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  1. If you've tried downloading game binaries recently in forum threads (such as .bin files for Atari 2600 games), you may have seen a warning from your web browser that the file is dangerous and contains malware. These warnings are FALSE, and the attachments you're receiving warnings about are not dangerous. Unfortunately, it seems that Firefox and Chrome (and perhaps other browsers) have decided to flag all files with certain file extensions, such as .bin, as being dangerous. Here's an example of this warning in Chrome: And in Firefox: For Chrome and Firefox, you can follow the following instructions to avoid these warnings. IN CHROME: Go to Settings (three dots in top right) then Privacy and Security, then Security, then change your 'Safe Browsing' setting to a lower protection until you can download. IN FIREFOX: Go to Settings (three lines in top right) then Privacy and Security, then scroll down to Security, then uncheck 'Block dangerous downloads'. You can also allow files one by one if you're not comfortable turning that off by clicking on the download icon in the top right (down arrow into bin) and then allowing the file. If you don't want to do this, you can generally override the warning and force the download to complete. Thanks to James at ZeroPage Homebrew for writing up the above instructions. If you have any questions, please comment below. Thank you, ..Al
    58 points
  2. Pac-Line 2600 This is my first homebrew game and what better system to make it for than my favourite, the Atari 2600! My game is a port of Pac-Line for the Pico-8 by Sizescape, which in turn is a port of Paku Paku by Kenta Cho. When I ran across the game on my Pico-8 handheld I knew that this was the perfect game to game for my first homebrew, it's both fun and perfectly suited for the system. Please let me know what you think and if you encounter any bugs that aren't listed below! 🙂 For more detailed information on how the game is progressing you can check out my development thread in the ZPH club section of the forums. - James Download Newest Version (WIP): 20240410-Pac-Line 2600.bin OLDER VERSIONS: Top 5 Scores (20240408/20240410 Build): 7290 @e1will [ref] 7052 @ZeroPage Homebrew (James) [ref] 3995 @ZeroPage Homebrew (Tanya) [ref] 2968 The New Retro Show [ref] 2219 Tim's Tiny Arcade [ref] Objective: Get the high score by eating dots, power ups, fruit (PENDING) and scared ghosts! Points: Dot & Power Pellet - 1 Point x Level Ghost - 10 Points x Level Fruit - 20 Points x Level (PENDING) Gameplay: You can wrap around the edges of the maze, but the ghosts can't Collect the power up so you can eat the ghost Get to the next level by eating all the dots. Every level increases the ghosts speed and decreases the length of time they're scared Every eight levels you'll progress through the ghosts (Blinky, Pinky, Inky, Clyde) Tips: As the levels gets higher be sure to eat the middle dots as soon as you can Sometimes it's quicker to eat the scared ghost by wrapping around the level Known Bugs To Fix: NONE! To Do: High Score (with AtariVox and PlusCart support) Flicker Code for the Fruit Fruit Bonus Items (Possibly Multicoloured) Two-Player Mode Implement attract screen, possibly with AI player Flash "Fire To Start" message Update sounds, and possibly music, closer to arcade Level Number On Screen PAL Version Credits: James Earl O'Brien: Code, Graphics, Sound Thank You To: Philip Blackman @splendidnut: 48px score kernel Andrew Davie @Andrew Davie & Darrell Spice Jr. @SpiceWare: Programming Tutorials Stella Team: Stella The amazing Atari Homebrew Community!
    38 points
  3. Here is MAZE, a new game I'm working on. The goal is simple: find the exit. Avoid lava floor and use keys to cross new areas. The game features flat shaded 3D with coder colors and the new Hively player by @Ericde45 and @42bs. It tested it on real hardware with a skunkboard and on BigPEmu. Enjoy! Edit: new version released with more maze (9 total) and a scoring system. MAZE.zip
    34 points
  4. A remake of Frogger, in 4k, without flicker (currently). It has always been on my want-list to have a nice cartridge version of Frogger; a version that doesn't require the Supercharger, nor any other extended hardware. I always felt that it could be done, because Frogger is a simple game that seems to align nicely with the capabilities of the 2600 hardware. So, I've finally done it, I've got most of Frogger implemented and working pretty well. It does contain a bit of level progression (it's subtle, so it might be hard to notice). Currently, it's missing the Lady Frog, the Fly, the Crocodiles, and the Snake... and more objects in the river, and maybe some more variety (the kernels are relatively flexible). Some of those things will definitely require adding flicker to the mix. I have ~300 bytes left, so I might / should be able to squeeze all those things in. Overall, this was a fun project that took about 4 weeks. Most of the project is written in C. Only the score kernel, the frogs-at-home kernel, and the repositioning routines are written in ASM. I'll probably convert the other kernels over to ASM so that I can utilize early-HMOVEs to hide those black bars on the far left. I figured this was a good point to share a ROM with everyone. Enjoy. Frogger_20240401_NTSC.bin
    32 points
  5. Hello. I am releasing my first Atari 7800 game today... DESTROYER 7800 This game has been tested on real hardware using the 7800GD, the miSTer 7800 core and emulators including A7800 and BUPSystem. Region: NTSC Players: 1 Controller: 2-button gamepad/joystick Status: Complete INSTRUCTIONS You are the anti-submarine warfare officer of a destroyer on patrol somewhere in the South Pacific. The sea below your ship is rife with enemy submarines. Your job is to destroy as many enemy submarines as possible within your 90-second firing window using your ship's main ASW weapon: The depth charge. Your ship can launch up to 4 depth charges at a time. Since depth charges are timed to explode at a pre-determined depth, you must place the aiming line at the depth you wish the charge to explode while gauging the time it will take the charge to reach that depth to explode on an enemy submarine. The aiming line can be moved vertically using the controller. Depth charges are not contact weapons so they will only destroy an enemy submarine upon exploding at the pre-determined depth. You may fire a depth charge by pressing the button on your controller. Your destroyer has two speeds which may be changed using the alternate button on the controller. If you manage to manage to rack up 2500 points or more, your firing window will be extended by 30 seconds. SCORING There are five rows of submarines that score as follows: First Row: 10 points Second Row: 25 points Third Row: 50 points Fourth Row: 75 Points Fifth Row: 125 Points HISTORY I wrote this game in about 10 hours, most of which was learning how to program for this console. The game is loosely based on an old Atari Arcade game from the 1970s called Destroyer. WHAT'S NEXT I have two more games under development for the 7800 at the moment. More info when they are ready to be released. Hope you enjoy this. SCREENSHOTS UPDATE New version 1.3 uploaded (03/31/2024) Fixed: Points not being awarded for subs destroyed in the 4th row. Added: Title screen now shows version number. Previous: Fixed extended time triggering too early. Destroyer 7800 (1.3).a78
    29 points
  6. As I announced some time ago, I am working on an exended version of the Time Wizard game. I named it Time Wizard Deluxe, at least for a while. Finally the game will receive a physical release on a cartridge. Working demo version 1: Loads from a cartridge. Runs on an Atari XL/XE with 64 kB of RAM (tested on Altirra emulator). Includes a language selection screen - at this point there are English and Polish. Features the first of several planned new game mechanics - horizontal portals. I am going to keep you updated on progress as more demos are created.
    25 points
  7. I finally got around to making this. Looks even cooler in person.
    24 points
  8. Hi, after I saw the super mario bros port for intellivision I immediately thought about porting one of my alltime childhood classics: The Great Giana Sisters. I am not sure if the game is well known outside of europe (especially germany). It was a game released in 1987 for C64 and Amiga that had such a striking similarity to Super Mario that Nintendo had the game removed from the market. Giana Sisters Wikipedia In the video you can see the first level. It is still missing a lot of features like powerups, crumbling floors, destroying blocks and very obviously sound etc., but I wanted to give you an insight into the development of the game from the very beginning on. The game runs fine on my Backbit Pro and I will upload the ROM as soon as the first level with all its features is done. For those of you who know the original game: I wanted to recreate the parallax clouds and also added a second layer with even lower scrolling speed. I also added the ability to "bounce off" enemies and made the controls a bit less floaty compared to the original. The graphics and level were created with my own "retro content suite". A tool that is intended to help with creating assets for retro hardware. It is currently very WIP but I might share it in the future if its of any use to anyone. retro conten suite demo Feedback is highly appreciated!
    22 points
  9. I'm churning on them, and working on another large batch Last Chance orders now. It is taking a long time, yes, and everyone will get everything they ordered. It's tough, as there are other things I have to continue working on in parallel as well, but the Last Chance orders are one of my highest priorities by far. I am going to send another update to everyone this week who still has outstanding orders. While the Last Chance orders are a somewhat unique experience (one I hope to never repeat!), I am actively working on several things that will make processing and shipping of orders much faster by the beginning of next year. My goal is to have 95% of orders placed in the store shipped within one week. I leave the 5% for orders that have unique conditions where they cannot be fulfilled that quickly (for instance, if someone purchases an Edladdin controller, those are built by hand and generally take a month or so to get out). Anyone who has any questions about their order (or orders) can feel free to email or PM me, but keep in mind that I'm not always immediately responsive, and I tend to respond to order emails in batches to be more efficient with that. ..Al
    22 points
  10. Raph Koster is a well-known game designer who co-created the online role-playing game LegendMUD (1994), directed the development of Ultima Online (Electronic Arts, 1997) and was the creative director of Star Wars Galaxies (LucasArts, 2003), massively multiplayer networked role-playing games. He is also the author of the classic book "A Theory of Fun for Game Design". In 2012 he was named an Online Game Legend at the Game Developers Conference Online. He is currently the founder and CEO of Playable Worlds, Inc., a developer of immersive online worlds. In an interview in Retro Gamer magazine (issue 254) he said that his first computer was a 16KB Atari given to him by his great-uncle and his third an Atari 130XE, which he still owns. Intrigued, I contacted him for more details and he told me that the first Atari was a 600XL and the second one was a 1200XL. In 1985 he programmed Orion, an Atari Basic game which actually consisted of five two-players games loaded in succession. He kindly gave me the permission to share the game. Orion (1985)(Protovision, Raph Koster)(basic).zip Years ago he made a video about it: More info about Raph Koster in his website where there's a page dedicated to Atari 8-bit computers emulation.
    22 points
  11. Hi all, Thought I'd share a project I've been working on. I recently bought a beige '99 which had the infamous Mitsumi mylar keyboard which wasn't working at all. :( I did manage to sort it out to work *relatively* well, but in the meantime, decided (with some prompting from Derek Christenson) to design a replacement keyboard which uses modern (Cherry MX compatible) switches. Additionally, it uses the original Mitsumi TI-99/4A keycaps (via 3D printed adapters) for that original look. I've tested my first revision (v0.1) board and it's working great. A couple of minor adjustments for v1.0 and then I'll release all the details for general consumption. The project could be adapted to use new (or perhaps other keyboard types) keycaps at a later time, but I created it for the very specific use-case of upgrading a Mitsumi board. If you'd like to follow the project: Hackaday: KEYBOARD/4A-99 | Hackaday.io GitHub: visrealm/keyboard4a99: Modern keyboard replacement for a Texas Instruments TI-99/4A (github.com)
    21 points
  12. I haven't received my 400Mini yet, but its keyboard is already here: I'll make a video about it later (and when the 400 Mini is on my desk), but I couldn't resist showing this early... What we're looking at here is a USB mechanical keyboard, entirely custom-built based on my previous designs of XE, XL and 1200XL keyboards. There's a custom PCB, a custom aluminum plate, a custom 3D-printed enclosure, custom 400-themed key caps designed by @XL Freak, and USB and firmware are on a Pi Pico inside the enclosure. The keyboard itself without the Pico works fine as a real 400 keyboard (same matrix). I mounted Kailh Box Pink switches in there, but any MX-compat switches would do.
    20 points
  13. I have finally finished the 8080 emulator overlay loader and the last remaining BIOS translation code (reading and writing sectors). Here's a preview (not merged with mainline CP/M-65 yet) Youtube description: Intel 8080 Emulator running on 1.77MHz 6502 on top of CP/M-65. It uses the Atari 130XE banked memory to simulate the 8080's 64kB of memory. It run's vanilla CP/M 2.2 with a custom BIOS. Besides emulating the 8080 CPU, it also translates all BIOS calls to CP/M-65 BIOS calls. BDOS and CCP run "natively" on the 8080 emulation. Source code: https://github.com/ivop/atari8080 My CP/M-65 fork/branch with overlay loader: https://github.com/ivop/cpm65/tree/8080ovl
    20 points
  14. I'm going to receive the pokeymax v4 boards tomorrow and, all being well, get them running over the next week or so. Since the project is now more open than before I'm going to post some details of what needs doing for this here along with progress. Feel free to chime in with comments. Status: i) Boards ordered from PCBWay. http://www.64kib.com/atarixlfpga_svn/trunk/atari_800xl/atari_chips/hardware/pokeymaxv4/2layer030drill/ ii) Parts ordered from Digikey - arrived. https://www.digikey.ch/en/mylists/list/MZC8NOSXG1. I grabbed 5 copies (it's cheaper in volume) and removed four of the FPGAs. I'm planning to transfer and reball some of the FPGAs from my other boards. Also I already have a spare new 10M08 floating around. TODO: a) svn checkout the HDL from http://www.64kib.com/atarixlfpga_svn/trunk/atari_800xl/ b) Modify atari_chips/pokeyv2/ to add the v4 board: Copy the qsf file and correct/add the pin assignments from the schematic. Set up the paddle pins as LVDS. Add a feature to pokeymax.vhd to directly use the fpga io for the keyboard instead of using the io expander chip over i2c. Add a feature to pokeymax.vhd to directly reset the paddle pins Copy the ADC input feature from the sidmax.vhd to pokeymax.vhd, add it to the pokey mixer. Update build.sh adding a v4 board and enabling these features Synthesise the logic by sourcing the quartus settings file then running build.sh with the new configuration. c) Assemble a board bit by bit checking functionality Visual inspection Check for shorts on the power nets Solder on the regulator, its support parts (caps, inductors) and ferrite bead for 3.3v analog. Power the board and check power rail voltages. Solder on the FPGA, FPGA core support parts (Pull ups etc), FPGA jtag support parts. Connect the JTAG, can I see the FPGA? Modify my JTAG boundary scan script to check for any shorts under the FPGA. Solder on the rest of the SMD parts: 5V/3.3v level converter chips, paddle level potential divider, adc coupling cap and dc bias, output op amp and feedback parts, output audio coupling caps Solder on the pin header strips, the audio output header and the io header. Put it into the Atari! Power it on, flash the new core, power off/on and pray! Debug, goto 11.
    19 points
  15. I've probably been living under a rock as I'd not really noticed the little 2d Pac Man (Puku Puku) games that had been popping up. I saw @ZeroPage Homebrew's lovely 2600 version (Fantastic presentation and playability) and then I saw @CyranoJ Jag version and was equally impressed. Fun little games, switch your brain off and enjoy. I also found a lovely version for the PICO8 byt I thought I'd knock up a quick 7800 version using assets that I already have sitting around (some will be very recognisable). I started this Sunday night and finished it this evening, so probably about 5 or 6 hours spent on it. It's rough around the edges and there are a few glitches. That said, I present "Lola Lines" Help Lola (Bernie's lovely niece) deal with the terrible tank that she's trapped with. Controls Fire to start / restart on gameover. Left and Right to move. If you go off the screen, you appear on the other side. How to Play Collect dots to score. Collect Power Potions for limited ability to kill tanks Avoid Tanks when not powered up Once you have collected 1/2 of the dots a fruit or goodie will appear and move in a random direction. Collect fruit and other goodies for bonus points Scoring For each dot you collect you score = to the current level (so lvl 1 = 1 pt, level 10 = 10 pts etc). If you kill a tank, you get 10x the current level as points If you pick up a fruit / goodie, you get 20x the current level as points. Compatibility Lola-Lines is a 16k ROM, no pokey or anything special. Works on GameDrive7800 (Disable Break to avoid slowdowns). Should work on Dragonfly & Concerto + all the usual emulator options. To-Do Refinements to timing, right now you can be stuck in an unfair position with no way out so timers needs a tweak or 2 10 levels then it goes back to cherries, maybe ill add more and the appropriate bonuses. Let me know if folks have any suggestions. speed ups as you climb the levels Credits SFX from the 7800Basic example library (thanks Mike!) Lola_Lines_Build_16.a78 Lola_lines_build_20.a78
    19 points
  16. OK, let's get this road on the show. I present for your consideration Chippi. This submission may incur the wrath of Mike's Gaming Gala, you have been warned! I've been asked a couple of times whether it's possible to write an emulator in IntyBASIC. Chippi is proof that the answer to this question is YES! Chippi implements Joseph Weisbecker's CHIP-8 virtual machine from the 1970s. It's a new version of quite possibly the most ported emulator ever, which brings a load of much needed demakes of old classics to the Intellivision. Not only that, but Mr Turtle hands down beats the majority of the lo-res, monochrome and monotone conversions it makes available on your favourite 16-bit platform: Chippi is an ECS program written in 4K decles and loads CHIP-8 programs from ECS tapes into RAM. Chippi was deliberately made this small so that even if the largest possible CHIP-8 program is loaded (4KB / 3.2K decles), the total will be less than the 8K decles allowed by the IntyBASIC competition rules. Chippi also uses the ECS keyboard to emulate the hexadecimal keypad of the original. Unfortunately, as the CHIP-8 only has a beeper, I've not found a use for the ECS synthesizer, although it was tempting to cobble together the world's worst synthesizer program. As you can see in the GIF above, Chippi supports an enhanced SuperGRAFIX mode in JzIntv, and on a Tutor-Pro with additional GRAM or Tutorvision, it's the only way to play! CHIP-8 emulator features: Full compatibility with CHIP-8 programs including shift and memory "quirks" modes Emulation speed control 7-colour monochrome 64x32 resolution graphics Double resolution SuperGRAFIX mode on Tutorvision and Tutor-Pro with 2K GRAM 3-voice monotone sound (A major triad) Volume control CHIP-8 and ECS keyboard layouts Oh, one more thing! As well as comprehensive instructions, I've included eight game tapes in the zip archive below for you to get up and running right away. This one's for you @MGG, enjoy! chippi.zip
    19 points
  17. I had some fun in getting that over to A8. As it contains C64 code running on A8 I did not pay much attention if it overwrites some memory which loaders etc are based... thinking of $0400 where the screen ram is located or $0801... where the C64 code is layed out. ... Plazmoid Atari 800 Interpretation Original C64 Version by Hokuto Force Atari version by Heaven This version runs C64 code in sandbox SID2POKEY by Saint/Zelax SID tune by DRAX Idea was born after Revision 2024 as I really like the C64 original by viti!! Heaven^Desire 2024 plazmoid_1kb_a8.zip
    18 points
  18. My fingers are still shaking as I type this, my cheeks are flush and numb, and I still wonder if I'm in a dream. Just today, the best deal I've ever gotten in my life showed up online. A huge stack of rare Atari ST computers from a retired computer repair guy. The moment the seller replied to me with his address, I was calling an uber and heading out to meet him. Tsunamis of adrenaline were crashing across my body during the long ride to meet him. It all worked out though, and I'm beyond elated! As the AVGN said in his Swordquest video "Not since the medieval times have I heard of a treasure of this scale!" I got: 4 Atari Falcons (1 being an MK1?) 2 Mega STe computers 3 1040 STe computers 1 Mega 4 ST computer. 4 Atari ST mice 2 Atari Mega ST keyboards 1 Mega STe/TT keyboard And various cords. How much did I pay for it all? 600 Canadian!
    18 points
  19. Inspired by a recent ZeropageHomebrew stream, today we release "Jumping at Shadows: Moth-Line" for the Atari Jaguar. This will be immediately available for download to patrons on the top tier level. I will publically release it a few weeks down the line. Enjoy!
    18 points
  20. Some images from the factory of the retail stock freshly manufactured from a dispatch inspection last week.
    18 points
  21. https://archive.org/details/solo-flight-microprose 22 x 17 Take this file to your local library that has a large poster printer and print it out!
    18 points
  22. While I'm waiting on the final feedback on Ghostbusters, I picked up Alex Kidd again. Decided to add a bit of variety and, after ice levels, added support for that other platform game cliché: underwater levels . I need to rework the sprites a bit (the fish aren't supposed to be transparent, and I'm not 100% happy with Alex's animations yet), but I've been mostly focused on the swimming physics and integrating that in the rest of the game engine. I also optimized the 9918 version to support more enemies per level (it started skipping frames with the 12 enemies in this level), and we're back within the 1/60th of a second window now. I've also spent a lot of time working on the tools that allow me to more easily create levels, which are shaping up nicely. With a bit of luck, I can knock out a few levels over the next couple of weeks/months and have the game finished sometime this year. The title screen says 2015, which I guess is when I started working on this, so with a bit of luck I can avoid this thing being "under development" for a full decade...
    18 points
  23. @kiwilove and I worked on this quite some time ago, but it was sidelined for various reasons. We've picked it up again and hope to make something playable from it. Your task is to destroy all the turrets on the dreadnought, collect a hostage and return to the launch bay. This is complicated by a host of different enemies attacking you. Use the joystick to move your ship, left trigger to fire and right trigger to flip direction. If you destroy a dragon, it will be followed by a pickup that you can collect: S = Shield boost P = Protector W = Weapon upgrade The game finishes when your shield is fully depleted. There will be 7 dreadnoughts in total, but I've only sequenced the first 2 so far. ttda_0.1.a78 ttda_0.1.bin
    17 points
  24. An update is coming soon. A patch list is being written up at the moment.
    17 points
  25. Game is finished. now Atariage's team will have to work on the next steps
    17 points
  26. @ColecoGamer @SlidellMan @GoldLeader @wolfy62 @M-S @Madwindoman @Punisher5.0 @evilevoix @Stage_1_Boss @INTVCruise @retrorussell @Reaperman @roots.genoa @Razzie.P @Zap! @neogeo1982@KidGameR186496 @Kiwi @SoundGammon @Serguei2 @bent_pin @Cobra Strike Down @Rick Dangerous @128Kgames @eightbit @ECWfan @SpicedUp! @Mikebloke @Hwlngmad @Steril707 @OldSchoolRetroGamer @NeoPancho @Franjo @MarkoCG77 @masschamber @joeatari1 @electricmastro @DJ Clae @Darrin9999 @Steven Pendleton @swlovinist @drludos @japangameonline @awbacon @Bratwurst @GoldenWheels @SoundGammon @Songbird @PikoInteractive @eebuckeye @Metal Jesus @aduffy1976 @drludos @MarkoCG77 @SpicedUp! @Albert @dak1ngofgames98 @GoldenWheels @mtshark7 @Villordsutch @BlackaneseNiNjA @NeonPeon @Mx5dob @lutechsource @tuna sashemie Hi guys, You know what today is fellas?? Today marks the 10th year anniversary of "The Official NEO-GEO Thread" on Atariage.com! A decade of Neo-Geo goodness and for all to view, post, and contribute that made the thread a staple on the AtariAge forums. It's been another amazing year in which we were able to bring members together and having discussions regarding anything related to the Neo-Geo and SNK. I would like to take the opportunity as usual to thank Albert, the moderators, the members, and guest that come by, reply, and look at the postings that are available to view for the general public pertaining to the Neo-Geo and its platforms. As mentioned numerous times before, the Neo-Geo thread had concerns and uncertainties involving how will it work and benefit others. After careful planning and good concepts. We were able to make this thread work and help benefit long time and new Neo-Geo players. For those that are unaware about the thread beforehand, Atariage had little discussions that involved the Neo-Geo before 2014. But being a Neo-Geo player, owner, and enthusiast.....I felt it was time to introduce something new and fresh for the community here on the site. So far, we have 35,000+ replies, 1400 pages, and a whopping 1.9 million views and counting! A nice accomplishment so far that we continue on to progress even further. As usual, "The Official NEO-GEO Thread" is open to all. If you have any inquiries or you're a gamer, reviewer, programmer, troubleshooter, developer, publisher, or anything else that you would like to contribute relating to the Neo-Geo or SNK, please feel free to PM me or post here. You're welcome to do so. Thank you all for the personal support and thank you for supporting "The Official NEO-GEO Thread" on Atariage.com. Anthony...
    17 points
  27. Still in the oven.. how about a teaser ?
    17 points
  28. Current WIP Build - v0.013 - just uploaded at the first post. What's new in v0.013: Fixed everything that was broken & found in the 0.12 release. 'Y'-ell command implemented (including words of power & wishing wells) Dawn & dusk: different color shades dependend on TimeofDay/Torch/Underground Animations for NPC that are eating. Optimizations. Started with merchants code. (For now the just greet you in their shop when on duty)
    17 points
  29. Hi. It's the very first time I code a game on Atari 8-bit computer. I have my 800 xl 40 years ago and it's time to work on it. I begun 2 weeks ago reading book and testing the hardware. I played MazezaM on supernes and thought it'll be a good game for testing. I found hirudov web site and don't saw any atari version. I just saw an already done version here on atariage by XXL. So I apologize for this second version. But As I have finish it, I post it. The main purpose of this development was to understand the hardware and watch how many data I can put in the original atari 400 8ko Ram version. Before making a more comlex game. I still have free memory on the Player/Missile ram. Nearly $475 octets. The game have simple sound fx when you move a crate. 42 levels with name. 100% asm. Press START to begin and "r" in game to restart level. mazezam_atari8bit.zip
    16 points
  30. Hi all. Here is the IntyBASIC Tiny Contest 2024. These are the rules: The contest is open from Apr/01/2024 00:00 GMT to Apr/30/2024 23:59 GMT to any member of Atariage. The game/program should be written using IntyBASIC. The resulting game can use a maximum of 8K words (based on the default mapping of $5000-$6fff) so no ASM ORG statements. The results of the contest will be determined by a poll open to all members of Atariage (to run from May/01/2024 00:00 GMT to May/07/2024 23:59 GMT) To participate, a single thread will be open on Apr/01/2024 00:00 GMT >>>HERE<<< where games can be posted: Name, Description, Brief Manual, Two Screenshots (or you can use animated GIF or link to a Youtube video of your entry), and ROM upload so people can test it. If the game is bigger than 8K words (16 kilobytes), the entry won't be considered in the contest. Each entry will be validated to be sure it was compiled with IntyBASIC before putting it into the poll. Extensions like extra RAM, ECS, Tutorvision, and JLP accelerators are allowed, just make sure you mention it when posting your entry so people know how to run your entry. The prizes are (contributed by a guy of the block @nanochess) : First place, $25 USD via Paypal. Second place, $15 USD via Paypal. Third place, $10 USD via Paypal. Courtesy of @Rev: 1st prize: 3 CIB games & catalog 2nd Prize: 2 CIB games & catalog 3rd Prize: 1 CIB game & catalog Other entries: Catalog Courtesy of @cmadruga : Top 5 participants get one ebook (of their choice) each. My treat. https://nanochess.org/store.html Please post below if you want to contribute prizes or have comments about the contest. Thanks to @decle for comments that resulted in rule 8.
    16 points
  31. Thanks for playing the game ! Even in it's raw, demo version Work on the full game is going on well, it's almost 100% done, you'll get a chance to play it soon
    16 points
  32. Dear friends and users of Rasta Converter, After almost 11 years I am thrilled to announce a new official release or Rasta Converter - Beta 9, available now on GitHub. https://github.com/ilmenit/RastaConverter/releases/tag/Beta9 This update has been made possible thanks to the incredible contributions of our community, particularly the significant efforts of @Sheddy who successfully convinced me to revive this project. This release includes a number of exciting new features and improvements, including: - A fix for the sprite repositioning bug, thanks to the hard work of @Sheddyand @phaeron. - The removal of the dependency on the Allegro 4 library, replaced by the more modern SDL2. This allowed to prepare a 64-bit version of the software for improved performance and memory space. - The use of the LLVM compiler for extra speed and efficiency, thanks to @Sheddy. - The removal of the thread limit for the /threads parameter, allowing for even more parallel processing. - The addition of default auto-save functionality, which will save your work every 100K iterations. - Improved build processes for Linux, thanks to the efforts of @dmsc and @polluks. - An updated help file, courtesy of @snicklin. - Conditional compilation with NO_GUI directive that removes dependency on SDL2 (for developers who want to run RC on GUI-less devices). Thank you for your continued support of Rasta Converter. I hope you enjoy these new features and improvements, and I look forward to hearing your feedback. Please note that the code for this release has undergone a significant rewrite, so it is possible that some bugs may have been introduced. If you encounter any issues while using Rasta Converter Beta 9, please let us know by reporting them on GitHub so we can address them as soon as possible. Enjoy!
    16 points
  33. Wrapping up the maps, added beautiful background art by Szadi. Work on boxart started, soon there will be the first Test ROM of the complete game!
    16 points
  34. For anyone with a dodgy stick, here is the fix you’ve been looking for. I’ve spent the best part of 3 days looking at this trialing many solutions for a simple and effective fix. It came down to a simple pressure point in the center of the joystick shaft. By placing a rubber pad in the center of the main PCB I found it offsets the pressure and twist of the shaft ensuring an even directional movement every time. No more dodgy left and right movements and you don’t need a light touch either For reference I used a sticky backed rubber grommet used to cover the screws on the top shell of a 3DS. Tighten your screws up normally on the pcb and the bottom casing. Have fun and report how you get on 🤩
    15 points
  35. I have prepared Work In Progress Demo 2 of Time Wizard Deluxe. The list of changes: Added disappearing ladders and test level with them. Ladders can be activated by pressing buttons or automatically by passing of time. Ladders can be time resist or not. Added French translation prepared by @StaxX28. Added German translation prepared by @pps. Added Italian translation prepared by @Philsan. Added Spanish translation prepared by @Yautja. Redesign of the font in terms of diacritic characters for different languages. Adjustments in language selection screen. Added Mq Workshop logo on splash screen, because the physical release will be done by Mq Workshop. If your language is not included in the game and you whish to have it, please let me know.
    15 points
  36. Hillside Colors: 68 Plus src Atari8man_NTSC_Hillside.xex Atari8man_Pal_Hillside.xex
    15 points
  37. Rainbow Bird colors: 72 plus src Atari8man_Pal_Rainbow_Bird.xex Atari8man_NTSC_Rainbow_Bird_.xex
    15 points
  38. On the contrary, more work is being done on 2600+ related stuff then ever. It all just takes too long.
    14 points
  39. This is the first of 6 planned RXB/ SAMS text adventures. During the covid months I adapted 20 or so adventures from other basics for use on the TI. These literal adaptations repeatedly left a lot to be desired, as they tended to highlight the 99/4a's weaknesses. Long story short, these are the same programs but better suited to the TI with SAMS support. The immediate goal is to reduce the time spent waiting for the TI to respond, or scroll... In addition, the use of SAMS permitted some added features. However, this is still an XB environment. Disk #1; Program: The Ancient Chateau by Tim Hartnell (1984), mixed IF and D&D elements GWBasic original: 24,653 bytes, about 26k to run The TI Version requires a DSSD drive, or something better, RXB and SAMS. Startup time: reasonable Performance: good There are two small pdf manuals included. The first can be viewed as a typical pdf. The second is for anyone who may wish to print it out in booklet form: 1) landscape format 2) print one page at a time (use 'current view') 3) place the first page back in you paper feed, print down with the same orientation as it came out 4) print page 2, etc. Your printer may be different and/ or smart enough to figure it out! There will be 3 double-sided pages. Hopefully there are no bugs... Ancient Chateau.zip
    14 points
  40. Demon Seal colors: 28 plus src Atari8man_Demon_Seal.xex
    14 points
  41. 14 points
  42. Paul Urbanus himself wrote this detailed description on Reddit about how he had Parsec accomplish smooth scrolling and simultaneous speech/gameplay back in the early 80s at TI. Amazing stuff, thanks Urb!
    14 points
  43. Catherine Zeta-Jones wallpaper?
    14 points
  44. Aztec Warrior Colors: 51 Something I did last year I found this on a Pc before switching system. Atari8man_Aztec_Warrior.xex
    14 points
  45. Egyptian Pyramid Colors: 41 plus src Atari8man_NTSC_Egyptian Pyramid.xex Atari8man_PAL_Egyptian Pyramid.xex
    13 points
  46. Medusa 4 Colors: 89 plus src Atari8man_NTSC_Medusa_4.xex Atari8man_Pal_Medusa_4.xex
    13 points
  47. I was pretty surprised to find this today locally: It came with two CX-10 joysticks, a set of paddles and Combat. The kid who sold it didn't know if it worked...and didn't know how to hook it up. $75 total which I thought was a good deal. And just when I thought I would never find anything in the wild again
    13 points
  48. I made a tool to help me service a TI keyboard. https://www.thingiverse.com/thing:6565856 Darryl
    13 points
  49. Tonight marks the Geneve interpreter's first successful load of an unmodified (native) z3 game file. The disassembly & rework have given me an idea or two for overcoming the /4a challenges. @mizapf's MAME debug tips have been most helpful in helping me to find two 35+ year-old bugs. Edit: added screenshot of extended ZSCII using the character set created by @wierd_w.
    13 points
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