forth by incrementing the low byte on each LMS. The increment for each line is held in a one-dimensional array. If a column of sewage is hit by the plunger, the increment's sign is simply reversed. Overflow 2021.xex Overflow 2021.rom
  29. It's out! Pick your version (from the first post) 9 levels demo. -The focus for this release was on the attract mode & cutscenes which are now fully reenabled! (some assets may possibly not be final) TIX, our favourite overstretched artist drew all the princess/vizier frames required for the cutscenes! Miker added a bunch more tunes for the attract mode! -Added a bunch of cart versions for faster loading and a SD disk version for maximum compatibility with stock hardware. -Fixed an old bug where the game would freeze if the prince landed on the edge of a floor tile. -NTSC should be as stable as PAL now. The next version should be final!
  30. Because I don't want to derail the "Altirra 3.90 released" topic more than I have already, I have started a new one. Please post any inquiries about this new project over here. I began a new project recently to resurrect the original Atari XEP80 in a much smaller form factor, and to allow for an inexpensive AV-to-HDMI off the shelf daughter board option to be used for a more universal video output. I have called this project the XEP80-II. Preliminary Specifications B&W 80 Column x 24 Line Text Display (via analog composite output with option to support 3rd party HDMI converter) Serial 2-wire Communications Interface via Atari Joystick Port (same as original XEP80). Power via same Joystick Port. All chips besides NS405 Display Controller to be low power CMOS. Original ROMS replaced with EEPROMS. Firmware ROM split into two parts for NTSC and PAL specific versions selectable by jumper (for corrected timing parameters). Adjustment to Video Output to render a more standardized signal and to better position the beginning of each line. Board Footprint: 3.10" x 3.10" (78.74 mm square). No Parallel Printer Port Check out the: XEP80-II Blog Post
  31. I always loved the arcade game Karnov and felt the 7800 could do it justice. So, just for giggles I started throwing together some graphics and code to see what I could come up with. I don't know if this will go anywhere as I am still learning 7800 Basic and the intricacies of the 7800, but it started out better than expected. I can already see some major improvements that I could make, especially using 320A mode for the text - especially where the screen splits at the bottom of the main playfield. The text and the icons could be monochromatic high-res icons and would work much better.
  32. New version! I honestly haven't tested it much but hopefully it'll be alright. There are plans for another potential release with stuff that'll remain undisclosed for now 🤐
  33. Seems I am not charging nearly enough for boxed games.. ..Al
  34. Finally got some time this weekend to finish the preview for 128KB raycaster engine. features: -resolution: 80x48 -fish eye correction -proper wall slice scaling -fully adjustable controls -reworked weapons with (very) short animations 1. pick one of control presets or define custom controls 2. press ESC for 'game' (there's no game yet but you can walk around, switch weapons and shoot) 3. press START+SELECT+OPTION to switch between 'full' pixels and 'every other line is black' mode (there's roughly +5 fps gain with the later) 4. press START+SELECT+OPTION+some key to get back to Controls setup screen This is early work in progress so a lot of stuff just isn't there yet. It's both a preview and new controls test so if you find something not working properly as far as controls are concerned let me know. One feature that is missing is Settings screen so for now the fast turning has fixed speed, but in later versions it will be user-adjustable, also it will be possible to set fast turning as default. Other features in Setting screen will include weapon bobbing toggle, cross hair toggle, floor/ceiling presets + customization and more. Globe/GMG ps: It's probably clear from the title but the .XEX will only work on Atari 130XE and compatible with 128KB RAM or more. eng128 v16.xex
  35. Welcome to W O R D L E for the Atari 7800! Concept by Josh Wardle THIS RELEASE IS FREE TO THE COMMUNITY AND IS NOT TO BE COMMERCIALLY SOLD FOR PROFIT About Guess the WORDLE in 6 tries. Each guess must be a valid 5 letter word. Hit the enter button to submit. After each guess, the color of the tiles will change to show how close your guess was to the word. The game contains the 2,315 wordles! and the 10,657 allowed entry dictionaries from the original. PLAY ONLINE (thanks raz0red!) Playing the game Using the joystick, paddles or keypad move the cursor to select a letter from the on-screen keyboard and press the left fire button to add your letter to the active word. Once you have entered 5 letters select the Tick function from the keyboard and press the left fire button to validate. To remove a letter select the Del function from the on-screen keyboard and press the left fire button or press the right fire button. Note: The on-screen keyboard keeps track of letters in the correct spot (green), incorrect spot (brown) and not in the wordle (gray) Features Statistics summary Hard mode, show wordle (for uncompleted game) or any word entries (in settings) SaveKey/AtariVox/High Score Cart support to store statistics Multiple controller support joystick, paddles and keypad Controls To change the available controls, on the Title screen press the Select button to cycle through the available options: Joystick (left) Paddles (left) Keypad (left) - 2 (up), 8 (down), 4 (left), 6 (right), hash (button 1), star (button 2) Joystick (left)/Paddles (right) Joystick (left)/Keypad (right) These options will still allow SaveKey/AtariVox/High Score Cart users to store their data. Feedback If you have any suggestions or feedback please raise them below! Thanks As always thanks to Mike @RevEng for the dictionary randomiser selection code and Lewis @Muddyfunster and Bobby @Synthpopalooza for the additional control suggestions. Releases 20220308.wordle.a78 If you are using the BupSystem emulator (or don't care about saved storage) use this release: 20220308.wordle.nosavekey.a78 Older 20220220.wordle.a78 20220222.wordle.nosavekey.a78 20220219.wordle.a78 20220213.wordle.a78 20220206.wordle.a78 20220205.wordle.a78 20220203.wordle.a78 Title Statistics SaveKey/AtariVox/High Score Cart support will allow you to keep your statistics with the ability to reset them via the menu (select and hold fire)
  36. Folks, we all know what it's like when the time comes to sell that Combat, Pac-Man, or Missile Command cartridge: you paid peanuts for it, but want someone to buy it who thinks it's worth the GDP of a small country. And one way to achieve that unwarrantedly-stratospheric price point is to put the game inside one of those plastic security cases Wal-Mart uses to make shoplifting SD cards a less-appealing proposition. But even then, you need something more - something to give that HOLY GRAIL [email protected]@K!!! flavour to your precious game. That's where weputagradeonanything.com comes in. Unlike traditional grading services, we use a transparent pricing model: 20% of the closing bid amount. Naturally, this encourages us to grade each game with the utmost care and attention in order to ensure that you, the seller, receive TOP $$$$$ for your game. All you have to do is to send us your game (be sure to include return postage!), tell us how much you want for it at auction, and we'll handle the rest! We retain the game until the auction has completed and you have received payment. Once we get our cut, you get the game back*, which you can then send on to the happy winner. Just [email protected]@K at our grading for this ultra-rare Atari 2600 Pac-Man cartridge, and the value we provide will speak for itself. Before (approximate value: -$0.73) After (approximate value: $113 Billion): So, friends, reach out to weputagradeonanything.com today. You owe it to yourself, the collecting community, and, most importantly, us. * Returned games generally get 'lost' in the mail. You know what that crazy USPS is like these days! And tracking numbers are a conspiracy - it's how they track your mail and packages, which is why we don't use them.
  37. OK. I think I've knocked this one out in time. Maybe a few hours late... It's the Atari 2600's "Frostbite" for the A8. I'm calling it "Frostbite 400" because it will run on one. Or any other Atari 8-bit, I do believe. It's an 8K cartridge image, runs with 8K RAM. Same story as my 'Barnstorming' port, it's what I think Activision might have released, if they had done so. Same game as the 2600, with slight graphic improvements. I started a new thread for this because, darn it, this was too much work for it to go un-noticed. Happy holidays, and enjoy! Frostbite 400.car
  38. Fallen Kingdom 2nd place at ABBUC Software Contest 2021 Download (v1.1): http://matosimi.websupport.sk/atari/fallen-kingdom/ Changelist compared to ABBUC version: - fixed some glitches - added keyboard controls (WASD / arrows) - added couple new levels - added ending screen
  39. I was expecting to be doing more customer service but so far this release has gone smoothly so it seems like a good time to thank the team! (A little tongue in cheek, don't be mad! 😀) Thanks, In order of appearance: @TIX: For being naive enough to believe in the project while all I had was a PC/BBC emulation version of PoP and a circle scroller running on the Atari! For his awesome animations which he restarted over and over again only to be pissed off at me that the project consumed too much of his time! @VinsCool: For producing the first half of the soundtrack and then fleeing the project then making a great comeback with another full soundtrack. So full that it made the game run out of memory and disk space! @miker: For taking over where VinsCool left! @emkay: For creating those fancy sounds and telling me how the project should be done and once I did it differently, telling me how I did (not do) it! @superrune: For creating an outstanding B/W picture and going missing for a year and a half, only to wake up and finishing the job the day after I posted the the final video! You guys were a joy to work with and I know the feeling is mutual 🤪 More thanks to: @dmsc: for casually creating a great piece of A8 tech! @xxl: whose name paired with XBios causes people to go into rage mode! And for the ZX5 unpacker too! @kieranhj: For the BBC version of which I left nothing, except the main filename which is still pop-beeb.asm ! @elmer: for the ZX0 unpacker! @Faicuai, @Mr Robot, @Philsan for testing the build on hardware I didn't even know existed! @phaeron for Altirra without which I would have started and abandoned the project! Special thanks to Jordan Mechner for making a great game whose inner workings are still not quite clear to me!
  40. The intention is still to release the game as originally planned, hopefully soon. Appreciate everyone's patience so far, especially those who are involved in the release. Will be updating this thread a few times over the next week.
  41. I am pleased to announce start of development for a new action RPG: Game name: Shadow Kingdom Credits: Game design: @phoboz Graphics: KarlisZabers Music & SFX: @Eternal-Krauser Story: @Arcadia
  42. 🎃 Tober's Nightmare - Version 0.4 Alpha 🎃 1. THE DARK SPIRITS RISE ON HALLOWEEN NIGHT Tober's backyard has filled up with many Ghosts and Ghouls of the night and he is not having any of it! Your goal is to run to the pumpkin patch at the bottom of the screen and smash the evil spirits in the face with them. The pumpkin patch is watched over by the Phantom Gardener. He doesn't like to come out when Tober is around. Once you run out of pumpkins, run back into your house and the Phantom will tend to the garden and grow more pumpkins for you. Each level in the game consists of two waves of the same enemy before a new enemy is introduced. At the beginning the enemies will move side to side. The further back the enemy is when you hit them with a pumpkin, the more points you will get. If the enemy is in front of the fence when you hit them you will only get 50 points. If they are in the middle of the backyard then you will get 150 points. If the enemy is way back and closer to the house then you will get 200 points. Sometimes it is more strategic to wait for an enemy to move to the back before hitting them with a pumpkin so you can gain a higher score. You have three hearts that represent your health. You will lose one anytime you touch an enemy or get hit by an enemy's spell. On rare occasions, hearts will appear and float across the screen. If you grab one you will gain one heart to your health. You will need to throw all your pumpkins and then run out and grab the heart before it reaches the other side of the screen. The heart is worth 75 points if you grab it in time. 2. USING THE CONTROLLERS Walk - Push the joystick in the desired direction Run - Hold down the fire button while pushing the joystick in the desired direction Pickup Pumpkin - Move player next to the pumpkin and press the fire button Throw Pumpkins - Press the Fire button while holding the pumpkin. If you push the joystick diagonally you can also throw the pumpkins on an angle. The pumpkins will also ricochet off of the sides of the screen when you do this. Note: If you press and release the fire button to pick up a pumpkin then quickly hold down the fire button before Tober is finished picking the pumpkin up, you will be able to run while holding onto the pumpkins. 3. CONSOLE CONTROLS GAME SELECT SWITCH - Use the Game Select switch to choose between Game 1, Game 2, and Game 3. Currently in this Alpha release, Game 1 is the only available option. GAME RESET SWITCH - Use the Game Reset switch to reset the game and go back to the Title Screen. This will clear everything in memory, including your current score! DIFFICULTY SWITCHES - Set the Left Difficulty switch before starting the game in order for the change to take effect. b = Beginner (Regular/Slower speed) a = Advanced (Faster enemies and attacks) 🎃🎃🎃🎃 Happy Halloween! 🎃🎃🎃🎃 Hope you enjoy this little game version 0.4 Early Alpha - NTSC 2021y 11m 07d 2215t Tober's Nightmare v0_4.zip Note: This game will not work on an UnoCart. This is a 32k DPC+ game, which UnoCarts do not currently support. You'll have to use emulation, Harmony, or a Harmony Encore cartridge.
  43. batari

    HOKEY demo

    It's about time for an update on HOKEY! I have all parts to built thousands of HOKEYs now. HOKEY was intended as a POKEY replacement for Atari 7800 homebrews but has evolved into a low-cost sound chip for Atari 7800 games. It is the only POKEY replacement with a form factor that is essentially the same as a real POKEY. It's also the lowest-cost POKEY replacement chip by a wide margin. HOKEY will be available in several versions at several price points. The prices in this post should be considered introductory pricing, though I will make all efforts to maintain this pricing. I have made an obscene investment in parts to both to get the unit cost down and to ensure there will be enough HOKEYs for everyone in these uncertain times. I have enough parts to make thousands of HOKEYs. HOKEY is also not just updateable and programmable, but it is also user-programmable. An API will be available that allows custom sound code. The following versions are for 7800 applications and are sound only: Basic HOKEY is the entry-level version. At $10 for one, or as low as $7.50/ea (in quantities of 100), it's intended to be soldered to a PCB for a homebrew game, though it can be ordered with gold-plated pins for use on flashcarts or other socketed applications ($12). Dual POKEY is possible through bank-switching the 16 POKEY registers. Resources are available on this device for future sound drivers and its firmware can be updated; and a YM2151 driver is planned as well as an ADPCM driver that is capable of Soundblaster-level quality. Even this low-cost version is capable of superior output compared to a real POKEY. It can output 54 dB of dynamic range, while the POKEY is capable of roughly 28.5 dB. Standard HOKEY is a more capable version. At $19, you get better-quality output and more powerful hardware than Basic HOKEY. It comes with gold-plated pins that are sized for easy insertion into a socket. This version is capable of 60 dB of dynamic range, and uses true analog output that is filtered and amplified to improve the experience. It has external A4 and A5 address lines needed for directly addressing Quad-POKEY. If any homebrew games will need the capabilities of Standard HOKEY, a solderable version may be purchased for $17 or in quantity for as low as $14.00/ea for 100. AtariAge homebrew HOKEY boards: Though the Basic and Standard HOKEY work with traditional homebrew POKEY boards, there will be at least two homebrew boards with a built-in HOKEY. With these you can once again get your POKEY-enabled games through the AtariAge store. My current understanding with Albert is that the premium for POKEY-enabled homebrews should match or beat the cost of the HOKEYs themselves, i.e. no more than $10 more for games using a Basic HOKEY, or $15 for games using a Standard HOKEY. Non-bankswitch board: Supports 16k-48k games needing POKEY sound. Uses a Basic HOKEY. Bankswitch board: Supports games up to 512k+16k RAM, using a Basic or Standard HOKEY, as needed. There may be other AtariAge homebrew boards available in the future, and it's possible AtariAge will sell unpopulated versions of the above boards to homebrewers. Concerto: Boards with built-in HOKEYs are here now! The finishing touches of the HOKEY code is still being worked on, so these will not be available at least until January 2022. A socketed version will still be available for a limited time for those wishing the flexibility, though if demand for a socketed Concerto continues, it will not be discontinued. Although HOKEY was conceived for Atari 7800 homebrew games, a few specialty HOKEY devices are also in development for Arcade games: Arcade HOKEY is designed specifically for arcade games. At $21, it's designed to be the lowest-cost entry in the Arcade POKEY market. It supports POKEY sound plus the pot ports needed for some arcade games. It uses gold-plated pins for easy insertion into a socket. Like the Standard HOKEY, it uses true analog output and is capable of 60 db of dynamic range. Arcade Quad HOKEY: This is a standalone, custom device similar to Arcade HOKEY, except it is set up as a pin-compatible, drop-in replacement for the 40-pin quad POKEY chip. It will be the only quad POKEY replacement that is the same size and form factor to a real, unobtainium Quad POKEY chip. Like a real quad POKEY, it has four distinct outputs, one for each of the POKEYs, and supports the pot ports. Perfect for your Major Havoc, I Robot, Firefox, or Return of the Jedi game, this all-in-one, drop-in quad POKEY replacement will cost just $27. Also down the pike will be a fully-functional POKEY replacement that can be used anywhere a POKEY works. Can be used in arcade games, Atari 7800 applications and Atari 8-bits alike: Advanced HOKEY is the ultimate HOKEY experience. Though this is the most expensive HOKEY version at $29, it is still a bargain for what you get. It supports four simultaneous POKEY cores, and has up to four separate outputs. This version uses the most powerful hardware with 2MB for program and wavetable storage, a dual-core CPU, and allows for true analog CD-quality stereo output through an included 3.5mm stereo plug. Capable of 96 db of dynamic range, this version is the one for the true audiophile! Advanced HOKEY is still being designed, but it's expected to support all POKEY functions such as serial I/O and keyboard scan. HOKEY programming/firmware updates: The Basic, Standard and Advanced versions of HOKEY are programmable with custom sound drivers, and firmware may be updated as improvements are made. The programing or updating is done by the end user, and is very simple to do: Simply run a special update utility, which is an Atari 7800 program that contains a user-friendly interface and the new firmware/sound chip driver(s). The utility works on any flashcart, or any POKEY homebrew board, for that matter, and starting the utility is just like starting a game. A barebones version of the update utility will also be available that can be adapted to run on different systems such as Atari 8-bits. The AtariAge homebrew boards sold in games should never need firmware updates, so the programming is fixed at the time of release. The Arcade versions should fully support all existing Arcade games using POKEY chips, and updates are not expected to be necessary. The firmware on these is not user-updateable, but should any important firmware updates be needed for Arcade versions of HOKEY, I am happy to update them for no charge. Beyond POKEY: HOKEY is meant to be much more than a POKEY replacement chip. Aside from being capable of simulating other sound chips, it is capable of high-quality PCM/ADPCM sample playback though a ring buffer, similar to how a the Sound Blaster series of sound cards worked in the late 1980s-1990s. This means it can produce any sound effect with a clarity unmatched by legacy sound chips. Plus, the ring buffer vastly eases the programming difficulty on the 7800 side over other options that require precisely-timed interrupts, which don't work well anyway on the 7800 due to Maria DMA. HOKEY's implementation of POKEY is based on the public domain datasheet and schematics of POKEY. It's a completely original POKEY implementation without use of any existing source code. HOKEY is intended as a functional replication of POKEY sound capabilities and was never intended to be a 100% authentic reproduction of the chip at the gate level. However, I will make every effort to ensure HOKEY can faithfully produce the various distortions. At this time, some undocumented modes (such as two-tone mode which was intended for the Atari 8-bit cassette port, not for sound generation) are not implemented, but may be in the future. As far as I know this only affects one game. Release dates: The first HOKEYs will hopefully be available in January 2022. The only thing left is to complete the in-circuit firmware update capabilities. Limited numbers of AtariAge homebrew boards are already out there. Soon you will be able to once again purchase games in the store with the rockin' POKEY sound for just a little bit more than other games. There will be many ways to get a HOKEY. If you want individual HOKEY(s) and nothing else, you can order directly from me. Shipping is fixed at $4.99 in the USA, $9.99 to Canada and $11.99 elsewhere, for as many HOKEYs as you want. Concerto owners will get a discount on a HOKEY for a limited time. The details of that are being worked out. Lastly, you can get HOKEYs from the AtariAge store. If you are ordering something anyway from the AtariAge store, HOKEY(s) may be added on to your existing order and due to their small size, will likely not incur additional shipping charges.
  44. When things were so quiet here's what I've been doing: PoP _new PF2&PF3 _yellow&brown hair ring.xex Just some little pixels had to be changed though is original Spark's picture. Is it monochrome? Don't think it is. No need for any credit as is his picture but would be great if used. So can it be used? Thanks. 👍
  45. Hi all. Oops! I did it again... Nothing like entering the Nosferatu's Castle to break things with your friendly neighborhood pumpkin. You need to find the following items: Hammer, teeths, cat, scissors, magnet, computer, glue, horn, flower, and floppy disk. Navigate rooms using the direction disc, once you find an object, just pass over it, but careful, you cannot leave any object until you find the right pair to do mischief. So maybe you want to explore first the castle. However Nosferatu is aware of your invasion, and will try to find you, he is old enough to get stuck sometimes in the hidden doors of walls. But any touch of him will reduce your energy, until you are out of energy for further mischief. Also there is a ghost (probably the old keeper of the castle), and it is faster than Nosferatu, and also can go through the walls! Be careful, and happy mischief! Enjoy it! pumpkin2.rom
  46. Byte magazine published 287 issues from September 1975 through July 1998. It covered all platforms, from the RGS 008A in issue #1 to IBM ThinkPads running Windows 98 by the end. In the middle, there was lots of Atari and Commodore and TRS-80, the fun '80s microcomputers. I wanted to create an edit of the entire run of Byte — with only the Atari-related articles. I did so by downloading VintageApple's set of complete Byte PDFs using wget. (https://vintageapple.org/byte/) I used pdfgrep to find occurrences of the word "Atari" and pdftk to extract just those pages. Then the time-consuming part: editing by hand. Removing ads with the word Atari and incidental mentions. Also re-adding pages that were relevant but missed — e.g. a 10-page article that didn't use the word Atari on every page. Byte's 23-year run encompassed 287 issues — 103,973 pages. I found significant mention of Atari in 101 issues — 729 pages. So, 0.7% of Byte's pages had some Atari content. You can read the best 729 pages in Byte here: https://archive.org/details/byte-magazine-atari-articles -Kay
  47. Kooky Diver 2021.xex (Kooky Diver 2021 for the Atari 8-bit) Kooky Diver 2021.rom (Kooky Diver 2021 for the Atari 5200) Kooky Diver is this month's new 8-bit and 5200 release from the team of Anschuetz/Weisgerber/Anschuetz This is the 4th of 14 games that our team is in the process of re-writing in Assembly Language based on our original games from the 1980's. The previous 3 games were released earlier this year on the AtariAge 8-bit forum (Sokoban 2021, Night Rescue 1941, and Overflow 2021). The original BASIC version of Kooky Diver was written in 1984 primarily by Eric Anschuetz. I have attached Eric's original design from 1984. This was actually the third game that we wrote with the name "Kooky" in the title. Kooky's Quest was published in the Feb. 1985 edition of Antic magazine, and was actually the second in the series. The first was Kooky Klimber, which was our version of Crazy Climber that was purchased by Compute magazine but never published. Don't worry, we will be releasing brand new updated versions of Kooky's Quest and Kooky Klimber later this year! Kooky Diver was submitted to ANALOG magazine but was rejected because it was "too beginner level". Actually, the game had a lot of advanced features for BASIC. The updated assembly language Kooky Diver 2021 has incorporated several improvements or changes from the original BASIC version: Instantaneous load times 4 different skill levels – higher skill levels have faster or more sharks and piranhas Sharks and piranhas are now redefined characters that smoothly scroll horizontally Great background music added Before, if you picked up a treasure, it didn’t show it in your hand as you moved it around, now it does Before if you died, the treasure would start over in the clam’s mouth – now I just leave it on the bottom where it should be Works on 8Bit and 5200 Animated shark/piranha fins and waves at the top Used DLIs to add some more colors Multicolor diver with swim trunks, hair, and multicolor treasures Hi score feature The object of Kooky Diver is to swim from your boat to the ocean floor, retrieve treasures from a giant clam, and swim back to return it to your boat. All the while, you must avoid a school of fish, a shark, and the closing clamshell. You only have three divers to complete your mission. While not moving, you are constantly descending at a slow rate toward the ocean floor. You can use your joystick to move in any direction to move and avoid the shark and fish. If you are hit by a shark or run over by the school of fish, you die immediately and precede head-first toward death and Davy Jones’ Locker. When you reach the clam, you must wait until it opens up before you can retrieve the treasure. The treasures change each time you collect one. The first treasure is a pearl, the second one is a trophy cup, and so on. The opening and closing of the clam is random, so you must tread water waiting for it to open, all while your oxygen is running out. Once the clam is open, the diver must swim to the treasure, press the fire button to retrieve the treasure, then quickly make it back to the boat before the oxygen level reaches zero. The oxygen runs out much faster when you are weighted down by the treasure. Once you return the treasure, your mission starts over and you must retrieve the next treasure until all three of your divers have died. You can place the treasures on the coral reefs to each side as a way to not run out of oxygen. Some of the larger items require this “rest stop” in order to bring the item to the surface. If your oxygen is less than 50 percent when you reach the surface, it will be restored to 100 percent. We hope that you enjoy this game! Please provide feedback and tell us what you think! Eric Anschuetz Robert Anschuetz John Weisgerber ================================================= The following description of the gameplay was written by the A/W/A Team that we submitted to ANALOG magazine along with the game. These instructions are also useful for playing the updated game. Yes, he’s back and he’s kookier than ever. But this time, instead of climbing another building, Kooky has taken the opposite extreme and has begun a search for lost treasure. On his dives, he will encounter black pearls, treasure chests, pistols, vases, steering wheels, and many other treasures. But what Kooky doesn’t know as he begins his expedition is that not only are there a dangerous shark and a school of man-eating piranha to block his path, but that a giant clam has swallowed all of the treasure! You, as Kooky, will have to dive for the various treasures and attempt to bring them up to the salvage boat. To move Kooky in any particular direction, just move the joystick in the corresponding direction. To tread water, push the joystick in any of the diagonal directions. You must time it just right so that the clam’s mouth is open when you touch the treasure in order to have a chance to make a successful salvage. If the mouth is open and you are touching the treasure, merely press the fire button on the joystick and you will have picked up the treasure. Of course, if you touch any part of the clam when its mouth is closed, you will lose a life. After you have a treasure in your possession, you will use up your limited supply of oxygen rather quickly. Luckily, there are three coral reefs for you to deposit your treasure on while surfacing for more oxygen. Provided that your current oxygen level is below 50 units, you will completely fill your tanks every time you bring your head out of water. To drop off a treasure on any reef, all you must do is make sure that Kooky is only touching the yellow portion of the reef. At this point, the treasure will automatically be set there with no further actions required. To pick up a treasure again, simply press the fire button while touching the treasure as before. Of course, any collision with the piranha or the shark will cause instant death and send Kooky plummeting toward the ocean floor. After three deaths, your game will end and the high score will be shown. At this point, you can press the “START” button on the computer to start a new game with three new divers. You may end up doing this quite a few times at first because after all, nobody ever said that diving was easy! The ultimate goal of the game, however, is to deposit your treasure in the boat that is moving across the top of the screen. To do this, just touch the boat and your treasure will appear inside. At this point, a new treasure will appear inside the clam, and you can now try to get this treasure to the boat. ================================================= Here is some additional information from the game's development from 1984: Kooky Diver was primarily written by Eric Anschuetz. The game is really unique and not patterned after any commercial arcade or home game. The top row with the waves and the boat implement a rough scroll technique. The diver, fish, shark, and pearl are obvious uses of the four Player/Missile graphics allocated on the Atari 8-bit computer. The coral reefs, the waves, the boat, and the clam shell are implemented using redefined characters. A technique that is used in this game and many other A/W/A games is the background sound effect, since games are much more boring without them. Since the games were written in BASIC, there really wasn’t time to play a real melody during the display list interrupts. So the A/W/A Team used a technique where an assonant tone is produced through the Pokey sound chip and it sounds as if it is a wavering tone. It’s kind of annoying after a while, but it is much better than silence and could be accomplished with one line of code! There was a lot of experimentation with the various parameters of the BASIC SOUND command to get a semi-pleasant-sounding background tone that sounded right. This game is really polished and doesn’t have any glitches or bugs present as in some of the other games due to the fact that this game doesn’t really push the envelope of what can be done with Atari BASIC. The game initializes really quickly and it doesn’t take long to start a new game at the end of a game. A really good professional feature of this game is that at the end of the game, everything doesn’t just freeze on the screen or go back to the start menu. After the game is over, the fish and shark keep swimming, and the bottom display toggles between the score of the last game and the high score / restart prompt. This implementation of an “attract mode” was something almost non-existent in type-in home games. This game was programmed in one long day after Eric dreamed of the game the night before. The concept art that Eric drew the morning after his dream looks nearly identical to the finished game. The game was quickly coded from there. From concept to game in 24 hours was pretty amazing for a 20-year-old!
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