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  1. Hi all, In celebration of the 35th anniversary of Jet Set Willy this year, I've written a new definitive conversion of the game for the A8 from scratch featuring hi-res colour, 50/60Hz sprite/screen updates, bug fixes, the Rob Hubbard music and an accurate conversion of the sound effects. Back in February after taking a hiatus from A8 programming for a year, I was reading an issue of Retro Gamer magazine where they'd mentioned that Matthew Smith would be attending Play Expo here in Manchester in May. Inspired by the opportunity to meet Matthew in person I started to look into the technicalities of rewriting everything and developing a full colour recreation of the game as I did previously with Manic Miner. I didn't have any prior intention of creating a new conversion of JSW with other projects awaiting continuation but as I looked into it I thought why not surpass my previous effort with MM and so before long I'd started working on the game fully. I thought rewriting all of the procedures for the char based method would be a fun challenge and I certainly thoroughly enjoyed working on it over the months, particularily the realtime drawn rope. I spent considerable time planning and working on the implementation of the colouring for each room to ensure that the interupts and mid scan changes (where nessasary) were as optimal and minimal as possible. Whilst carefully designing all the room implementations with various trials and itterations I concluded that there were several that benefited from non-inverted colour ordering so I adapted all of my procedures to deal with both inverted and non-inverted rooms to achive the goal. I gave extra consideration to the "Entrance to Hades" death room. The colouring of the original game dictated that the large guardian sprite was dark but of course Miner Willy is always White in the game so this was another room that I decided I was able to work around things with non-inverted colour ordering and writing a special procedure specifically to calculate a sprite overlay for Miner Willy. With the design of the room I made it possible to free the missiles to utilise color3 with the 5th player for that purpose. You'll rarely ever see this room but in persuit of ensuring I did everything as best as possible I continued to make sure that all aspects of this classic were well represented in the final game. I've included the Rob Hubbard music from the A8's commercial release and the sound effects have been recreated to be accurate to the original Spectrum game. Developing the missing sound effects with Manic Miner was something I intended to come back to so that MM would be complete so I made sure to solve them whilst working on JSW. The original Spectrum beeper effects use short CPU hogging loops during runtime which resume again after a continuing pass of the game code to give that famous stuttered effect. With my version of the game being developed for single frame 50/60Hz, that wasn't an option so after contemplated a solution I considered making use of a POKEY timer to precisely cut the volume after a specified duration to accurately replicate the same effect. After discussions with both Avery and Lyren (many thanks to them) including integrating the keyboard IRQ into the procedure I had a working solution to implement. When I was initially mulling things over I wasn't sure whether it would be possible within the XLs stock 64Kb RAM as JSW is 3 times the size of MM with 60 rooms and with more developed procedures. JSW is also a free roaming game so I'd need to have additional buffers for the switch between the rooms. With the carefully written optimised interrupts, the RAM used for the 60 JSW rooms were within target and with everything else written there's unused RAM remaining from our usable 62kb even with the inclusion of the music. Many fixes have been implemented (or rather acknowledged and corrected) so the game is now presented more closely to how Matthew had originally intended. Firstly the official fixes released by Software Projects: There were four critical bugs with the released game which prevented completion. These were eventually addressed by Software Projects and these fixes have all been taken care of with this new A8 version. The most famous bug of all in JSW was the Attic bug, this was caused by an incorrect y-coordinate of an arrow definition, one of the bytes is an index into a table of screen buffer addresses and should always be an even number, but the value of the byte was 213 making the arrow procedure overwrite and corrupt several rooms making them impossible to navigate. The official fix corrected the arrow y-coordinate. One item on the far right in "Conservatory Roof" was also uncollectable as a nasty was blocking it, the official fix removed the nasty. In The Banyan Tree it was impossible to access the room above (A bit of tree) from the right-hand side which is nessasary as you need to access "Conservatory Roof" to collect the items via the ledge on the lower left in Under the Roof. the official fix replaced a wall tile with a floor allowing you to pass. There was an invisible item in "First Landing" which was also unreachable. As you need to collect all the items this meant that the game could never be completed. The official fix moved the item to The Hall where it still remained invisible. I've taken the liberty of giving the item there a definition of a shield for the A8. Other less obvious bugs: The conveyors in "West of Kitchen", "The Nightmare Room", "The Wine Cellar" and, "Tool Shed" were all actually corrupted. This was caused by a bug in the room rendering code. If a graphic data byte for one of the room tiles matched the attribute byte of the conveyor tile to be drawn, the Z80 CPIR instruction exits early leaving HL pointing at the wrong address and therefore rendering a corrupted conveyor. Additionally with "The Nightmare Room" the attribute byte for the conveyor was shifted by one byte back making it appear flashing green/cyan rather than the correct red definition. The conveyors are now presented in all of those rooms as originally intended by Matthew. Furthermore in "The Nightmare Room" with the byte shifted back it fixes the definition of the ramp which previously had a gap at the bottom. The same bug in the code causing the CPIR instruction to exit early also caused the nasties down the right hand side of "A bit of tree" to be corrupted. I decided to leave that one alone as it doesn't affect the game and I'd rather it stay the same not to make unessasary changes and keep the game as it's remembered. The item in the Swimming Pool was automatically collected as soon as Willy entered the room. This bug does not occur in the new A8 release. Contradictary to the scrolling title screen message that Willy must collect all the items before midnight, The original game ended abruptly at 1am regardless. This has been fixed in the new A8 release. Using the Spectrum map created by Pavros in 2012, I've created my own map with screenshots of all of the 60 rooms which is attached below. Key presses during gameplay: H - Toggle between music and sound effects (Your last status will also be remembered when starting a new game) A - Pause Attached is my initial v1.0 release which is PAL only for the moment, I'll get around to the nessasary ammendments for NTSC machines. You should be able to load from any device, I've attached an ATR with the executable autobooting on a DOS2.5 image. I hope you enjoy playing through the game. Tezz Edit: 17th November 2019: the original attachments have now been replaced with the final PAL, NTSC and hybrid compliant release. jsw2019.xex jsw2019.atr
  2. This message is to give advance notice that I've decided to put advertising on AtariAge. It's not an easy decision, and I've always been against putting ads on AtariAge, but this policy is slowly putting me in the hole due to the increasing costs of hosting the site and it's time for me to turn that around. Anyone using the internet is no stranger to advertisements on just about any website that gets a reasonable amount of traffic (and many that get very little traffic at all). AtariAge has grown a fair bit since its early days in 2001 when the site initially launched. Back then, the site ran on a single server, and the costs were relatively benign. Fast forward to today and AtariAge now runs on three dedicated servers, one for the web server, one for the database server, and a third development server that also provides free hosting for a number of classic gaming sites (such as atariprotos.com, ataricollector.com, atarimac.com, videogamevariations.com, xegs8bit.com, and more.) Hosting alone for AtariAge is over $600 a month. There are various recurring software costs as well, such as for the Invision forum software (about $300 a year), store software, plugins and themes used for the forums, third-party services such as Cloudflare and CleanTalk.org (spam filtering service). And this doesn't even begin to speak to the huge amount of time I spend running the servers, making sure they are kept up to date, upgrading software, answering emails and PMs, and so forth. Initially the AtariAge Store was conceived as a means to help pay for the hosting. But the store is basically a job in its own right. It's very time consuming to build and ship games, and releasing batches of new games requires a large chunk of cash up front (I'm spending a small fortune at the moment preparing to release 10+ new games for PRGE). Given the time I spend working on building and shipping games, I'm certainly making a very low hourly rate. I feel the prices for games in the AtariAge Store is pretty reasonable given the quality of the games and printed materials and the time that goes into their production. I could always raise the price of games in the store, but I don't want to drive people away from homebrew games. I also spend a good amount of money and time preparing for any shows I attend, most notably the Portland Retro Gaming Expo. Even though there's a nice surge of sales due to release of new games at PRGE, I'd likely have those same sales in the online store without having to attend the show. But it's nice to get out there and introduce more people to AtariAge and the large homebrew scene across various consoles. And to see all the AtariAge members who attend the show and visit the booth. This is something I'd prefer to continue doing, even though it is a drain in resources (time and money). So, back to ads. I'm leaving a good chunk of change on the table by not having ads on the site. Forum subscriptions help a small amount, and I greatly appreciate everyone who's signed up for a subscription. But it's not a significant amount overall, especially relative to the hosting costs. Also, I spent roughly $3,000 total on the recent forum upgrade and server move, and this is outside the normal hosting costs. A good portion of that was having a fourth dedicated parallel server I was using for working on the forum/site upgrade, and it's that new server that became the current web server you're using to visit AtariAge (the old server was retired after the switch). But other costs included paying professional designers/developers to create the custom AtariAge theme for the forum, as well as various custom plugins to replace modifications I made to the previous version of the software (such as the ability to indefinitely edit posts in certain forums). Ads will be placed on the main website and the forums. I'm not going to place ads in the store, since it seems a bit overboard to have ads in a store where you're selling items (I'm looking at you, eBay!) Ads will appear below the header, mixed a few times with content on the page, and at the bottom of the page. More ads will be shown to guests than to those logged in. Subscribers will not see ads on the forum, but you'll still see them on the main site (there's no login associated with the main site, so no real way to filter those out). There will be no obnoxious pop-up ads, no ads that cover a good portion of your screen, no video ads, and no ads that autoplay audio. I will use revenue from the ads to help make AtariAge better in several ways. One of the first things I'd like to do is hire professional developers to revamp and expand the main games database. This is something I've wanted to do for some time, as that area of the site is woefully out of date and very much in need of updates. But I simply have not had the time to do so. I also want to upgrade the store to completely new software, and as part of that upgrade, allow digital purchases of homebrew games for authors that want to offer that as an option. I'd be able to hire developers to make improvements to the forum software beyond what's already done. This could also help finance projects such as getting new cartridge shells made for the 2600 and other systems. And this may allow me to setup an AtariAge booth at more shows across the country, versus just one or two shows a year as I've been doing for a while now. I wanted to give everyone a heads up that this was coming, rather than the appearance of ads being a surprise. I welcome any feedback on this issue and look forward to your thoughts. Thank you, ..Al
  3. I decided to try porting PoP in early 2019. -This port is based on the BBC Master port by Bitshifters https://bitshifters.github.io/posts/prods/bs-pop-beeb.html (Props to them!) -Based on the original Apple2 code by Jordan Mechner https://github.com/jmechner/Prince-of-Persia-Apple-II (Props to him!). The background graphics also comes from the BBC port. -On the art side: The character art remastered by @TIX @miker music + sfx bank 1 @VinsCool music @emkay sfx bank 2 @makary sfx bank 1 -On the tech side: Soundplayer: @dmsc's LZ4 SAPR player. Disk loading: Xbios by @xxl. Packer: inflate/deflate by @fox. Dev+ Testing: Altirra by @phaeron. Assembler: Beebasm(!) by Rich Talbot-Watkins. aplib depacker: @elmer Requires Altirra 3.20 2020/05/14 release pop20200514.zip 7 levels demo, all features implemented! -Vest color -PMG masking -non crashing gameflow (finishing a level brings the next one until level8 where it crashes) -customization menu -new skeleton & fat guard by TIX -more tunes by Miker -new SFX bank by Emkay 20/04/06 release pop20200405.zip pop20200406NTSCfix.zip -TIX's fully redone Prince animations with the sword and the main guard fully animated in 5 colors! -new tunes by Vinscool and Miker -sfx by Miker and Makary -fixed slide bug by XXL -5 levels, including 2 palace levels. Each level is fully playable but the game stops once you take the exit door (still need to make some space for the cutscene code!) -improved frame rate - *UPDATE*: fixes for NSTC Spread the news but please don't make local copies of the ATR on other websites but rather link to the 1st post of the thread on AtariAge 20/01/13 releasepop20200113.zip -one playable level (L2) -PMG overlays with repositioning for the player (not for the enemy yet) -preliminary music by Vinscool -a lot more animation frames redone by TIX -fix: random button presses during fights -bug: running to the right then left, still keeps running to the right
  4. So, somehow a char based, software sprite demo, ended as a game.. We started iterating on this in 2018, with MrFish, but after some months we had to stop for different reasons. At that point the game was already very playable, with the classic levels, so it was kind of sad not publishing it, so people could play it. Then at the end of 2019 I had some time to improve it and finish some features, but it ended with a lot more things added x). VinsCool started working on it and did all the great music (all 3 arcade tunes and more). Therealbountybob did testing and proposed some nice improvements (and also made a case for the PAL version). Synthpopalooza did his magic and created some great sound effects. MrFish came back to do more art and propose new ideas. So, what is this? (from the Readme.txt): Raymaze 2000 is an action game, based on the Taito arcade game Raimais (from 1988), but is not a direct port. It has a set of 14 levels based on the original ones, with classic enemies and powerups, but also adds a lot of new things: - a new branch of 17 original levels - new enemy behaviors - some new powerups and secrets - improved controls and also new ways of controlling your vehicle - 3 difficulty levels (Casual, Medium, Expert) - other new gameplay ideas (Raimais could be seen as an improved version of Head On, or maybe Pac-Man, something like what Taito did with Breakout/Arkanoid or Qix/Volfied). NTSC vs PAL: If you want to play in the emulator, then is better to choose the NTSC version. Not only because of the 60 fps, but also because the game speeds, colors, music, sounds, were first created for NTSC and later translated for PAL. Both versions are pretty similar anyway, let's say over 95%.. but there are some things you cannot replicate perfectly, like the colors and some timings. Future developments: The memory of a 64K computer is almost full, so I will need to create a proper .atr version, with loading, if I want to add anything. We had a lot of ideas between MrFish and I, that we would like to test at some point, but who knows when that will be. But because of that we could say that this is version "0.5" of the game that we had in mind :). Contents of the zip: Raymaze_2000_NTSC.xex (the main version), Raymaze_2000_PAL.xex, Readme.txt (a mini manual), plus some game screens. The game needs an A8 computer with 64K. The .xex start loading from memory address $2800 (10K), but at the end it loads a final segment over an address near $2000 (8K), so I hope it works without problems in real hardware. Enjoy! Raymaze 2000.zip
  5. Well I think this deserves a new topic !! (and a new avatar) !! This is much more than my previous sprite hack.. Moon Patrol was one of my first attempts in hacking, doctorclu helped me get started and I was hooked, I drew literally hundreds of buggies until I settle in the design I considered the best it can be in the limitations of the original game. So I released it and moved along.. but it doesn't leave my mind, I continued to draw assets of the game as I tried to learn how to hack the playfield to incorporate them.. In the rate I was learning I calculate it would take me 10 years to do it But then coder extraordinaire playsoft stepped in providing advice, tools and in many cases altering the code to fit in my crazy ideas !!  We worked together in the past weeks to bring you the best 8bit version of Moon Patrol ! Done: new mountains backdrop new moon city backdrop new starting base new title screen new tanks, mines, lives left, moon plant, rocks (all playfield graphics) new colors bug fixes introduced by the new buggy and I'm sure I forget something.. It's a dream come true for me !! Enjoy Moon Patrol redux.xex revision1> arcade font + title screen layout + progress bar: Moon Patrol redux (revision1).xex revision2> changed title screen layout: Moon Patrol redux (revision2).xex revision3> selectable control scheme: Moon Patrol redux (revision3).xex revision4> MANY changes: Moon Patrol redux (revision 4).xex
  6. That’s right... pigs are flying and the dark one is wearing a parka in hell today... The first XM was dropped at the Post Office on its way to Perry Thuente.
  7. The new Sophia 2 board will be available soon. Feaures: - 100% compatible GTIA replacement - PAL/NTSC encoding - Independent RGB/YPbPr/VGA and DVI outputs - eight selectable DVI modes - 15 loadable 18-bit color palettes - SOPHIA2en_1_1.pdf
  8. Guys, please don't kill me. I want to get used to the XM (more specifically the Yamaha), so I've teamed up with @tep392 to do this. I figured it would be easier to take something I already know, and add the parts that I haven't worked with before as my first XM game. Having said that, this *will* work without the XM; it will just use TIA sound and a localized High Score that will be lost when you turn the machine off. No binary yet but I'm quite far along with this, here are some screenshots of what I have so far: The games are: - Ms. Pac-Man - Ms. Pac-Man Plus - Ms. Pac-Attack - Ms. Pac Random Mazes* - Pac-Man - New Puck-X - Hangly Man - Ultra Pac-Man - Pac Random Maze* - Popeye Pac-Man (with the Hangly Man maze, as that is the only way I saw it back in the day) - Largest Pac-Man** - Pac-Man Plus - New Puck-X Plus - Hangly Man Plus - Ultra Pac-Man Plus - Pac-Man Plus Random Mazes* You can select the starting level, and player speed. *I am trying to implement an actual random maze generator. I found one written in Java, so if I can convert it to assembler I'll have it here. **I reserve the right to take this one out if it becomes to complicated to implement. I've taken video to follow the differences between this an regular pac-man Please note, I had to take some liberties with the colors. The object most affected by this is Inky. Most of the time he is somewhere between blue and green, but sometimes he is brown or tan. This could not be helped. Blinky and Clyde are always the static colors, and Pinky can vary slightly. Some of the 'filled in' color of the mazes have been changed.
  9. Ok, Some of you probably know my all time favorite arcade game was wonderboy (hey, just look at my avatar here in AA ) hours spent on the arcade machine wasting many many coins. When I was a teenager, wonderboy was ported to C64, and they have done pretty nice work. it never came to A8. I was very upset. Now many many years after (can't tell you exactly how old I am , can I? ) I've decided to take on the challanage and start working on A8 port. I've turned to the best guys I know here: - @mikeris doing incredible work on the theme music and FXs - @popmiloand Myself are coding the game - @José Pereirais overarching the graphics - And recently joined @TIXwith his amazing sprite capabilities This is just in its initial stage, but the results so far are outstanding (and yes, it is all in the eyes of the beholder, but to me, it is progressing quite nicely) There is no end date for this release, but I think it is worth waiting.... For now I am sharing some screens shots of our progress so far, The screen are not final and mostly were done as test and concept , but i think they show our progress and our port intentions. Here is a simple xex for sprite test: main.xex let me know what you guys think.
  10. Season's Greetings, ColecoVisionados! I'd like to start this news bulletin by wishing everyone very Happy Holidays! Now with this is out of the way, let's get down to business! STATUS OF CHRISTMAS RELEASES As I recently indicated in another forum thread, I didn't get much of a chance lately to glue boxes for the new lineup of Team Pixelboy titles. I also received the cartridge electronics rather recently, and I've only begun to assemble the carts. All this to say that nothing is ready to ship as of today, aside from copies of The Cure, but I'm working on it. I should have most copies of Ghost, Prisoner of War and 1942 ready by January 2nd. Some last-minute problems were encountered with Arcomage, Jewel Panic, R-Type and Bomber King. Arcomage is officially fixed, and the electronics just need to be programmed and soldered together. Jewel Panic and R-Type have some minor problems and Mystery Man already supplied some fixed ROMs which are currently being tested, so that shouldn't take too long to sort out. Bomber King has a big question mark on it, as it seems to have some serious problems when running on real hardware, but it may be as simple as the sample cartridge PCB itself being defective. Some further tests need to be done on that one. So anyway, I'm nowhere near ready to ship anything, but I'll get as much work done during the Holiday break as I can. A big "sorry!" to those who were expecting to receive some good news from Team Pixelboy today. PIXELBOY SANTA IS AT IT AGAIN! But it's not all bad news. You will find below some new (and free) Team Pixelboy ROMs to download. 'Nuff said. Also, I have two brand new complete-in-box copies of Stray Cat to sell. If you want to buy a copy, just send me an e-mail. Any unsold copies after January 5th 2020 will go to eBay. I don't have much else to say today, but stay tuned for the next Team Pixelboy News Bulletin, to be posted on January 1st 2020, in which I'll have some juicy news for all you ColecoVision (and perhaps even non-ColecoVision) fans! This concludes this Team Pixelboy News Bulletin. We now return you to your regular forum activities. children_of_the_night_cv_sgm.rom c-so_colecovision.rom flicky_colecovision.rom ghostbusters_cv_sgm.rom king_and_balloon_cv_sgm.rom secret_of_the_moai_cv_sgm.rom wizard_of_wor_cv_sgm.rom zombie_incident_cv_sgm.rom
  11. Hello all, As some of you may have heard, the Champ Games secret project was revealed this week on @ZeroPage Homebrew's Twitch stream - Robotron: 2084 for the 2600! Object: The object of Robotron is to guide your player around the screen and save the last human family (dad, mom, & Mikey) while avoiding a vast array of enemies, including: The Grunts robots constantly pursue your player and speed up as the wave progresses The Hulks roam around aimlessly and are indestructible, and will destroy the humanoids if they come in contact with them. The Sphereoids are circular enemies that fly around the borders of the screen, launching Enforcers. Enforcers will pursue your player and fire a steady stream of Spark missiles towards you. Brain Robotrons will wander around the screen searching for humanoids to program into deadly Progs. Brains will also fire Cruise missiles that must be avoided. Quarks move around in erratic patterns and spawn Tank Robotrons. Tank Robotrons will purse your player and fire bouncing Bombs that ricochet off the walls making them difficult to avoid. Electrodes are scattered throughout the level and are deadly to the touch; however, they will also destroy Grunts if they collide with them also. Control: Robotron supports multiple control schemes: 1 joystick with no autofire (left difficultly on B) In this mode, use the left joystick to move your player and press the button to fire in the current direction. You can continually fire in one direction by holding down the joystick button and move in another direction. To fire in a different direction, release the button and move in the new direction you wish to fire and then press the button. To fire in place (fire without moving), center the joystick and hold down the button. You can then fire in any direction by moving the joystick in that direction (your player will not move). Release the button to move your player. If you have a Genesis controller connected, you can press the second button to fire backwards (opposite direction that your player is currently firing). 1 joystick with autofire (left difficulty on A) This is similar to the no-autofire mode except your player automatically fires in the current direction (no need to press the button) To change the fire direction, press the button and move the joystick to the new direction. Release the button to continually fire in the new direction. You can also "fire in place" by centering the joystick and pressing and holding the button. In this mode, you must fire by moving the controller in the direction you wish to fire (your player will not move). Note that your player will not fire if the button is held down and the joystick is centered. If you have a Genesis controller connected, you can press the second button to fire backwards (opposite direction that your player is currently firing). 2 joystick (prefered) If you have 2 joysticks, you can use the left joystick to move your player and the right joystick to fire, just like the arcade. There is no special settings that need to be done to enable 2 joystick mode since the buttons aren't used. Note that you can also play a co-op game by having one player move and the other player fire! Game Play: From the title screen, move the joystick left or right to select the skill level. Note that your player's helmet will match the color of the skill level: Novice (green): 5 lives to start. 1/2 of the enemies from the Advanced level. Less enforcers and tanks are spawned. Grunts move slower. Standard (blue): 4 lives to start. 3/4 of the enemies from the Advanced level. Advanced (red): 3 lives to start. # of enemies on each level match the arcade. More enforcers and tanks are spawned than Standard. Grunts move faster. Bonus lives are awarded every 25,000 points. Game Over: Your game ends when all your reserves have been destroyed. If you obtain a high score, the high score entry screen will be displayed for the current skill level. Move the joystick up/down to select the characters to enter and press the button when finished. Note that Savekey support is currently not supported so high scores will be reset when the game is turned off. Credits: Special thanks to Nathan Strum who did all the graphics for the game and all the game testing and assisted with the design. It should also be noted that the sounds have been "borrowed" from the 7800 version of Robotron, which was developed by David Brown. We are currently trying to reach Mr. Brown to obtain his permission to include his sounds in this game. Current State: We estimate the game to be about 80% done. Due to other projects, a release is not expected until early 2021. Here is a playable demo if you would like to download it and give it a try. It works on real hardware (recommended), the latest version of Stella and Stellerator, and will also work on the Retron77 with the latest community build. It will *not* work on the Flashback Portable. robotron_20200516_demo1_NTSC.bin robotron_20200516_demo1_PAL60.bin The demo is fully playable with the following restrictions: When the player competes Wave 9, the game will wrap back to Wave 5. In the release version, all 40 unique waves will be included and up to 99 waves will be playable. There is currently no SaveKey support in the game (this has been disabled) but it will be available in the final version. Any feedback is appreciated. Have fun! John
  12. Boulder Dash® has long been a favourite for many video game enthusiasts. It is one of the most successful and longest-running game titles, having appeared on many, many platforms over its 30+ year history, including the Atari 2600. Recently, BBG Entertainment purchased all rights to Boulder Dash®, starting a new chapter in the game’s history. In response to extremely high demand, BBG Entertainment, Thomas Jentzsch and Andrew Davie have agreed to a new release of the game - with improvements and bug fixes. These changes now having been completed, we are all very pleased to announce that the new improved version of Boulder Dash® for the Atari 2600 will be available early next year.
  13. It took a long time, but here it is finally. Ever since I found it in the archive this summer I've been trying to find a way to get this ROM available. After many failed attempts we finally have it!! Special thanks to Thomas Jentzsch for all of his help in getting this done. This works in the latest version of Stella which should be available soon after you read this. After many years I can say it's about time this cat was let out of the bag!! Pursuit of the Pink Panther.bin
  14. I've recently been converting some of my old A8 games to the 5200 and have just finished Timeslip. I made so many changes and improvements to the game that I thought a new A8 version would be good too. The game first came out on the Commodore C16 in 1985 followed by the Atari 8-bit version in 1986. I had no way of testing the game on NTSC, so when I started the 5200 conversion it soon became obvious that it was even more difficult to play on NTSC! This version has numerous changes although I've kept the original feel ... and programmer art! The key changes are listed in the document along with some tips. The restricted area for gameplay does make it tricky so I've added a Practice Mode that allows continuous play to get used to the controls. I hope you enjoy the updates. Jon Timeslip_2020.xex Timeslip_2020_A8_Notes.doc
  15. Hello all, As we finish up Zoo Keeper, Champ Games has started on a new project: Gorf Arcade for the Atari 2600! Although a version of Gorf was released for the 2600 by CBS, the Champ version will follow the same treatment given to Wizard of Wor by adding the following: All 5 arcade levels Updated graphics (by Nathan Strum) All 30 speech phrases using the AtariVox (by Mike Haas) Updated sounds (*) Improved game play High score support using the AtariVox/Savekey Cut scenes, ranking badges, etc. We estimate that the game is about 40% done. Here are some teaser screen shots showing the current progress: We are currently looking for a volunteer to help with the sounds (TIA). If you are interested in helping bring an updated Gorf to the 2600, please send me a PM!
  16. Hey folks here is a rare find! Kickman for the 2600 programmed by Alex Leavens when he was at Roklan Corporation. CBS did not release this but I am releasing it now! It's quite fun to play. Plays great in Z26 and Stella, for Stella make sure you have Phosphor enabled in the video settings. Special thanks once again to Thomas Jentzsch for helping to get this game working. Press RESET to start the game. Left difficulty = balloon speed Right difficulty = kick length Kickman (1-8-82).bin
  17. Following several months of development and testing and one year after the prior update (version 2), I'm pleased to announce the release of version 3.00 of the 'alt' firmware for the Ultimate 1MB, Incognito, 1088XEL/XLD, and SIDE/SIDE2. Please head over to the firmware page of my website to download the updates: https://atari8.co.uk/firmware/ New features: Number of BIOS configuration profiles increased from three to four Massively faster and more powerful loader search facility Loader’s built-in FAT DOS now supports subdirectories Loader now remembers the last accessed FAT folder Loader scripts may include paths Loader can now open the location of any already mounted image Usability improvements to the loader and BIOS setup menu Optional synthetic ‘IO sound’ with ATRs and hard disk partitions Improved loader compatibility Auto-booting banked cartridge conversions on SIDE/SIDE2 All hardware-specific HDD functionality moved to plugins Several important bug fixes This thread will cover any installation and usability issues, and discussion of any further updates and fixes. Documentation has also been heavily revised, and we have the exciting prospect of ebiguy's excellent OSS language cart conversions for SIDE/SIDE2. I will be making some quick-start videos when I get time; for now the task of simply getting everything prepared and uploaded was daunting enough. Thanks to the volunteers who tested the beta and release candidate versions, and I hope everyone enjoys the end result.
  18. Ladies and Gentlemen, As seen at PRGE and on ZeroPage Homebrew, this is Venture Reloaded. NEW - Dec 14, 2019 - Latest and greatest rom RC3 is below!!! Venture Reloaded (RC3).zip This is a hack, not a homebrew. Everything has been updated and new content has been added. The earliest a cart release will happen is next year through AtariAge. I hope to be holding a label contest for that soon. If you are using Stella than you must enable Phosphor to eliminate flicker. This is found in the display tab of the game properties. You can also configure Stella to use a SaveKey to auto-save your highscore. In the controller change the P1 controller to SaveKey. Have fun with this!!! If you do get all the treasures please be sure to post a picture of the Treasure Screen in a spoiler with your score. Congrats to all who participated in this challenge. We have now passed the cut-off date for entries. 😀
  19. Hi, all! After a discussion in a FB Group, I noticed that the game Gyruss had 4 bugs: 1. In the CAR version, it shows different colors from the XEX version. At first I thought it was normal as if they were different version, but then I saw the machine code inside the ROM and realized that it had a bug, taking the wrong address. 2. In two player mode, both XEX and CAR versions shows the same pallete of colors from player 1. That means, for example, that if player 1 is on stage 2 and player 2 is on stage 1, player 2 will show the colors from stage 2. 3. In the XEX version, the chance stages are decreasing the number of ships each time you play the game. That is because it writes on the cartridge memory zone where it's supposed to be ROM. 4. In the XEX version, from time to time you get stucked at the end of a stage, so you have to lose a life in order to continue. Well, I dug up into the machine code and I was able to patch them. Here's attached both XEX and CAR version of the game. It's supposed to be U1MB and VBXE friendly, so I will appreciate any feedback you can give me. Best regards! Gyruss patched v3.zip
  20. Well, it's coming soon! Just waiting for a bunch of assets from @TIX and @miker @VinsCool updated the tunes from the previous demo but is no longer being able to work on the remaining ones so those will be done by Miker who also did the most of the SFX (a few where supplied by @makary too) (that's going to be a long credits list when it's complete!) It's not going to be the full release yet (but you'll get a couple of levels 😁) as I still need to fix the PMG priority which is the last big feature remaining. To be honest, bad PMG priority doesn't bother me that much... but it'd feel like cheating a bit if it didn't have it.
  21. Finally got the PMG overlay with DLI repositioning in a working state... it's not perfect yet (no masking) but good enough for a release. Just need to fix a crash issue and it's good to go!
  22. Concerto isn't on hold, really, it is in active development. Not every day, but several hours a week, for sure. With the stay-at-home orders I have had more time for AtariAge projects.
  23. I had some time after the Raymaze thingy and I used it to test some ideas "accumulated" in my head, after all these years. So be warned, long post ahead, with raycasting ramblings.. I had 3 things that I wanted to see working: - what I call the "line flicker" effect for APAC modes - an idea for a new (very fast) renderer, called Project X, that uses APAC over a char mode - and all the logic to have objects working APAC Line Flicker: The line flicker effect is basically having a normal screen in the "even" frames, and setting the screen one scanline down in the "odd" frames. So for an APAC mode, the GTIA 11 and 9 lines of one frame mix/merge with the GTIA 9 and 11 lines of the next frame. Then this is similar to interlace, but the idea is to reduce the dark lines product of using the GTIA 11 mode. Here.. a video is better.. (you need to set the quality to 720p50Hz to see it): In the middle of the video I activate the "frame blending" option in Altirra, so that's why the effect start looking "better". From what I understand some modern TV's do a similar effect. I'm a little undecided about this, but it could be an option. Probably I could give a final verdict if I see it running in real hardware. I think it would be a little better in NTSC also (30 Hz instead of 25 Hz). Implementing this with DLI's is trivial, but with IRQ's it was kind of a "side quest". First problem was that I was using one IRQ every two scanlines, to flip between GTIA 11 and 9 every line. Why?, because for 32 bytes mode lines, is faster to do a medium IRQ every two lines, than one small IRQ every line. Given that I was also going to implement this effect over a char mode, using one IRQ every two lines was "convenient", to skip the bad lines. But if you want to move your screen one scan line down, every "odd" frame, you will need to re sync the starting point of your IRQ's. That means touching SKCTL (15KHz clock) or STIMER (1.79MHz clock) every frame. And if you also want to play sounds or music, you don't want to write SKCTL or STIMER every frame, because they are going to sound wrong. I don't know if there is a way to do that.. maybe this is a question for phaeron In the end, I also needed to change the font every mode line, so with all those requeriments, the only solution was having one IRQ every line. Using the IRQ on channel 1, clocked to 1.79MHz, I can use the remaining 3 channels without any restriction (no need to force the music to 15KHz). Also you can sync the IRQ's to a point before the start of the badlines, so there is no conflict there (it still needs to be short). And you can move your screen one scan line down every odd frame, without the need to touch STIMER, just by moving the scan line of your DLI that init the IRQ's for that frame. Project X: The idea behind Project X was having a renderer with a processing cost near 0.. is that even possible?, without using all the memory?. Well.. yes. For starters one screen window uses 64 bytes, compared to the 4K per screen of Project M. So is kind of obvious that writing 64 bytes is a loooot faster than writing 4K (we are talking about the same screen resolution). I suppose this is a good example of the flexibility of the A8 to generate special "graphic" modes x) The big drawback of this mode is that you can only have very simple walls, so no complex textures. If you are smart you can have a good number of variations (more with a cartridge), but you have only a few number of different designs to use. The good thing is that they can be colorful, you win a nice and free depth cue effect, and you get back like 16K of ram (comparing it to Project M). Also, most of the processing time can be dedicated now to the "raycasting rays" part, and also.. objects experiments. Project M has a type of renderer that uses a block of around 14K for the scaling code (to scale up or down the textures). The scaling code points to a fixed 8K area in memory, where all the textures reside (and that would be one hell of a use for the banks of a cartridge). This is basically precompiled code, very fast, but still need to fill a 4K area for every logic frame. On the other side, Project X is the type of renderer that has all possible wall columns already scaled in memory, so it only needs to write 2 bytes to generate a final scaled wall column on screen (with background included). For this particular renderer it could be useful to use GTIA 10 instead of 11, to generate the color part of APAC, but I would need to see how that looks, because of the different offset of the GTA 10 pixels against the GTIA 9 pixels. Another advantage of Project X, is that it allows the camera/player to be closer to the walls, so is easier to move through doors. Also, the extra speed allowed me to increase the visual quality, using more precision on some of the raycasting data. Raycast Optimizations: After this, it was time to optimize the raycasting code. Now that the camera pivot is in the player position, there was a way to speed up a lot the camera rotations. It could have minor visual imperfections, but they are noticeable only if you are looking for them, so I tried it on. Then.. rotations were running at 54 fps in PAL ... yeah that's not an error (still NTSC was a little slower than 60). Because my frame rate was never that high and I use double buffering, I never needed a hard screen sync before. So it could happen that I render more than one logical frame per hardware frame. I added a "soft" kind of screen sync, so PAL don't go over 50 (softer than just waiting for a specific VCOUNT value, I wait for a VCOUNT "zone", so you can start rendering the next frame sooner, if the previous one was shorter than average, for example). After that, was the turn to improve all the raycasting that is done outside rotations. I had the idea, long ago, about interpolating most raycast info between 2 rays that were touching the same wall. The full idea means doing something like a binary search over the rays, and a general interpolation between any two rays. But there is a danger that doing all that could end up costing you too much time. So I decided to do a simplified version, that only check if ray N and ray N+2 touch the same wall, and then see if it can interpolate most of the data from ray N+1 (interpolation is also easier this way, with some specifics to the type of data you are interpolating). It was another good optimization. I would say in average 8 rays get interpolated (which is a lot faster than doing the raycast). So the speed up is similar to the one when you run Project M in the smaller window (starting the demo with SHIFT pressed). I can easily move these optimizations to Project M (fighting a little with ram distribution), so that's a low hanging fruit for the future. Objects: The implementation for this is another old idea. It was kind of surprising that it worked so easily and without major issues x) Basically, for every active object, I need to get the direction from the player, the distance and the screen size of the object. For every one of these I have a table that is accessed using the positive deltas between the camera position and the object position. Is little more complex, because there is also a "scale factor" involved, that is related to the distance between the camera and the object. If the object is closer to the player, then the tables provide more "resolution" for the data that they contain. The direction is transformed into a world angle index, that is later changed to a screen angle index, to see if an object is inside the screen. Then the distance is used to see if we need to clip some columns of the object, against walls that can be between the camera and the object. Finally the object should be rendered using the correct sprite frame, for an object of that size and with that orientation. This is different in the video, because for now I only draw columns of different width and size, and also change the color according to the distance. Right now the angle table uses 1K and I think it would look better with more resolution (that would mean 4K instead). The distance table uses 256 words (so 512 bytes), and it haves 7 bits of precision that I'm not using yet, but it works well enough. I was using a size table of 256 bytes, but in the end I don't need it, because objects also need the perpendicular distance to the camera (same correction as wall columns), so I'm using the same code used for the walls, to get this scale factor. In the video I implemented two "objects", one of them moving in a loop. They get activated when they are at a "visible" distance from the player (like 8 tiles away) and if they are disabled they should not cost much processing time. Probably two enemies at the same is a good rational limit for this engine, but I would have to test this more. Set the quality to 720p50Hz also for this.. For the future: (whenever that is..) For Project X, it could be useful to force a max frame rate of 25 in PAL (30 or 20 in NTSC), so it is a little more stable. Now it can go from 50 to a little below 20 (in very specific points of the maze, looking in specific directions and with 2 objects active.. but maybe I can optimize this worst case), so that variation may bother some people. In general I would say the average goes between 25 and 35 fps. So maybe locking the upper limit could be another option. Also, for any movement logic, is better to have a stable frame rate, but you can also solve this moving the logic to an interruption. The next step would be using better graphics for the objects, and that would require more complex clipping and lots of sprite frames . This can be done using P/M's, or char based software sprites in Project X (there is space for that), or just software sprites, in Project M. I also need to move the optimizations and the object code to Project M, but maybe it would be more productive to start migrating everything to a cartridge. Regards!
  24. Sector Wars - New Atari Game Release So after 35 years I am finally releasing Sector Wars. It is a multi-phased shoot 'em up for Atari 400/800/XL/XE computers (32K), written in Assembler. I just want to say many thanks for all those have shown interest in this game over the years, and sorry for taking so long to finally release it . As I mentioned before I originally worked on this from around 1983 to 1985 as a teenager, and I actually had started speaking to the UK-based game developer 'The English Software Company' about a release (I met Phillip Morris at a show). For anyone interested in the history/details I have attached a Word Document, which also includes the gameplay instructions. I hope that some of you at least enjoy this, particularly if you are now trapped at home in Lockdown. I tested the game in Altirra and Atari800WinPlus. If anyone gets into the game at all, it would be great to hear of any 'High Scores' and the 'Sector Number' that you manage to get to starting at Skill Level 1. Cheers Vic XEX File: Sector_Wars_by_Vic_Thorn_PAL.XEX Sector Wars - Flyer Mock-up (I am no artist ): MicroMart Magazine Coverage (UK 6th Nov 2008 - Issue 1029): Video - Sector Wars GamePlay: Video - Sector Wars (Atari) Arcade Cabinet Gameplay: Related Threads: www.sectorwars.co.uk SectorWars_Backgound_and_Instructions.doc
  25. It has been a long time since Reboot have released a game for free download, and it is something I've wanted to get back to for a while. With everyone in lockdown from COVID-19, now seemed like the perfect opportunity to give something out to the community to play with and hopefully have a few hours away from the real world with some fun. Announcing: DRAGONKEEP DragonKeep_v1.01_Skunk_GD.rom Flash this to your Skunkboard or copy to your JaguarGD cart to play. Based on the classic 2600 game "Dragonfire" you must help your King recover all his worldly treasure from a dragon infested castle! The music was created by Roald Strauss from https://indiegamemusic.com/ and is fully licensed for use. Artwork for this was sourced from opengameart.org, itch.io and pixabay, and I'd like to thank the following: MSavioti - Fireball Revangale - The Raven Bonsaiheldin - Gold and Treasure icons djantosh10 - Dungeon Door Mysticartdesign / 1030 images - Title picture CharlesGabriel - Dragon DarkWorkX / 1778 images - Castle interior floor arikel - Our Hero! rubberduck - Castle exterior backdrop The game will likely appear in the future on a compilation of similarly sized projects. I love working on these smaller games where the focus is on nailing the fun and gameplay, so I think I might do a few more of these until there is enough for a multicart. If people enjoy this release, we'll run a High Score Competition with a prize. Anyway, stay safe everyone, say indoors, and WASH YOUR HANDS.
  26. It's called burnout. Physical and mental stress over prolonged periods causes decision making to be impaired. Couple this with the fact there are some people in the "scene" (read back a few pages) out to deliberately cause others further stress and harm, and it eventually makes you wonder why on earth you bother doing these things. Trust me, it's not for the money -- if it were, I would never have even started. At that point in time I was quite happy to jack it all in, and very nearly did. And its very easy to make the "correct" decision when you are not furnished with the facts of the matter and you make the decision in retrospect, isn't it?
  27. PMG masking is in... I was going to use GPRIOR %100 (PMGs under the playfield) but the foreground uses too much of COLBAK so it was still distracting. So i went with classic PMG masking with a little simplification... it doesn't work for gates and slicers (software masking still works though) but it's not really noticeable. So not perfect but works well enough, and the CPU cost is close to 0 😛 This means the game is now feature complete! (unless I decide to add more stuff!)
  28. Hi all. It's a quiet morning of the Halloween day, and your child comes announcing he collapsed the neighbor's house. Enough to stop your heart, but fortunately the neighbor isn't angry, instead he gave your kid a juju. Instantaneously your house is attacked by zombies everywhere (of course, nothing to do with the juju), but your family is so afraid of the zombies that they are freezed by chilling horror. You need to carry them to the outside on your head (your wife, your kiddo and your daughter), but you only can carry one at a time. If the zombies touch you, you'll become a zombie dad, but you'll be dead pretty soon unless you eat some human flesh. If the zombies touch a member of your family, well, he or she will disappear. The level is complete when your family is saved or all eaten, your choice. On each level the difficulty will be harder, the zombies will be faster, and I forgot about the banshees. Once in a while, a zombie will turn onto a banshee, it won't eat your family but can turn you into a zombie dad. With a little luck the juju isn't so bad and the curse could disappear, but you don't know when!!! Move with the controller, left and right, up and down over the stairs, and also press the side button to carry a member of your family or put he/she on the floor. Enjoy it! zombie0.zip
  29. IntelliVania for the Mattel Intellivision A game by Matthew Kiehl Includes: Box, Game Cartridge, Instruction Manual, 2 Controller Overlays. Release Date: 2020 WORK IN PROGRESS VIDEO
  30. I would say "PSYCHE!!"... but lets be honest, you guys figured it out as I gave a little too many hints! (you guys are GOOD!). Saying it wasn't J was the first time I've ever said anything in here that wasn't true at the time (sorry if I disappointed some of you). But c'mon... what was I supposed to say? "Yeah, you got it... let me blow all of our exclusive coverage and stories." Besides, as we all know, the haters lurk here daily just waiting for any kind of item they can use against us to try and destroy Amico. Wasn't going to give them the pleasure of blabbing it all over the internet a week before the press release was ready. ANYWAY!! All of that aside... Let me know what you think of this news!!!!! Who is ready for yet another incredible and stunning moment? THIS is a BIG one! 🎤⬇️❗ INTELLIVISION ENTERTAINMENT ADDS RENOWNED GAME INDUSTRY VETERAN J ALLARD AS GLOBAL MANAGING DIRECTOR Former Microsoft® Executive and Xbox® Co-Founder Returns to the Video Game Industry to Further Bolster Leadership Team and Launch Intellivision® Amico™ Game Console IRVINE, Calif. – May 14, 2020 – Intellivision Entertainment, LLC today announced that J Allard has joined Intellivision as Global Managing Director. As Microsoft’s former Chief Experience Officer and Chief Technology Officer of the Entertainment and Devices Division, Allard’s mark and legacy in the games industry stem from two decades at Microsoft in which he co-founded the Xbox, Xbox Live, Live Arcade and Xbox 360 among many other tentpole software products. “We are thrilled to add such an amazing industry legend to our team,” said Intellivison CEO Tommy Tallarico. “J’s experience, like-minded vision and leadership in the technology and video game industries as a visionary, product designer, and gamer will further strengthen the executive leadership team and innovation legacy at Intellivision.” A lifelong gamer, Allard grew up with the original Intellivision and published his first game Lemonade Stand in the early 80s for the TRS-80 Color Computer. Allard was recruited by Microsoft in 1991 and went on to deliver over 40 products, was awarded over 50 patents, and helped build four multi-billion-dollar businesses. He made an impact early on in his career when he wrote a memo titled “Windows: The Next Killer Application on the Internet,” outlining why Microsoft needed to change its course and redefine itself with the Internet. The memo led to Bill Gates – Co-Founder and CEO at the time – to overhaul the company’s strategy and Allard became known as “Microsoft’s Father of the Internet.” In 1998, Allard co-founded Xbox, ushered Microsoft into the video game console space with the company’s first game console in 2001, and grew the business into the fastest one billion dollar business in the company’s history. Allard was recognized as “Top 35 Entertainment Execs Under 35” by The Hollywood Reporter, “The Most Powerful Men Under 38” by Details, and “The Most Important Person in Video Games” by Giant Bomb. In his new role at Intellivision Entertainment, Allard will provide invaluable insights to support the final development of Amico – the new console designed to make video gaming accessible to all. His expertise and deep knowledge in user experience, operating systems, game certification, and building ecosystems will help Amico stay true to its mission to bring family and friends together again with fun games that everyone can play. “Amico’s vision speaks to me, not just because I grew up with Intellivision, but because I grew up playing with my family and friends,” said J Allard. “Playing together is a timeless concept that I feel the video game industry has largely forgotten. The Intellivision team is deeply committed to bringing back shared fun and affordable gaming for everyone.” Intellivision Amico is planned to release beginning in October and pricing for the system starts at $249. For more information, please visit www.IntellivisionAmico.com. ABOUT INTELLIVISION ENTERTAINMENT Over 40 years ago, the Intellivision home video game console pioneered the video game industry, establishing many industry firsts and capturing an unprecedented 20 percent market share at the time. Building upon its gaming legacy with support and expertise from industry veterans and superstars, Intellivision is back with the mission to bring people together by delivering simple, affordable, family-friendly entertainment. Intellivision will launch Amico, a unique video game system that’s redefining entertainment with family and friends. Amico will come with two easy-to-use color touchscreen controllers and is designed to be fun for all ages. With a broad variety of family-friendly games and a proprietary system that adapts gameplay for any skill level, players of all backgrounds can truly enjoy gaming together. More information can be found at www.IntellivisionAmico.com. # # #
  31. After a few false starts I'm finally working on a game to completion. This is an early look, nothing is set in stone yet (especially those horrible monsters, they're getting changed)
  32. Hey folks! I've not been around a lot this past year, and I've REALLY not been around a lot for the past month or two. Now that we're all stuck indoors for the foreseeable future, and the physical copies are long since sold out, I figured it's time to unleash the hounds ROMS! I'm attaching the ROMS for Desert Bus, Goatnom, and FW Diagnostics. For free. To anyone who wants them. You guys have been such a source of support and encouragement and I've had a blast making Intellivision software over the years. It's not much, but if I can help at least one person stave off 8 hours of boredom through all of this... then good I'll also make them available for free download at fwgames.ca/roms_new As an aside, I discovered someone who posted a full 8 hour INTV Desert Bus session on Youtube. Amazing! desertbus_release.zip fwdiagnostics_release.zip goatnom_release.zip
  33. and now with secret revealed maybe Tommy can bring back one of my all time, rare, but favorite Intellivisions games
  34. Another high resolution game will be released for A8, Monty On The Run C16's conversion. People with VIP tickets will receive it on tape at Silly Venture 2019 party (December 6-8th, Gdansk, Poland).
  35. Hi all, Castle Defender is out for public: http://matosimi.websupport.sk/atari/2019/11/castle-defender/ Enjoy!
  36. A while back Tempest shared a great idea of adding a menu screen for Atari games which had their options laid out in a matrix at the back of the manual. I really loved that idea because it breathes some new life into these old games. Menu screens are great because they take away the awfulness of having to use the select switch to cycle through all 112 options of Space Invaders, and lets you know what game you are selecting in Video Olympics. You can also choose valid game types for the amount of players that you have. Example: Games: Video Olympics - Video Olympics Menu.zip Space Invaders - Space Invaders Menu.zip Super Breakout - Super Breakout Menu.zip Asteroids - Asteroids Menu Combat - Combat Menu Indy 500 - Indy 500 Menu Warlords - Warlords Menu - START -
  37. Warlords menu... WarlordsMenu.zip
  38. Yo!, Just wanted to let everyone know that today we hired an absolute game industry LEGEND as our Managing Director of Intellivision. The game industry and press are gonna FREAK when they find out who is helping to work on Amico now! Talk about a mic drop moment! He's a friend who contacted me a few weeks ago. He's been retired for over 10 years (yet still a young guy) and didn't think anything would ever get him out of retirement... until he saw what we were doing with Amico. He was just calling to congratulate me on everything and how passionate he was about the entire concept behind Amico and how he's been banging the same drum since the 90's! (i.e. bringing people together and reaching a wider audience). Him and his brother grew up playing Intellivision and it's the inspiration behind his gaming career and one of the most famous gaming products on the planet. I said why don't you come and work with me on it! He was blown away by the idea. This is a guy who doesn't do things for money... but out of sheer passion. By the next morning after speaking with his finance, he was all in and ready for the adventure! The bad news is that I can't tell anyone who it is right now as we're putting together a big press release about it which should be out over the next few weeks. But WOW! WOW! WOW! Even hardcore gamers aren't gonna believe this one. @RxScram & @nurmix know who it is... I'm pretty sure they are over the moon and are both extremely ecstatic and impressed... but I'll let them talk about it in their own words (without giving any hints of who it is!!) Score another BIG point for Intellivision today!! Can't wait to share this info with the rest of the world!
  39. New game in development: The game was initially planned to be released on 8bit "Forever" party in March. The party was cancelled due to outbreak of the coronavirus, which allowed the team to expand the initial scope and polish quality of the game. It is almost complete and we are well... adding even more polish and some fancy stuff like extended "intro" and "outro". There is no set release date yet, but we are providing the game trailer to make the quarantine time more enjoyable 🙂
  40. Finally I am pleased to announce a new game for ATARI XL/XE. This is a space trading game. Star Vagrant will provide many hours of challenging entertainment. Game offers an experience with up to 12 various ships. You can visit up to 25 locations in 10 different systems and trade 24 unique items. I have prepared very limited collector's edition. Pre-orders can be placed from November 3rd. I will be on Silly Venture 2019, so if anyone want to pickup his copy there, it can be arranged. The game has 3 language versions: english, polish and german. I would like to thank everyone who was involved and made that game possible (random order ). - Bocianu - Tebe - XXL - Broniu - Caruso - Kaz and my my aunt for german translation.
  41. After 35 Years... The Schematics for the Atari 1450XLD "TONG" have finally been discovered and made available to the community. The Atari 1450XLD page on Atari Musuem has been updated: http://www.atarimuseum.com/computers/8BITS/XL/1450xld/1450xld.html The larger set of the 1983 1450XL schematics will also be scanned and posted hopefully by the weekend. 1400XL schematics (nice clean scans, not the very dark hard to read ones that Best used to sell) will be going up soon as well. Also on the 1450XLD page are the schematics to the Atari Parallel Disk drive controller... More 1090XL stuff coming soon as well...
  42. SONGBIRD ACQUIRES CLASSIC GAMING PROPERTIES For immediate release: ROCHESTER, MN -- Songbird Productions is pleased to announce the acquisition of multiple classic gaming properties, including: The entire HandMade Software library, except for Kasumi Ninja, including games such as Awesome Golf and Battlezone 2000 Battlemorph by ATD Gordo 106 by Tenth Planet Software Lynx Super Skweek by Loriciel Othello by Harry Dodgson "Songbird has enjoyed two decades of supporting diehard Atari fans with new games for old systems," said Carl Forhan, founder of Songbird. "I look forward to a new wave of products that can incorporate these incredible games for the benefit of all gamers worldwide." Songbird Productions is a premier game developer and publisher for the Atari Lynx and Jaguar. To keep up to date with the latest news at Songbird Productions, be sure to visit the company web site at http://songbird-productions.com . This message may be reprinted in its entirety.
  43. Hello all, With the baseball season on hold, Champ Games has been inspired to start on our first original sports game ... Champ Sports Baseball for the Atari 2600! Our plans for Champ Sports Baseball include: Multiple built-in teams (16 is the current # we're hoping to include), including unique team colors, lineups, etc. Team editor for name/uniform colors, etc. Different field types (artificial turf vs. grass) Multiple game modes Exhibition mode: play with any two teams Tournament mode: choose a team and compete in a tournament-style march to the championship! Practice mode: hone your skills with batting, fielding and pitching practice Multiple play modes: 1 player vs. computer 2 players vs. and team modes Multiple screen views: Pitcher/catcher Infield view Multiple outfield views (left, left center, center, right center and right field) Other: Double and triple plays Infield fly rule Bunts, sacrifice flies Steals, hit and runs, pickoff plays, pitch outs Left/right handed pitchers and batters, plus switch hitters Player skills (throwing, fielding, hitting, running) Throwing and fielding errors Game stats Development is in the early stages (field views, ball physics, fielding, scoreboard, throwing to bases, etc. are almost done) and we hope to have a playable demo sometime this summer. Here are some screen shots from the current build. As always, suggestions are always welcome. Pitcher/catcher view with full scoreboard: Infield view. The solid red player - the catcher - shows player that has the ball: Left-center view. The ball and shadow can be seen around 2nd base. The yellow cross hairs show where the ball will land to aid in fielding (can be disabled for advanced players):
  44. Here is a TI99/4A port of the arcade game "Bump 'n' Jump" from Data East in 1982. It is written in assembly language, developed using Ralph's XDT99 tools. It runs on a bare console and does NOT require 32K expansion. It features full-screen vertical scrolling at pixel resolution in bitmap graphics mode. Use joystick 1 or the E S D X keys to accelerate/steer/decelerate, and Fire, Space bar or Enter to jump. The P key can be used to pause and resume play. Colliding cars will temporarily bounce in opposite directions, and bounced opponent cars may smash against the barriers. Various cars have different point score values. Your car speed must be at least 100 to be able to jump. Jump over gaps in the road, or to avoid being bounced into a hazard. Upon landing, cars underneath will be instantly smashed. Completing a road will score bonus points for the number of cars smashed, before moving on to the next season. An extra life is awarded every 30K points. Landing on an island awards 1000 points. This game was started when I had an idea for a method of scrolling the whole screen, and I made a prototype for the 4K contest in early 2018. The prototype proved the scrolling effect worked, and then I spent a lot of time compressing it down to fit in 4K. The prototype used only 13 out of the 16 track segments, used only one season's color table, and had track data only for the first two levels, (before going off into the weeds and filling video memory with garbage.) The full game has 8 levels of 64-segment road, with more complicated segment transitions that didn't work within the prototype transition scheme. Instead of loading a new transition set every 32 rows (1 segment), I needed to allow reloading every 8 rows (1/4 segment). This is fine because the bitmap graphics mode is 3 chunks of 8 rows, so each chunk can be updated individually. Some of the original segment elements had to be adjusted to made the seams easier to fit into the transition table. The transition tables are limited to 32 entries, since each transition consumes 8 of the 256 characters. I spent some of my last winter holiday vacation working on the transition table generation, and finally got it working. For this version I didn't bother with any compression: bank 0 is mostly program, bank 1 is track data, bank 2 is sprite data, and bank 3 is sound lists. The music was converted from the notes in a midi file that I found. Music plays on the tone channels 1 and 2, and sound effects play on tone 3 and noise channels. I grew up playing the Intellivision port as a kid, and have incorporated some of the same design elements into this version. The "Get Ready Player" and "Congratulations" screens have white text over a black background. Another similarity is that the opponent vehicle sprites are limited to a single color. This game is more-or-less complete. I considered adding a two player mode, but have run out of space in bank 0. bnp_8.bin bnp.rpk bnp_ea5.dsk
  45. Anybody who wants to have their own VCS now... put a Pi4b into it and actually have something REAL that can play all Atari games up through Playstation and Dreamcast, use Chromium, play Netflix and pretty much anything that Atari thing can do... here is your starting point, please distribute this freely to anyone who's interested. Full 3D model of the VCS case, but I made some improvements like a slot of an SD card to act like a cartridge and a few other things, yeah its still rough but its a great starting point. Its the DIY VCS... DIYVCS.zip
  46. Nice video with Curt Vendel. We have never seen some Atari parts before. Thank you Curt for the presentation.
  47. In honor of Stephen Wrenn Smith, Good Deal Games is releasing the ROM to his excellent ROAD DUEL game. I think that Stephen would approve if he was still with us. I want as many people to be able to play his game as possible. In case you don't know, Stephen was the first and only legally blind programmer to design and program a game for the Atari 2600. I was honored when he chose my little company to publish it. Due to several interruptions resulting from health issues (such as cardiac arrest) the typical 4-9 month development cycle was prolonged to over seven years. Regardless, he pulled off his childhood dream of making his own Atari game and I was so proud of him. KUDOS again to you, buddy! May you get a perfect score playing 'Road Duel' in Heaven. The conventions won't be the same without you. Best, Michael of GDG's Homebrew Heaven www.GoodDealGames.com Road Duel.bas.bin
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