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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. 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. Dev+ Testing: Altirra by @phaeron. Assembler: Beebasm(!) by Rich Talbot-Watkins. aplib depacker: @elmer Requires Altirra 3.90 2021/06/19 BUGFIX release 2 SD disks: PoP_SD_20210619_bugfix.rar 1 DD disk: PoP_DD_20210619_bugfix.rar Megacart: PoP_Megacart_20210619_bugfix.rar Atarimax: PoP_Atarimax_20210619_bugfix.rar SIC: PoP_SIC_20210619_bugfix.rar While the game worked fine in emulation, it had a few issues with more exotic real HW configs, this version should improve stability for many of those. 2021/06/10 release Disk Versions: 2 SD disks: PoP_SD_20210610.rar 1 DD disk: PoP_DD_20210610.rar Cart Versions: Megacart: PoP_Megacart_20210610.rar Atarimax: PoP_Atarimax_20210610.rar SIC: PoP_SIC_20210610.rar 9 levels demo. -The focus for this release was on the attract mode & cutscenes which are now fully reenabled! (some assets may possibly not be final) TIX, our favourite overstretched artist drew all the princess/vizier frames required for the cutscenes! Miker added a bunch more tunes for the attract mode! -Added a bunch of cart versions for faster loading and a SD disk version for maximum compatibility with stock hardware. -Fixed an old bug where the game would freeze if the prince landed on the edge of a floor tile. -NTSC should be as stable as PAL now. 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 the very first release was posted here test release for modern SIO devices (unplayable) pop_DDfastestmouse_notplayable2.zip test release without a full directory for better loading speed (unplayable) pop_DD_NoDir_Unplayable.zip
  3. 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
  4. Version 3.90 of my emulator Altirra is out: http://www.virtualdub.org/altirra.html Thanks for everyone's continuing support, whether it be bug reports, feature requests, discussion, trying out the helper programs on real hardware, etc. 3.90 final is essentially the same as 3.90-test34, except for release changes. Although previous versions tended to be about six months apart, it's almost been a year since 3.20, so I figured I'd better hurry up. Highlights of the 3.90 release: Accuracy: 800 System Reset timing fixed, undocumented RMW and WSYNC timing fixes, several fixes to 65C816 direct page wrapping and Veronica, many fixes to FDC/RIOT/6809 for full disk drive emulation, improved POKEY two-tone mode emulation, more accurate power-up hardware state. Debugger: Improved disassembly window with automatic block separation and inline call target preview, more disassembly options, better loop detection in the history window, Alt+Shift+click to jump to history for a pixel. Disk drives: 810 Turbo, Amdek, and Percom AT-88 full emulation; easier file import/export in the Disk Explorer. Display: Improved PAL artifacting and color defaults, gamma-corrected frame blending, color setting import/export, PERITEL and monochrome monitor emulation, fixes to color correction logic (esp. with VBXE). Firmware: Updated AltirraOS 3.26 for improved compatibility with hardware addons and software, improved autodetection for custom OS ROMs. Tape: Faster emulation especially in warp mode, audio filter compensation for better turbo decoding, and enhanced debugging for tape issues. Video recording: Aspect ratio correction, scaling, and direct H.264/WMV compression support through Media Foundation. UI: Dark theme, improved audio monitor/scope, improved timing for slightly reduced latency. With 3.90 done, it's now time to start the 4.00 test series: http://www.virtualdub.org/beta/Altirra-4.00-test1.zip http://www.virtualdub.org/beta/Altirra-4.00-test1-src.zip First, there are a couple of breaking changes in 4.00: End of support for Windows XP SP3 and Vista. The new minimum operating system requirement is Windows 7 SP1. End of support for DirectDraw, which has not been native since Vista, and OpenGL, of which only old versions were used anyway (and was not enabled by default). New features and fixes: Palette solver: Matching color palettes in Altirra has been a long-standing issue, since it is unable to take .pal/.act files due to needing the generation parameters for the palette rather than the final colors for various features, and matching colors from real hardware is a difficult task. Pretty much everyone has their opinion on what "true colors" should be. Well, in 4.00-test1 there is now a solver to guess the parameters for you: You can either give it a PAL/ACT file, or you can give it a picture -- and although the picture needs to be a good one, it doesn't have to be perfectly straight as you can align it to compensate for projection by dragging the corner dots. It's compatible with any show-palette tool for the Atari that does 16 lumas across and 16 hues down. Click Match, and it'll start grinding on the parameters to try to get as close as possible, and tell you how good the match is. Or, you can have it overlay the current palette as dots over the picture to check the palette while manually tuning it. Debugger: On-screen watches now update continuously while stepping and the 'wx' command has options for hex formatting, bank-sensitive debugging is now supported for SpartaDOS X cartridges, improved handling of subdirectories when looking for source files, and the console output window is faster when flooded with output. Oh, and the Memory window has been improved with scrolling and more display options: Display: Added pure white monochrome mode, and fixed a bug in the high artifacting engine where chroma artifacts moved in the wrong direction for ascending hues. XEP-80: Fixed an emulation bug in the way that scrolling occurs, and added a couple of new toys to the Additions disk: an XEPVHOLD.COM tool to reprogram the XEP80's timing chain for a shorter display that's less likely to roll on modern displays, and a new ultra-speed ALTXEP8U.SYS driver that runs at symmetric 31.5Kbaud instead of 15.7K or 31.5K send / 15.7K receive. Tape: Added support for KSO Turbo 2000. Disks: Added emulation for the Percom AT88-SPD, and added 1791/1795 FDC selection for the AT-88. Fixed support for virtual SpartaDOS disks with directories and files whose names start with periods. Added a polling workaround option for virtual disks for environments where file change notifications don't work (some Wine environments). Audio: More accurate emulation of uneven volume bits, and rewrote cycle-level filtering emulation for improved high frequency aliasing rejection during downsampling. UI: Dark mode now has reskinned buttons. Added support for auto-hiding the menu bar. Fixed mouse wheel scrolling when the OS page-at-a-time option is on. H: device: Lifted 16MB limit for binary (untranslated) access, and fixed errors not being returned properly during burst I/O accesses. AltirraOS 3.27: Fixes to the printer handler for EOL handling, particularly for the Atari 1025, and improved compatibility of variable usage to work with Monkey Wrench II. Custom Devices: More scripting language constructs like break, while/do-while loops, and forward declaration of functions, better threading support, and more scripting methods for manipulating memory. Custom devices can now raise Parallel Bus Interface IRQs. Custom video outputs can now be created with either text or graphical output, and even support text select/copy like the emulator's built in ANTIC and XEP-80 video outputs. New sample custom devices: Bit-3 80 column, 1090 80-column, and a PBI-based metronome.
  5. Little WIP for those of you who don't wan't to solder, or have too many computers to expand them all this is just the beggining of software side of this project, so please be patient
  6. 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
  7. 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
  8. Exactly 1.5 years after our game was first sold at PRGE 2019, we are ready to the release the ROMs of Aardvark. These are identical to the cart release. Except for SaveKey support, which will stay as a little exclusive bonus for the people who support homebrewing by buying our game in the AtariAge store. We hope you enjoy our game! Any feedback is welcome! Aardvark (2019).zip
  9. Since I managed to finish the game I've been working on for the last 9 months, I can finally show you a little bit of what awaits you soon. I didn't write too much before, because I don't like to show off an unfinished product, but probably there were already some leaks, so I'll throw in some new spoilers Game Title: Flob Game Type: Arcade Adventure platformer. Size: ~400KB Media: cartridge Controls: Joystick / keyboard Requirements: Atari XL/XE (64KB), stereo as an option, works both on PAL and NTSC machines Written in Mad-Pascal/Mad Assembler. Idea/code/graphics/sfx: bocianu Music: LiSU, Miker, AceMan, PG, Zoltar X Hardware design and production: Mq In the game we move around Flob, a small pink blob that loses energy very quickly and we have to constantly replenish it by collecting drops of pink slime. Flob can only move left and right and cannot jump, but by using the slime, he can manipulate gravity and get into seemingly inaccessible places. He is very fragile and delicate, but with a supply of slime he can regenerate quickly. We need a lot of slime and we need to collect as much as possible, but that is not the aim of the game. The goal is to find the secret ingredients and the recipe needed to produce the aforementioned slime, achieve immortality and... rule the world There are 6 large, hand-drawn maps to visit, each of which consists of over 20 rooms and has a separate music track. Levels differ from each other in mood, puzzles and level of difficulty. Each of them has a few hidden rooms, the discovery of which will give us a big shot of slime. The game has a system of achievements, which are 84 and we gradually unlock them during the game. Game progress is automatically saved on a cartridge. I think it's a lot of fun, because when I play fast and know the maps well, it takes me about an hour to complete the whole game. For a person who doesn't know the maps, it will certainly be several hours of fun, not to mention how long it may take to complete all available achievements. The premiere of the game will take place at "LOST Party" in Lichen on July 10th - during The Game Compo. According to the compo rules, the game will be released on the day of the competition for FREE, but for all collectors and people who want to support the authors, a physical version of the game has been prepared. It will be available for purchase at the party and by mail after the party, and the price is 49USD + shipping cost. If you are interested in buying the game, leave a message in this thread. Shipping will start not earlier than the end of July after our well deserved vacations. The purchase of the original media entitles you to free, lifetime updates of the game, which perhaps will appear in case of discovering some errors, or adding new DLC content by the author Cover ART spoiler:
  10. batari

    HOKEY demo

    I made a quick video of a standard HOKEY playing Commando. Sorry about the video quality, this is recorded on a phone with one hand while I try to handle the controller with the other hand. On boot it plays a jingle that's hard-coded into HOKEY memory to let you know it's there and working, which I may leave that in as a signature (though it could be disabled.) Sorry, these are not for sale yet, but will be released this year! IMG_2166.mp4 There will be multiple versions of HOKEY and prices are expected to start at $10. All allow new sound drivers to be uploaded, such as the upcoming driver for GCC's Minnie chip, and possibly other FM synthesis chips, and support for PCM and ADPCM playback via a ring buffer for seamless playback even during heavy Maria DMA (no IRQs needed!) For $10 you get the basic HOKEY, which is a single POKEY and ability to add (likely) one additional sound driver (or, possibly dual POKEY.) For a little more you get the standard HOKEY, which has more memory that should allow for dual POKEY and more sound drivers on the same chip. For the ultimate experience, for slightly more, there is the advanced HOKEY. This uses faster, more powerful hardware that should support quad POKEY, dozens of sound drivers, plus many waveforms, digital samples, and more. Also, the advanced HOKEY uses a DAC chipset for a CD player, so you can get CD-quality stereo sound if you want it. A standard 3.5mm stereo jack can be used for output.
  11. I just joined this forum to sort out some issues I was having with my flashback X but thought if any group of people would appreciate this life experience.. you all would. I was born in 1975 My dad worked for Parker Brothers in Salem Ma from 1972 till the day they closed the factory and sent it all to china in 1993. He ran the bobst ( sp) machine.. basically 50% of every game box made from 1979 till the day they closed went through my dads machine while he was running it. He can open any parker brothers game box 79-93 and look at how the corners are seamed together and tell you if he or Barry the night guy did it. somewhere in 82, 83 ish my dad started bringing home atari games. I never noticed it at first, I was like 8 or 9 but he would ask me questions about the games he would bring home.... My dad never cared for video games, so it always struck me a little odd... I had a really small black and white TV I won from cub scouts for selling candy.. EVERYONE loved my dad at Parker bros, so he took in the candy sales sheet and sold me enough in one day for the TV or the Bike prize lol ... I remember playing popeye on the B/W tv and finding a glitch in level 2 or 3 where the side shooting bullets couldnt be seen, or something like that and my dad told me that he told his boss, and they had 2 very old ladies in the office playing the game trying to get to the level to see the glitch.... I dont know why but that visual to this day still cracks me up. one day he came home with 4 games. Montezuma's revenge, and then these three has special instructions I could not 1. play them with friends, 2. trade them to my friends 3. Talk about them to my friends... Frogger 2, Qberts cubes, and a labeless cart that had the ewok starwars game. I had to give back the ewok cart almost right away.. but I held onto frogger 2 and qberts cube... context is king here, at the time the game crash was starting but it wasnt a " game crash " back then, it was just atari wasnt selling anymore. right around this time you could get an atari for about 50$ and raider or ET for 1$... my dad started coming home with huge boxes of new atari parker bros games he dumpster dove for. Atari800 computers, those nice Wico microswitch red ball white button controllers. I had stacks of unopened games, I would trade with friends for non parker atari games, lol I had a nice racket going haha Knowing then what I know now.... yikes, The stuff I should have kept that I lost or traded over the years. I remember being 9 or 10 with that atari 800 keyboard thing and nothing else , no drives, nothing, not knowing basic, and thinking, this is junk and giving it away to a friend lol .... and yes... we had every nerf thing you could think of ... i hate nerf ... those boomerangs never worked!!! and every version of monopoly made lol
  12. Season's Greetings, ColecoVisionators! I'd like to wish you all some very Happy Holidays, although after the past year, even slightly bad Holidays should still make us go "Bah, still better than the last nine months". But enough of that, it wouldn't be Christmas morning without some new ColecoVision ROMs from Team Pixelboy, and today's the day! I would like to thank Mystery Man, Arturo Ragozini, Fernando Lopez Ostenero, Antoni Burguera and Armando Perez Abad for allowing me to give out the ROMs attached below. Also, I would like to share a couple of secret cheats with all you people out there who purchased Bomber King and discovered just how old-school, nail-bittingly, mind-numbingly difficult it is: 1) At any time during the game, press [1] on Player 1's controller and [9] on Player 2's controller simultaneously, and all your items will be maxed out to 99. This doesn't make you invincible however, you do have to remember to press the [0] key in order to use an Energy Tank when your life power is low. But now you'll have 99 Tanks (and 99 of everything else) to tear the levels and bosses to shreds! 2) Press [3] on Player 1's controller and [7] on Player 2's controller simultaneously, and you'll warp to the next level. I tried to test these cheats under blueMSX, and I got the first cheat to work, but not the second cheat for some reason. I'm hoping I got these right, if not let me know and I'll investigate further and post updates in this thread. As a closing note, I would like to mention that roughly 10 people who pre-ordered an Asteroids Controller did not get back to me about their 50$ deposit. All those people have until January 1st 2021 to contact me and pay this deposit in order to lock in their pre-orders. After that date, I will assume that they are not interested in the controller anymore and I will cancel their pre-orders, for both the controller and the pack-in Asteroids game. This deadline is important, because our friend doubledown will want to place his order for the controller enclosures (that's what the 50$ deposit is for) in January. Please take note that I will post a new Team Pixelboy News Bulletin next Friday (January 1st 2021) with a bunch of interesting news! This concludes this Team Pixelboy News Bulletin. We now return you to your regular forum activities. booming_boy_cv_sgm.rom champion_pro_wrestling_cv.rom gauntlet_cv_sgm.rom multiverse_cv.rom qbiqs_cv_sgm.rom uridium_cv_sgm.rom
  13. Full version game from ABBUC cometition. The game recognizes PAL / NTSC system and adjusts its speed, colors and music. There are 4 levels at the end of each one you have to defeat the boss. There are 2 types of shots, the special shot is fired by pressing the fire button several times or by using the second fire button (if you have one). Last Squadron will be released in an extended version on cartridge, featuring new levels, new enemies, different bosses and additional graphics, among others. lsquadron.atr
  14. For the past nineteen months both myself and Ander have been working away on this project, and the time now feels right to kill off the old "Thrusty Thing" thead and move to a fresh new one, with an eye to the future of this game. Why now? Well, we recently hit a milestone in the game where all assets are now in place, things are locked in, and we feel we're in the home stretch on this one (at least a 6 month homestretch!) That isn't to say it is going to be released any time soon however, as a game of this scale will require quite a shakedown cruise with the testing team while we refine and tweak things - we are hoping for a late 2021 release. To commemorate this milestone we asked Sk1p to produce a teaser trailer for the game, which he has generously put together: The final game should feature: Sixteen unique worlds in four unique styles, with multiple missions on each world. Eight training simulator missions to familiarise players with the game and controls. Four unique boss encounters. Eleven licensed tracks from Roald Strauss, totalling over 32 minutes of music. Standard and Pro Controller (Recommended) support. On cartridge score saving and progressive unlocking of levels and features. Online scoreboards via QR code upload. Mission story-arcs and briefings written by Andrew Rosa (MC-TV) Jukebox for the awesome musical score. BJL Uploader and Jagtopus functionality. 6MB cartridge - currently we have over 35 MEGABYTES (280 MEGABITS!!) of data squished into a 'tiny' 6MB ROM. The aim at the outset for this title was to produce a commercial grade game for the system that could easily have sat on the shelves in the 90s alongside the other titles. We hope we will achieve this but that is, as always, up to you, the players, to decice. This is, by far, the most complicated game project I have worked on for the Jaguar. The engine features: A rudimentary physics system where your ships mass can change the environment. Many object types (mobile and land-based enemies, teleporters, refuelling pads, forcewalls, switches, etc) Environmental hazards that can impact on your ship. The entire level runs constantly regardless of where the player is in it (Full sandbox) Multiple objectives per mission. What we're calling 'insane detail' maps for each world (No tilemaps used, anywhere!) 16-bit colour, parallax, animated graphical environments locked to 60fps for fluid action. A scripting engine complete with procedural functions, allowing for rewarding, complex and dynamic enounters to be created. Full RAPTOR API 2.0 integration. If you see it here, you can do it with the API. U235-SE powered audio (Many thanks to Linkovitch for this library!) Ander's blog on itch.io can be found here: https://anderlex.itch.io/graviticmines We'll also be updating both here and via the page over at the Reboot website: https://www.reboot-games.com/rebootnews/gravitic-mines/ The original "Thrusty Thing" thread is now locked, but can be read here. Please feel free to discuss or ask questions below.. or just follow along for the ride. We cannot wait to share the final game with everyone! CJ / agradeneu
  15. CyranoJ


    JagStudio is an advanced development suite for the Atari Jaguar that allows you to code using Assembler, BASIC or C and is based around Reboot's powerful RAPTOR API. Regardless of your programming capabilities, Beginners to Advanced coders can utilize this flexible package that will fully suit the needs of anyone looking to program exciting new games for the Jaguar. The benefits of using JagStudio are the Hardware Abstraction Layers (HALs) and the combination of external modules available to use. This allows you, the developer, to get on with writing your games while taking advantage of the Jaguar's powerful chipset without worrying about tedious, underlying mundane routines. The same results that once took days or weeks to achieve can now be done in a matter of minutes, thanks to the power of JagStudio! You are one click away from 64-bit creativity! The current release of JagStudio along with any previous versions can be obtained at its homepage: https://jagstudio.reboot-games.com Some of the features of JagStudio are: Code in your language preference of Assembly, BASIC or C. (Assembly and C are currently in Beta... help us make them better!) Commands have been renamed (from rB+) to reflect the individual modules they control and prefixed as such: rapPrint, u235PlaySample, etc. RAPTOR API Debug Function brings useful program variable visibility to the forefront, aiding ease of game development. GameDrive support along with MRQ file creation. ROM builder now adds FAST GPU depack by default for quicker startup times. Ability to build and split ROMs up to 6MB into HI/LO for EPROM burning. Updated both RAPTOR and U235 Sound Engine APIs to current versions, bringing additional benefits of both in a single updated package. Added universal JagPad Input - A single call that works with either U235 or ZeroSquare sound engine so projects can be easily converted between the two should your needs change. Many enhancements and bug fixes to the original rB+ code (eg, you can now include files >4mb, all files unpacked using GPU by default) All documentation and examples have been updated with a simple rB+ to JagStudio conversion guide to bring your old projects over to the fully updated JagStudio. Includes project examples for all supported languages (Assembly, BASIC and C) for anyone looking to get started quickly. We plan on keeping this alive and active, with ongoing improvements and new features and look forward to seeing what you all make with it. If you have any questions, please feel free to ask in this newly created sub-forum. Happy coding, everyone! The JagStudio Team. @CyranoJ @Sporadic @Clint Thompson A huge "Thank-You" to ggn for creating rB+ upon which all this is based. Please do not pester him with support requests for JagStudio. JagStudio 1.1 has been released! We are now feature complete with Raptor 2.0.20. If you already have JagStudio installed, then to upgrade; - Backup your existing JagStudio folder. - Extract the new zip. - Copy the new JagStudio folder over the top of your existing one. (Obviously this will undo any changes you might have made to the example projects, but you can always copy those from your bakup). Head on over to https://jagstudio.reboot-games.com for the download, online docs and details. 1.1 Change log; * Added Angle calculation and direction vector. See example BASIC project 'calcangle' * Added Collision List. See example BASIC project "collisionlist". * Added Z-Sorting for Sprites based on a sprite property. See example BASIC project "zsort". * Added New "fader" BASIC project. Example on how to do CLUT fades. * Added Clock functions. See new clocktest project (BASIC). * Added Raptor Sprite Shift. Eg. rapSpriteShift(xshift, yshift, sprBug1, 3) - See project "spriteshift" (BASIC). * Added Dynamic object scale - See project "shootbang" (BASIC). * Added Simplified version of zeroPlaySample. Now you just pass the start and end addresses - the length and rounding are worked out for you. Eg. zeroPlay(channel,start_address, end_address, frequency, params). * Added Simple way to stop sound on a channel when using Zero player. Rather than the old way of calling zeroPlaySample with 0's. Eg. zeroClearChannel(channel) * Updated All documentation with some further clarity and the new functions. * Fixed BCX Print generating a \n * Fixed Fix build.bat so it creates a <projectname>.s in the build folder for C projects. * Fixed Fix build.bat so it can send ABS files to the JagGD. * Fixed Fix comment in object template for scale max to 228. * Fixed xdivs, xdivu, xmuls, xmulu where sometimes they would use an address register and fail compilation. Have fun and happy coding!
  16. 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
  17. 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.
  18. EDIT: The most updated ROMs can be found in this post. Hello all, As some of you may have heard, the Champ Games secret project was revealed this week on @ZeroPage Homebrew's Twitch stream - Robotron: 2084 for the 2600! Object: The object of Robotron is to guide your player around the screen and save the last human family (dad, mom, & Mikey) while avoiding a vast array of enemies, including: The Grunts robots constantly pursue your player and speed up as the wave progresses The Hulks roam around aimlessly and are indestructible, and will destroy the humanoids if they come in contact with them. The Sphereoids are circular enemies that fly around the borders of the screen, launching Enforcers. Enforcers will pursue your player and fire a steady stream of Spark missiles towards you. Brain Robotrons will wander around the screen searching for humanoids to program into deadly Progs. Brains will also fire Cruise missiles that must be avoided. Quarks move around in erratic patterns and spawn Tank Robotrons. Tank Robotrons will purse your player and fire bouncing Bombs that ricochet off the walls making them difficult to avoid. Electrodes are scattered throughout the level and are deadly to the touch; however, they will also destroy Grunts if they collide with them also. Control: Robotron supports multiple control schemes: 1 joystick with no autofire (left difficultly on B) In this mode, use the left joystick to move your player and press the button to fire in the current direction. You can continually fire in one direction by holding down the joystick button and move in another direction. To fire in a different direction, release the button and move in the new direction you wish to fire and then press the button. To fire in place (fire without moving), center the joystick and hold down the button. You can then fire in any direction by moving the joystick in that direction (your player will not move). Release the button to move your player. If you have a Genesis controller connected, you can press the second button to fire backwards (opposite direction that your player is currently firing). 1 joystick with autofire (left difficulty on A) This is similar to the no-autofire mode except your player automatically fires in the current direction (no need to press the button) To change the fire direction, press the button and move the joystick to the new direction. Release the button to continually fire in the new direction. You can also "fire in place" by centering the joystick and pressing and holding the button. In this mode, you must fire by moving the controller in the direction you wish to fire (your player will not move). Note that your player will not fire if the button is held down and the joystick is centered. If you have a Genesis controller connected, you can press the second button to fire backwards (opposite direction that your player is currently firing). 2 joystick (prefered) If you have 2 joysticks, you can use the left joystick to move your player and the right joystick to fire, just like the arcade. There is no special settings that need to be done to enable 2 joystick mode since the buttons aren't used. Note that you can also play a co-op game by having one player move and the other player fire! Game Play: From the title screen, move the joystick left or right to select the skill level. Note that your player's helmet will match the color of the skill level: Novice (green): 5 lives to start. 1/2 of the enemies from the Advanced level. Less enforcers and tanks are spawned. Grunts move slower. Standard (blue): 4 lives to start. 3/4 of the enemies from the Advanced level. Advanced (red): 3 lives to start. # of enemies on each level match the arcade. More enforcers and tanks are spawned than Standard. Grunts move faster. Bonus lives are awarded every 25,000 points. Game Over: Your game ends when all your reserves have been destroyed. If you obtain a high score, the high score entry screen will be displayed for the current skill level. Move the joystick up/down to select the characters to enter and press the button when finished. Note that Savekey support is currently not supported so high scores will be reset when the game is turned off. Credits: Special thanks to Nathan Strum who did all the graphics for the game and all the game testing and assisted with the design. It should also be noted that the sounds have been "borrowed" from the 7800 version of Robotron, which was developed by David Brown. We are currently trying to reach Mr. Brown to obtain his permission to include his sounds in this game. Current State: We estimate the game to be about 80% done. Due to other projects, a release is not expected until early 2021. Here is a playable demo if you would like to download it and give it a try. It works on real hardware (recommended), the latest version of Stella and Stellerator, and will also work on the Retron77 with the latest community build. It will *not* work on the Flashback Portable. robotron_20200516_demo1_NTSC.bin robotron_20200516_demo1_PAL60.bin The demo is fully playable with the following restrictions: When the player competes Wave 9, the game will wrap back to Wave 5. In the release version, all 40 unique waves will be included and up to 99 waves will be playable. There is currently no SaveKey support in the game (this has been disabled) but it will be available in the final version. Any feedback is appreciated. Have fun! John
  19. *** EDIT: the NTSC and PAL60 ROMs for the first Gorf Arcade demo are available here! *** 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!
  20. Hi Guys. So, after UniWarS was done, I found that if I ripped out waves 1, 2, and 3 (and left 0), and did some graphics manipulation (and some code modifications), we basically have... GALAXIAN What I did to UniWarS to get this: - As stated, ripped out waves 1, 2, and 3 (left wave 0) - Converted graphics from the Arcade version of Galaxian to this. - Changed point values, divebombing rules, number of enemies, formation, etc. - moved the player(s) down 1 zone. What I still need to do: - Animate 'leaving the flock' so the enemy moves up and around instead of just spinning in place - Possibly alter flight paths - Code the alternate point values for the Flagship (when diving with escorts) - Change the sounds - Any bugs that pop up. What I had to compromise on: - I needed every sprite graphic I could use, so the player's explosion is the size of the player (instead of 32x32) * - The colors of the Flagship (there *is* a little blue there, you have to look close) - The enemies only rotate in one direction when initially leaving the flock and settling back in to the flock, as I didn't have enough sprite graphic space to have an entire rotation (Personally, I don't think that this is a big deal, it will be hardly noticed while playing) I did add the additional two Flagships starting at wave 2 (0-based) and they do get faster as the game progresses. This was completely not expected for me to do. It started out as "let me just prepare this for Galaxian in case I decide to work on it in the future". But then I couldn't stop. Not bad for 2 day's work! Hope you guys like this WIP. * If anyone can create a better player explosion using 4 16x16 tiles (keeping in mind the color limitations of 320B mode with transparency) than what is there, I'm open to seeing it. Galaxian.A78 Galaxian.BIN
  21. 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
  22. 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.
  23. 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.
  24. Hi guys: I happened to see this arcade game being played on ArcadeUSA (a channel I subscribe to in youtube), and I remembered the game from back in the day. I thought it would be a quick, cool port to do so I started it. The attract mode and option screen are the only thing done so far, but I don't expect this one to take very long.
  25. Hi, I wanted to present to you my version of the Atari 7800 SD cartridge. What you can see in the photos is a prototype version on which I learn how to use. The cartridge will be operated using four buttons and the display, of course, it will be in the housing. For correct configuration, the cartridge uses .a78 files and the header. As of today, it supports 4k, 8k, 16k, 32k, 48k files - without banking, 64k, 128k, 256k, 512k with banking. In addition, 16k RAM for $ 4000 and POKEY for $ 4000 and $ 0450. Various combinations are possible. Also supports Absolute and Activision. Below is some evidence that I am writing the truth: Demo Multi-Lock On, 512k + Pokey $4000 Demo 1E78, 128k + RAM Double Dragon, 128k, Activision F18-Hornet, 128k, Absolute E.X.O, 256k + RAM Donkey Kong XM, 144k + POKEY $0450 Bentley Bear's Crystal Quest, 144k + POKEY $4000 or $0450 Rescue on Fractalus, 32k + RAM. Can you confirm that the graphics are displayed correctly? The lower bands are due to the fact that the game is NTSC and I run it in PAL. Ultimately, the cartridge will also have a USB connector that will allow you to load files directly from a computer. I've already tested it and it worked. I'll be back from vacation in two weeks, I'll spend a few more days testing with different files and designing the final version. If you have any suggestions or ideas, please write. And there is also a sticker on the cartridge, designed by a colleague of MotionRide:
  26. I'm pleased to announce the release of the version 4.0 firmware update for U1MB, Incognito, SIDE2, SIDE3, 1088XEL, and 1088XLD. The update includes a redesigned SIDE loader, and completely redesigned BIOS plugins with support for SIDE3, Sophia 2, and PokeyMAX. Also newly introduced is support for an NTSC colour palette in VBXE (loaded transparently when the machine is turned on). User documentation has also been comprehensively updated, with sections covering the new SIDE3 loader and Incognito. Most excitingly, Incognito is now capable of supporting firmware plugins, subject to release of a CPLD JED update which I have been testing for Candle. The SIDE3 loader is now capable of native PDM (FujiConvert) playback as well (see the manual for discussion of all new features). https://atari8.co.uk/ultimate-1mb-firmware-update-4-0-released/ Since I spent the entirety of Saturday preparing and uploading all this stuff (after spending the previous day moving my website and work emails), I'll forego further disucssion for the moment, and hopefully answer any questions as we go on. I will probably make a video showing a topical overview of what's been released as well. All ROMs inlclude the newly released SpartaDOS X 4.49e; I thought we might as well get in sync with the SIDE3 ROM, which uses this version by default. Meanwhile, SpartaDOS 3.x, Bewe-DOS and RealDOS users can find RTC drivers for U1MB and SIDE3 on the APT toolkit disk. I would not be surprised if I screwed something up while preparing the files here, so if anything looks anomalous, please let me know. Likewise, please use this thread to discuss any installation or usability issues. The menus in the setup menu and loader are quite different now (many controls are 'modal' to facilitate interactive facilities via callbacks), but this actually makes things like setting the clock quite a bit easier. Feedback from testers of pre-release versions (indeed, some variation of this firmware has found its way onto all U1MB and Incognito machines which have been through my hands these past few months) has been positive, so hopefully the only work that remains to do will involve minor bug fixes. Meanwhile, now that this update is released, I hope to focus on ambitious new features in the SIDE3 loader, such as FAT write capability, more media playback support, and auto-mounting media. Update (060621) Thanks to Doug_in_NC on Discord for immediately spotting that I'd broken joystick trigger handling in main BIOS 4.02 for U1MB and Incognito. Fixed in 4.03, so please head over to the firmware section and update (U1MB/1088 users may update the 'FIRMWARE.ROM' file, and Incognito users need flash only 'IBIOS.ROM'). Blog post: https://atari8.co.uk/u1mb-and-incognito-firmware-4-0-bug-fix/ The 'complete' ROM images also have the update (disregard file creation date). SIDE3 Loader Update (230621) For those who already updated their SIDE3 loader or are yet to do so, please be sure to download version 0.40, which fixes MegaCart, Sic! and AtariMax 1Mbit/8Mbit emulation bugs. https://atari8.co.uk/firmware/side3/ Update (070721) Blog post: https://atari8.co.uk/u1mb-incognito-1088xel-and-1088xld-firmware-update/
  27. Guess who is back girls and boys! 😃 I’ve been online for a while now, but let’s make this "official", I’m still in the same bed at Jimmy’s that’s been my world for the last year and a bit and have a slow journey ahead physically with physiotherapy and speech issues (I have odd vocal cords it seems…?) but long Covid doesn’t appear to have touched my mind, something I’m grateful for considering te effect it had on Derek Draper – I’m an atheist but the most appropriate phrase I can think of is "there but for the grace of God go I". I’m not allowed food right now because my stomach has a problem and I’m having dialysis three times a week, in fact that’s going on as I "speak". I’ve got a cross assembly rig on this laptop too so have been tinkering with some 6502, resurrecting a couple of code doodles for rlease as part of my Monthly Demo series. The "grand return" after my long Covid hiatus is MD202104 on the C64, but MD202105 is already up and mostly working the way I want it to an ORA’d filler and a couple of DYCP scrolls done the "C64 way" on the A8 as a "comeback" to this side of the 8-bit demo scene. None of these are massive projects because I don’t know from day to day how much coding time I’ll get and don’t want to overstretch myself right now so I can hit the deadlines for release, but they’re enough to keep me occupied. So my reason for standing up so brazenly and announcing my return like this is because I want to say "thanks very much" to everyone who sent heart warming messages here, through PM and via the scroller on MD202006 with an extra nod to Mclaneinc; I stumbled over these messages on a day I was feeling pretty down so everyone’s positive posts really lifted my spirits and what you said was a fabulous cherry on an already lovely cake. I have a quite solitary and I suppose overly cynical view of the world and thought "they’re just online friends, nobody’ll care" so it’s been utterly brilliant to be proved so ridiculously wrong in that respect. So TL;DR version; long Covid 19 tried to feckin’ kill me (I had a heart attack!) and I’ve had a year away because of all that, but now I’m back because you lot made it so worth doing. Thankyou everyone for that. 😃
  28. 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.
  29. Look what came in the mail today. Prototype V1 of the Atari 576NUC+. It measures 4.5" x 4.5" so not quite as small as an IBM NUC which weighs in at only 4" square, thus the reason I'm calling this a NUC+. Try as I might, I just couldn't get all of what I truly wanted in a board with a smaller footprint. And although it's incredibly tiny, it has some big guy features which I'll be talking about more down the road. I will tell you this... the TK-II is the glue that ties everything together, requiring the firmware to take on several new and interesting duties. You'll probably notice that there is no cartridge port or parallel expansion port. This is an SIO centric design, one that provides the entire SIO port internally as well as externally. There will be a daughterboard that takes advantage of this, who's design will be developed by a 3rd party. And I'll say from the get go, this will not be a public release other than the schematics, with the release of those still qualifying this project to be covered under a Creative Commons Attribution - ShareAlike 4.0 International license. However I'll be holding off on that documentation release until a bit later this year after the design has been fully tested. I also won't be involved in selling any of these myself, so please respect that decision by not ignoring it . This looks like yet another interesting year for multiple Atari motherboard projects 👍 .
  30. 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. 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. 😀
  31. Zeviouz for the Atari 2600 was unveiled today on Zero Page Homebrew channel - I highly recommend watching the show if you have not seen it already! Here is the binary version for everyone to playtest - it is around 80% complete, with the following features missing: Andor-Genesis Motherships. PAL60 support. High-score table. Atarivox support (not sure about including speech?). Attract mode. Two-Player Support (turn-based, not simultaneous). The game is a direct port from the 7800 source code, with lots of optimizations and tweaks to make it work on the 2600. The main differences from the 7800 version are: The scrolling background uses the playfield instead of tiles. The sprites (by Nathan Strum) are based on the arcade version. The ground enemies are animated, e.g. buildings open-up to fire. The level layouts are modified to reduce flicker. Note that it is a CDFJ/ARM game and will only work on a recent version of Stella or a real Atari 2600 with a Harmony cart. Let me know if you find any bugs, or have any suggestions! Chris zeviouz00_NTSC.bin
  32. Hi eveyone. My wife deceased two weeks ago. It has been hard for everyone in the family. She was a great, amazing, loving person and we had so many hopes of having a great recovery since her lung cancer was detected in 2016, but unfortunately that wasn't in the plans of our Lord. Many people have supported me around this last month in so many ways, I've discovered a ton of friends, and I really appreciate it. So I wanted to give thanks, but didn't knew how to do it, and finally today I made my decision. So today I release the following games for free: Aardvark, IntyBASIC Showcase vol. 2, and Meteors. I've included a picture of my wife in each game, and it is my way of saying thanks. I'm sure my wife would approve happily. Special thanks to @Rev for permission to distribute these games, @mthompson for creating the included PDF manuals and allowing me to distribute these. Again thanks to everyone! P.S: Forgot to say, I've improved the classic background sound and player's shot sound for Meteors. aardvark_free.zip meteors_free.zip showcase2_free.zip
  33. I would like to present my first program which I wrote using MadPascal. gr9Lab is an application designed for image processing on 8-bit Atari computer. The program is still under development but it contains almost all functionalities planned so far. I tested the application under Altirra and I cannot guarantee that it works on a real hardware. The current version should properly work with 64kB of memory. Below you can find the link to the YouTube video. It is possible to work with two images in GR9 mode with resolution of 80x192 pixels at the same time. The program has ability to process the whole images or within a selected rectangular area of interest (ROI). The program can be controlled by joystick or the keyboard: by pressing 1 and 2 keys you can switch the view between two images. by pressing Tab/Shift Tab keys you can go to the next/previous menu item or other GUI control. by pressing Return key you can activate highlighted menu item or other GUI control. by pressing Esc key you can go to the main menu. The list of features available in the current version contains as follows. gr9Lab menu New - clears content of the image. Load - loads image from a file in GR9 format (80x192 pixels). Save - saves image to file in GR9 format (80x192 pixels). Exit - closes the application. Copy - copies image content from the other one. Show/Hide selection - turns on/off selection (ROI). Process menu Flip horizontal - performs mirror of the image in horizontal direction. Flip vertical - performs mirror of the image in vertical direction. Rotate 180 - rotates the image by 180 degrees. Brightness/Contrast - adjusts brightness and contrast of the image. Histogram - calculates and shows a histogram of the image. Histogram equalize - performs histogram equalizaion on the image. Inverse - applies inversion of pixels intensity. Threshold - performs thresholding operation, pixels replaced by black if are darker than parameter or replaced by white otherwise. Add noise - applies random modification of pixels intensity. Filter menu Box filter - applies average filter of 3x3 pixels on the image. Gaussian blur - applies Gaussian blur filter of 3x3 pixels on the image. Sharpen - performes sharpening operation using filter of 3x3 pixels. Laplace edges - enhances edges on the image by Laplace filter of 3x3 pixels. Emboss - generates relief effect on the image by using filter of 3x3 pixels. Dilate filter - applies morphological dilate filter of 3x3 pixels on the image. Erode filter - applies morphological erode filter of 3x3 pixels on the image. Opening filter - applies morphological opening filter of 3x3 pixels on the image. Closing filter - applies morphological closing filter of 3x3 pixels on the image. Math menu Set - fill the image by a selected intensity. Add - increases pixels intensity by selected value. Subtract - decrease pixels intensity by selected value. Difference - calculates absolute difference between pixels intensity and selected value. Multiply - multiplies pixels intensity by selected value. Divide - divides pixels intensity by selected value. Log - calculates logarithm values from pixels intensity. Exp - calculates exponent values from pixels intensity. Sqr - calculates power of 2 from pixels intensity. Sqrt - calculates square root from pixels intensity. Not - calculates bitwise negation of pixels intensity. Or - calculates bitwise sum of pixels intensity and selected value. And - calculates bitwise product of pixels intensity and selected value. Xor - calculates bitwise exclusive disjunction of pixels intensity and selected value. Minimum - calulates minimum value from pixels intensity and selected value. Maximum - calulates maximum value from pixels intensity and selected value. Blender menu Add - calculates addition between corresponding pixels of two images. Subtract - calculates subraction between corresponding pixels of two images. Difference - calculates absolute difference between corresponding pixels of two images. Multiply - calculates multiplication between corresponding pixels of two images. Divide - calculates division between corresponding pixels of two images. Average - calculates average value between corresponding pixels of two images. Or - calculates bitwise sum between corresponding pixels of two images. And - calculates bitwise product between corresponding pixels of two images. Xor - calculates bitwise exclusive disjunction between corresponding pixels of two images. Minimum - calculates minimum from corresponding pixels of two images. Maximum - calculates maximum from corresponding pixels of two images. My plan for further improvements of the program contains at least the following items: using extended memory for storing more than 2 images. introduction of undo operation. improvements of load/save operations - better error handling, introduction of file explorer. showing the name of visible image and information if the image has been modified and is unsaved. introduction the screen with help and settings (I have some ideas for settings). support of Atari 800 (currently I have problem with proper keyboard handling by ReadKey function). solve a problem with computer crash after aplication is closed. You can download the disc image or standalone executable and play with the application freely. I would be grateful for your comments. gr9Lab_WIP1.atr gr9Lab_WIP1.xex
  34. 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
  35. I introduce The Lady, an ABBUC Software Contest 2020 game. I am happy to have partecipated in such an old competition organized by the club of which I am member. It's a simple game with very good graphics and tunes. The Lady (2020)(Philsan, TIX, Miker, Dmsc).xex Instructions A strong female gunsliger, known as the Lady, must fight and defeat three outlaws to survive. Press the right key before enemy shoots. Development Two years ago I noticed a nice C64 homebrew game called Tombstones (2017) by Megastyle (https://megastyle.itch.io/tombstones). I liked it and I tought I could do something similar. Atari 8-bit computers are 2.5 years older than C64 but nonetheless have some strenghts that I could have used, even considered the fact I am not a skilled coder. Thanks to 16 shades of one color graphics mode 9, I decided to make the game look like old black and white western films and I designed a smooth background. Taking advantage of A8 widescreen and overscan features, there's a "cinemascope" screen and duelist enter from sides. Atari sprites have a limited horizontal width but unlimited height. Therefore I asked @TIX if he could design tall characters. Konstantinos made ninety awesome 16x64 pixels 3 colors animation frames and smartly solved the problem of the deaths, not easy because of narrow sprites. Regarding music, I asked @miker to make Ennio Morricone's The Good, the Bad and the Ugly main theme (https://youtu.be/rblUfXTkSLs). He always wanted to do it for Atari and in fact the result is really good. Recently the Italian composer, one of the greatest and most influential film composers of all time, passed away and we would like to honor him. Michal made victory (Johnny Cash Ballad of a Teenage Queen) and death tunes too. The game was programmed with @dmsc's FastBasic. Not only Daniel made an awesome new language, but he helped me when I was stuck. Sprites were made with @playsoft Atari Player Editor and tunes were composed with Raster Music Tracker (RIP Radek Sterba). The game ajusts speed for PAL and NTSC machines. This was a relaxed project, without deadlines, started on February 2019. On May 2020 the game was nearly finished therefore I decided to enter ABBUC Software Contest 2020. The project would never have been possible without AtariAge 8-bit computers forum, thanks @Albert! The game will be available for free at the end of ABBUC Software Contest 2020 (November 14).
  36. A heads-up that I've been working with some of the MiSTer FPGA devs (Kitrinix and alanswx) on the 7800 core. Mainly I've been the 7800 programming answer-man, creator of various 7800 test programs, co-analyser of problem roms, and guy responsible for updates to the a78 header. I take no credit for any of the VHDL, nor the painstaking hardware analysis being done (but they are using 7800 logic diagrams directly provided to them by no other than Curt Vendel... that guy is still making an impact!) and frankly I'm awed by the level of skill and determination being displayed. It's my pleasure to say the in-progress 7800 core is now freakishly accurate, despite all of the torture tests I've thrown at it. This is not surprising in retrospect, given the attention to detail being thrown into this project. I know real 7800 consoles are getting expensive, especially in certain parts of the world where the 7800 didn't see wide release. A simple de10-nano and 32m memory card may be a good alternative very soon, and if you're interested in any of the other systems, it can be a cost-effective one. (the MiSTer wiki has a good overview, and details on what those other systems are) In case MiSTer FPGA somehow hasn't been on your radar, RMC has a decent intro video...
  37. Hi guys: I've been working on this a while. Some apologies: - I used fluorescent green filament (and white for the badge); it was one of the few filaments I hadn't opened yet and I wanted to use a brand new one. - Sorry about the color bleeds, blobs, and corner lifts. My old 3D printer just committed Hara-Kiri and I have a new one so I am learning the nuances of this one now. This case is smaller, fits with or without the RF shielding (I would suggest without when I print with clear filament), and the board sits flat (meaning the AtariVox will now fit without the need of an adapter/cable). The opening in the back is for the screw that holds the large heat sink on. Speaking of heat, I haven't tested how this will hold up when the 7800 gets warm. PLA filament was used. What do you think so far?
  38. New program for rendering Mandelbrot set named Fractari was released as part of FLOP 65: http://flop.atariportal.cz/index.en.php It uses scanline GFX mode to get 8 colors, and fast square algorithm for 16, 24 and 32 bits. It then selects the best variant based on zoom. The goal was to create the fastest possible Mandelbrot set generator. Included presets render from few minutes to 1 hour. The basic overview of the Mandelbrot set takes 24 seconds, with preview in Antic D mode. It renders the image in 4 phases, first phase only renders every 4th pixel. This gives you quick preview and you can continue zooming without waiting for the rest, and it's also used to estimate where more calculation is needed, and where the color of the other pixels can be just assumed. After the image is rendered, it allows relatively quick change of visualization parameters, things like palette and color scaling, without repeating the calculation. Other features include: - 3 different DMA modes for previewing the image, from fastest to best looking - preset locations to render nice images even if you can't navigate Mandelbrot set at all - party mode, which just goes through the presets one by one - and more ! I consider this as something of a version 1.0, and I already have tons of ideas for 2.0. Things like built-in help, animation using extended memory and disk operations. Please read detailed description in stand-alone article in FLOP 65. The program supports both PAL and NTSC, and while not tested, it should also work on better CPUs. Nice video about exploring Mandelbrot set, which actually inspired me to make this: https://www.youtube.com/watch?v=riLFpb-PcLs Few images from the program:
  39. As mentioned in the DragonKeep thread, smaller free releases is something I've wanted to get back to for a while, so here we are again. We're all still getting hammered in one way or another by COVID and all the other joys 2020 has wrought on the planet, so the sentiment stands that hopefully folks can have a few hours away from the real world with a new game and some fun. Announcing: BIOPEDE Flash this to your Skunkboard or copy to your JaguarGD cart to play. As usual the ROM is locked to these devices. Sorry, but we all know why and we all wish it was otherwise. Biopede_Skunk_GD_v4.rom Biopede_Skunk_GD_v4.mrq UPDATE: V4 (05/12/2020) "Press B to play" removed from options screen You can now take your score from the game over screen, level and mode are shown Score anti-farming in place on the Skeleton, Dragonfly and Mosquitto UPDATE: V3 (01/12/2020) Fixed a bug that caused Princess to block the Biopede Fixed a score but that crashed the game out after 65535 points (ironically because it sent the lives counter negative!) UPDATE: V2 Fixed a game over screen glitch if the game was started while the info screen with the sprites was displayed Biopede chunks that get turned to shrooms are worth 50pts if they are still there at the end of the level Changed the music replay rate from 16Khz to 24Khz (Yumm!) Added 4 new backdrops (More Yumm!) If the EEPROM becomes corrupted, hold 2+0 as the REBOOT logo fades in and it'll reset it A nicer MRQ with the BIOPEDE logo Based on the classic games "Centipede/Millipede" you must defend against waves of horrible Biopedes, Spiders, Butterflies, and the garden Skeleton (because every garden has a skeleton, ok?) - The beautiful princess will pop up if the shrooms start getting low in numbers. The music was created by Roald Strauss from https://indiegamemusic.com/ and is fully licensed for use. Logos: Sonik All other artwork for this was sourced from: https://opengameart.org Living Tissue: https://opengameart.org/content/living-tissue-background Grass Texture: https://opengameart.org/content/my-first-grass-texture Stone Hexagonal: https://opengameart.org/content/stone-hexagonal-background Backgrounds: https://opengameart.org/content/backgrounds-3 Shrooms: https://opengameart.org/content/micro-world-dlc-tileset Bullet: https://opengameart.org/content/lasers-and-beams Spider: https://opengameart.org/content/2d-spider-animated Princess: https://opengameart.org/content/miss-princess-animated-16x16 Cave: https://opengameart.org/content/fossil-cave Font: https://opengameart.org/content/bitmap-font-pack Skeleton: https://opengameart.org/content/tiny-16-expanded-character-sprites Butterfly: https://opengameart.org/content/butterfly I'd like to extend thanks and gratitude to the people of that site for giving their talents and time to the community. their talens! Change from Standard to Advanced on the options screen to add more enemies and other things into the game. There is a unique scoreboard for both modes. You can also change the controls to enable/disable inertia. Scores will be saved to EEPROM if available (Use the .MQR file for JagGD, or on a Skunkboard with a 2k EEPROM only - 128byte EEPROMs will not work) Many thanks to the testers, especially Sporadic and Saturn, for helping out with this one. ENJOY!
  40. 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 Hangman - Hangman Menu Championship Soccer - Championship Soccer Menu Outlaw - Outlaw Menu - START -
  41. 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
  42. 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
  43. While Kings of Edom is being beta tested, I started to experiment with ideas for the next Atari Jaguar game. Another genre that seems to be under-represented on the system is "Metroidvania" It's actually a platformer, with with adventure game elements, the name originates from 2 games, e.g. Metroid, and Castlevania. Metroid was a game for the NES which added adventure game elements to a platform game, and later games in the Castelvania series also adopted this approach. So if anyone would be interested in a game like this, perhaps this tech demo can become a real game? However, I realize already now that it will take a very long time to design the levels for a good game in this genre: Note that this game will in no way be related to the 2 games mentioned above, these were just used as examples to describe the genre. The same info is on Wikipedia
  44. Unfortunately there were not many RPGs for the Atari Jaguar (I am only aware about one e.g. Towers II) This is hopefully about to change in the future with the addition of this tile (current working tile: Kings of Edom) I am glad to announce a rouge-like RPG that I have been working sporadically between my other game releases. This will probably take a little bit more time to complete, as it turned out to be more complex to develop compared to my previous titles (available at: http://tjocktv.se/shop/) The levels are randomly generated every time you play a new game, so this will guarantee a good replay value for this game. You can always go back to a previous level (as long as you are still alive), all monsters defeated will stay defeated, and all items picked up will be gone. Note that currently there is no sound in the game, but you can see in the battle animations if an attack hits the opponent (e.g. if the hit animation is played). Far from all attacks are successful, this will be even more noticeable with the correct sound effects to be added. Also you can see at the bottom of the screen a message for each event that occurs in the game e.g. if an attack is successful, how much damage it did, what items you picked up etc.
  45. Hello, All my Jaguar games are now available as downloadable ROMs for a cheap price (compared to the original cartridge release price) So you can play my games on your soon to come Jaguar Game Drive Cartridge, or your skunkboard, or any other Jaguar flash cart. Escape 2042 a futuristic 2D platformer with 2 mini games https://orionsoft.itch.io/escape2042 Elansar my "myst like" point & click adventure game: https://orionsoft.itch.io/elansar Philia : the sequel to Elansar (Jaguar CD version only) https://orionsoft.itch.io/philia Alice's Mom's Rescue a cute 2D platformer https://orionsoft.itch.io/alicemomrescue And the Orion_'s Jaguar Collection with my 3D puzzle game Osmozys + some game prototype, available for free ! http://onorisoft.free.fr/retro.htm?jag/jag.htm Enjoy !
  46. I read a thread a while back about Space Invaders and was surprised that the Atari didn't really have a good conversion. Ataris attempts prioritized colour over accuracy, and the closest to a proper conversion was XXLs Apple Invaders which suffers from the stripes that are common on direct Apple ports along with a couple of other minor niggles. So I decided to give it a shot This is my first ever attempt at a game in assembler, so the code isn't the greatest but I've learned a lot in the process and if I were to do it again it would be better and easier (which is the main aim of this project anyway). The main game loop is called from FastBasic, and I'll probably code the intro screen in FB for simplicity. Here's a little video of current progress: Next task is the enemy missles (including mothership) then the game itself is pretty much complete and will just need all the boring stuff done I'm trying to make it as accurate as possible, using this page for info https://computerarcheology.com/Arcade/SpaceInvaders/ I also plan on adding a few little variations to make it a bit more interesting. Got a lot of work on over the next couple weeks so don't expect it too soon - this is a learning process, I'm no expert who can knock this game out in a day or two.
  47. BOOM!!! So proud and happy to finally be able to officially announce 3 more incredible sports partnerships, licenses and games coming exclusively to Intellivision Amico! Evel Knievel was one of my heroes growing up (of course I had the toy!!) and I've been a huge fan and supporter of MLB my entire life... so this is all yet another childhood dream come true for me! INTELLIVISION ENTERTAINMENT™ REVEALS EXCITING NEW LICENSES TO EXPAND ITS DIVERSE PORTFOLIO OF SPORTS THEMED VIDEO GAMES All-Star Licenses to Include Major League Baseball, Evel Knievel and The American Cornhole League Available Exclusively on Intellivision Amico™ IRVINE, Calif. – July 16, 2020 – Intellivision Entertainment LLC, the video game industry pioneer, announced today several of their latest licensing agreements, which focus on sports-themed games, include Major League Baseball, Evel Knievel, and the American Cornhole League. These partnerships bring additional highly-recognized brands to Intellivision Amico™ through a series of officially licensed games that are simple and fun for the whole family. “My early memories of playing the original Intellivision Major League Baseball game with my dad and brother helped inspire our vision to launch Amico,” said Intellivision CEO and President, Tommy Tallarico. “Looking to the future, Intellivision is proud to offer a wide breadth of content for everyone in the family to enjoy from favorite sports and recreational games to thrilling, daredevil action. We continue to diversify our portfolio and gameplay experiences for Amico.” Major League Baseball The licensing deal between MLB and Intellivision comes 41 years after the two groups launched their first partnership. That historic collaboration represented the first video game license with a professional sports league – a pioneering trend in the industry that Intellivision embraced across almost every sport. Unlike anything available at the time, Intellivision’s Major League Baseball™ game was the first home video game ever to feature spoken voice (e.g. “YER OUT!”). The original Major League Baseball is the best-selling Intellivision game of all time with approximately one in three Intellivision households owning the title. Bringing yet another first to the baseball video game industry, Intellivision’s MLB licensed game will introduce a competitive play option. This option will allow multiple players to join in the fun and set up head-to-head competition in different ways or all versus the computer. All 30 current MLB teams will be featured. “Baseball video games have brought family and friends together for more than 40 years. Our renewed partnership with Intellivision continues that tradition with simplicity and fun for the whole family,” said Senior Vice President, Games and VR, Jamie Leece. “We look forward to joining Intellivision with the shared mission of bringing family and friends together with the love of the game and passion for our sport.” Evel Knievel Paying homage to the Knievel legacy, Intellivision is working with the Evel Knievel Family and Barnstorm Games to bring an exciting multiplayer game to the Amico platform. The updated version of the Evel Knievel game will feature enhanced graphics, sound, and art, plus a variety of multiplayer options utilizing Amico’s unique controllers. In addition to new levels and gameplay features, more action such as the Skycycle X-2 rocket that was used in his infamous Snake River Canyon jump in 1974 will be added. "My dad was a larger than life character who was a hero and inspiration to millions of people,”’ said Kelly Knievel, son of Evel Knievel. “We are excited to work with Intellivision to keep his legacy alive, introduce his bold spirit to a new generation of fans, and take the thrill of the jump from the arena to the living room on Amico.” American Cornhole League Developed exclusively for the Amico system with some of the world’s greatest professional cornhole players, the American Cornhole League, which has been broadcasted on ESPN since 2016, is bringing America’s fastest-growing recreational sport into the living room. With the intention of providing a game for everyone in the family, regardless of skill level, users can utilize the unique Amico controller with touchscreen and motion controls. Gameplay is available in career, arcade, multiplayer, or free play mode and features over 100 unlockables, multiple challenges, skill levels and ways to play – no summer BBQ picnic required. “We are thrilled to work alongside Intellivision and some of the world’s greatest players and to bring cornhole to the Amico console,” said Stacey Moore, Commissioner and Founder of the American Cornhole League. “We cannot wait for people to experience throwing ACL virtual bags in the comfort of their own home.” Intellivision is currently working on many more exciting partnerships in preparation for the Amico system launch. For more information please visit www.IntellivisionAmico.com. ABOUT INTELLIVISION ENTERTAINMENT, LLC Over 40 years ago, the Intellivision home video game console pioneered the video game industry, establishing many industry firsts and capturing an unprecedented 20 percent market share at the time. Building upon its gaming legacy with support and expertise from industry veterans and superstars, Intellivision is back with the mission to bring people together by delivering simple, affordable, family-friendly entertainment. Intellivision will launch Amico, a unique video game system that’s redefining entertainment with family and friends. Amico will come with two easy-to-use color touchscreen controllers and is designed to be fun for all ages. With a broad variety of family-friendly games and a proprietary system that adapts gameplay for any skill level, players of all backgrounds can truly enjoy gaming together. More information can be found at www.IntellivisionAmico.com. ABOUT MAJOR LEAGUE BASEBALL Major League Baseball (MLB) is the most historic professional sports league in the United States and consists of 30 member clubs in the U.S. and Canada, representing the highest level of professional baseball. Major League Baseball is the best-attended sport in North America, and since 2004, MLB has enjoyed its best-attended seasons in the history of the game. Led by Commissioner Robert D. Manfred, Jr., MLB currently features record levels of labor peace, competitive balance and industry revenues, as well as the most comprehensive drug-testing program in American professional sports. MLB remains committed to making an impact in the communities of the U.S., Canada and throughout the world, perpetuating the sport’s larger role in society and permeating every facet of baseball’s business, marketing and community relations endeavors. With the continued success of MLB Network and MLB digital platforms, MLB continues to find innovative ways for its fans to enjoy America’s National Pastime and a truly global game. For more information on Major League Baseball, visit www.MLB.com. ABOUT EVEL KNIEVEL From his humble roots in the unlikely town of Butte, Montana, Evel Knievel rode his motorcycle and willpower to an unparalleled level of worldwide glory and fame. Knievel was the King of the Daredevils, The Last of the Gladiators, The Godfather of Extreme Sports, and was an American legend known as an unwavering optimist, a doer, and a go-getter. Knievel’s nationally televised motorcycle jumps, including his 1974 attempt to jump Snake River Canyon, represent four of the twenty most-watched stunts, including the number one spot, on ABC’s Wide World of Sports events in history list. His achievements and failures, including his record 35 broken bones, earned him several entries in the Guinness Book of World Records. Knievel was inducted into the Motorcycle Hall of Fame in 1999, securing his place in history as an enigmatic folk hero. More information can be found at www.evelknievel.com. ABOUT THE AMERICAN CORNHOLE LEAGUE The American Cornhole League (ACL), the originators of competitive cornhole, promotes and develops cornhole as a sport for any age and any skill level. With over 350 directors all around the country, the ACL has solidified themselves as the go-to resource for all things cornhole. The organization has established the rules and regulations to govern the sport around the world. The ACL's global headquarters are in Charlotte, North Carolina. For further information on the ACL or how to become a director, please visit the Company's website at iplaycornhole.com. # # #
  48. 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.
  49. Good ol' TIX and I have been secretly working on something VERY COOL for the Atari 8bit and Lynx. This game trailer is fresh-off the press. It's perhaps worth getting a little "hype" going, am I right? 😄
  50. Hi ! Here is a small video with part of gameplay from "They are many". Game is kind of real time strategy with gathering resources, building stuff, moving units around, and trying to resist incoming zombie attacks that grow in strength over time. I haven't managed to squeeze in every planed thing into it before deadline but I hope it's enough to show games such as this are totally possible on A8. We need more games like this imho. Coderz please consider building much more complex worlds and game mechanics. Cheers ! PopMilo ps. There's only one sfx (shoot) in game, so please put on some atmospheric music in your room before playing the game
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