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  1. After more than 2 decades of inactivity we're back and we proudly present our new game: Final Assault It's a FPS for 8bit Atari computers with 64KB Ram, works on PAL and NTSC systems Story: You are enhanced human super-soldier, serving under Central Command of United Humanity Armed Forces, fighting against the A.I. onslaught. Your job is to infiltrate an old research facility and search for the KEY, a chip serving as a safeguard against A.I. running amok that could help win the war. Features: -raycaster engine running at 25 - 30 FPS -animated textures -simple lighting system -some walls can be destroyed -automap Screens: Controls: Some more screenshots, (very)short vids and Download: https://atari8.dev/final_assault/ Have fun, Globe/GMG
  2. Season's greetings, fans of the ColecoVision persuasion! Aside from wishing you Happy Holidays, I don't have much more to say today, aside from mentioning that the usual New Year's News Bulletin is coming one week from now. So I'll just post these ROMs of the Mystery Man Collection below and let you download them at your convenience. This concludes this (very short) Team Pixelboy news bulletin. We now return you to your regular forum activities. gp_world_cv.rom mikie_cv.rom monaco_gp_cv.rom nsub_cv.rom sega_flipper_cv.rom sindbad_mystery_cv.rom star_jacker_cv.rom zaxxon_II_cv.rom zoom_909_cv.rom
  3. I have removed the Amico forum. A new Amico forum will return if and when the Amico is actually released and starts arriving in customers' hands. I had already considered removing the forum for various reasons, but Tommy's two posts tonight just cemented the decision, not only because he made these posts to promote his Facebook group, but also stating, "no ding-a-lings allowed" ("ding-a-ling" being a "nicer" way of saying "dicks"). While stating in one of the posts, "it's best to try and keep the drama out of Atari Age". 🤦‍♂️ And this after he previously proclaimed (not publicly) he would no longer be posting on AtariAge, which I was perfectly fine with. Well, there won't be any more drama about the Amico on AtariAge for the time being, so he was right about that. ..Al
  4. Version 4.00 of my emulator Altirra is out at the usual place: https://www.virtualdub.org/altirra.html As usual, thanks to everyone who tried the releases or just chimed in on just about anything during the 4.00-test series. Never thought I'd been working on it this long, but here's the highlights (it's been about a year since 3.90): Tape: New turbo support, tape editor, and support for loading raw tapes directly from .flac files. Disk: Atari 815 emulation, 8" disk geometry support, Disk Explorer can now access files in Indus CP/M images, many full disk drive emulation fixes. Display: Palette solver, monochrome mode, HDR display support, ANTIC fixes. Sound: Improved audio filtering, automatic output switching when using WASAPI output, POKEY fixes. Input: Preset template generator for making input maps, low-latency paddle option, retuned trackball speeds, 5200 fixes. Devices: Percom AT88-SPD, SIDE 3, 1090 80-column board, Bit 3, virtual FAT16/FAT32/SDFS hard disk; modem, XEP80 and Rapidus fixes. UI: Improved dark mode theme support. Debugger: Memory window upgraded with variable width, type, and graphics decoding support; improved speed, more banked cartridge debugging support, improved 65C816 native mode support, more timestamped logging options, and more verifier options. As usual, 4.00 final is essentially the same as 4.00-test43, except for version number changes and using the release check-update channel. (Previous thread for 3.90/4.00-test) Note that starting with 4.00, Altirra requires at least Windows 7. For Windows XP and Vista users, there is also a 3.91 maintenance release at the above link, which contains backported changes from 4.00 of critical bug fixes and the latest version of AltirraOS. And, per tradition, starting off the 4.10-test series: https://www.virtualdub.org/beta/Altirra-4.10-test1.zip https://www.virtualdub.org/beta/Altirra-4.10-test1-src.7z The device tree now better preserves selection when adding or removing devices. AltirraOS updated to 3.32 with fixes for a couple of compatibility issues with the math pack, so B-Graph and House of Usher now work. Fixes to the docking UI to reduce glitching when switching layouts or toggling full screen mode, due to panes becoming visible too soon and drawing in weird places before being moved to their final location. Fixed a few timing bugs in the standard disk emulator. 810s now produce the head bump sound, the timeout was too short for Record Not Found (RNF) errors, and with long retries the idle timeout was sometimes kicking in too soon. Happy 810 and 1050 now have retuned receive rates. The standard disk emulator now attempts to emulate track buffering for the Happy 810, 1050, and Speedy 1050 profiles, where the drive will burst transmit sectors from memory after reading in new tracks. This makes timing closer to the default modes for those drives. The Happy 1050 commands for toggling track buffering are now also support.
  5. With Gravitic Mines completed, we haven't been sitting around partying all day. Here's a peek into what Reboot-Games has been working on. Once more unto the breach, dear friends...... This is a tech demonstation of WIP on an upcoming Reboot release tentatively called "Jumping At Shadows". We are a long way from the finish line, but things are progressing smoothly. Featuring: - Fluid 60fps (Reboot accepts no less!) - Fullscreen 3 layer parallax scrolling - CRY lighting and transparency effects - Story line by Andrew Rosa - Lots and lots of animation! Code: Lawrence Staveley Sound Engine: LightSpeedPlayer (Arnaud Carre) / Jag Version (ericde45) Artwork: Ander Lex & Szadi Art Music: Roald Strauss We are once again aiming for full commercial quality as we did with Gravitic Mines, and will have a downloadable demo with a few levels once things move forward enough to have something that will represent the final version. We'll post updates here as and when... not setting a timetable.. not setting any expectations... we're just making games and having fun. Join us for the ride!
  6. So here's something quite cool. I've been very lucky in the past by actually having the arcade authors help me out with both Frenzy and Space Duel. In the same spirit, I had contacted Eugene Jarvis a few weeks ago and hoped that he would respond. Now I've actually heard back from him, and aside from passing to me some of his source code, I have a phone meeting with him tomorrow to go over some of the issues that I am having with porting this game to the 7800. Again, I will say, I am very lucky. This is awesome!
  7. Thanks to ZeroPage Homebrew interview, Matt Smith @mksmith revealed that he's working on a conversion from C64 to Atari 7800 of Ghost's 'n Goblins (2015 version). Latest wip file (it is even possible to test it online) Awesome! Matt is working on the conversion of Night Knight from MSX too! Thank you very much!
  8. Announcing - Hammer of the Gods! Features: - Up to 3 layers of high color parallax scrolling backgrounds - Transparent shadows, lightening effects in CRY color mode - Large sprites - Individual palette fades per game character Credits: Programming: @phoboz Art, Music & SFX: @Eternal-Krauser You judge yourselves which genere this game belongs to?
  9. Keystone Kapers Keystone Kapers is my take on a port of the classic 2600/5200 game by Garry Kitchen. Keystone Kapers is one of my all time favourite Atari 2600 games! This adaptation for the 7800 is based on the 2600, 5200 and C64 versions and takes elements from all three versions. It's the first proper port I've attempted and I hope folks enjoy giving it a test run Objective Hoodlum Harry & his gang of krooks have broken out of jail and are looting Southwick's Emporium. Your job is to avoid the boobytraps and obstacles and apprehend the fleeing felons! There are additional on-ROM instructions accessible from the title page. Controls Left & Right - move left and right. Up - enter the elevator. Down - Duck or leave the elevator. Fire - Jump. On the title screen Up + Down to select level (1-10). SELECT - flips the music mode between A & B. Fire 1 - Start game. Fire 2 - Instructions. Scoring Catching the krook awards 1,000 points + a bonus based on your remaining time X your merit bonus. Points are also scored for collecting bags of money and cases of gold and jewels. Extra lives are awarded every 10,000 points, to a maximum of 5 Hitting an obstacle costs 9 seconds. hitting a bi-plane costs 1 life. Demo Keystone Kapers is a 128k + 16k RAM NTSC only binary. (Sorry PAL owners, a PAL version will follow). The demo allows play upto and including level 10. There are three binaries attached : The regular version : This should work on Dragonfly for real hardware, 7800 MiSTer core, A7800. Keystone_Kapers_demo_1b.a78 The Concerto version should work correctly on Concerto carts but I can't test as I do not have a Concerto. Please let me know if this one has issues. Keystone_Kapers_demo_1b_CONCERTO.a78 The BUP version works with BUP System but has the hiscore table functionality disabled to prevent crashes. Keystone_Kapers_demo_1b_BUP.a78 Does not work correctly on JS7800 or Prosystem emulators (display glitches on some graphics). Works fine with Argon emulator. The demo supports POKEY for music and SaveKey/Atari Vox / HSC for hiscore saving. Keystone Kapers is Couch Compliant! This is a work in progress but it quite far along towards being complete. There are a few little glitches that need to be ironed out like being able to jump through the escalators if you hit the sweetspot, some krook logic needs adding, a couple of missing money bags and of course the additional levels beyond 10. I would very much appreciate any feedback or comments (or bug reports!) I hope you folks enjoy the demo! Credits I want to say a big thanks to @Synthpopalooza for two fantastic POKEY tunes and also to @mksmith for helping get them into the POKEY player. Thanks chaps! Thanks to @ZeroPage Homebrew for showing the demo on the stream, and Tanya for her BOSS playthrough. Last but by no means least, @-^CrossBow^- @sramirez2008 @Trebor . These guys murder and torture every major build to hunt out and identify quirks, glitches and bugs and provide invaluable feedback, suggestions and bug reports. Updates : Version 1b : some additional palette adjustments and a bug fix for the missing footstep sound. Keystone_Kapers_demo_1b_CONCERTO.a78 Keystone_Kapers_demo_1b.a78 Keystone_Kapers_demo_1b.a78
  10. Hello everybody, Just a pic to show you our progress on our new controller. Do you like it? edit 05/11/2022 The controller is compatible with inty 1 and 2. The price of the controller will be around 55€. For this price you'll have a box, a manual with a making-of, the controller, various circles/D-pad, an adapter. This controller doesn't need any soldering. If there are enough orders (30 minimum) we will produce a left-handed version. You can tell us if you want this controller and how many copies you want. You'll be on a reservation list. For the moment you can ask for as many copies as you want, but you'll only receive 2 copies for the first batch. We can ship only 30 copies in the first batch. It'll be available before the summer vacations. The following list is not complete. Don't worry if you are not listed, we will add you soon. THE LIST IS COMPLETE UNTIL POST #444 (07/04/22)
  11. RASTER Music Tracker RMT is now open source! https://github.com/VinsCool/RASTER-Music-Tracker Contributions are welcome! For new release starting from v1.34.00: https://github.com/VinsCool/RASTER-Music-Tracker/releases Old opening post:
  12. as demo sceners we always want that general public sees our coding as art... and art in terms of graphics, music and style... and sometimes art has to be political... so... here is my #standwithukriane Atari intro I have coded in just few hours to get those feelings inside out... music was composed by Maze thanks! As usual... my personal political demos are not published under Desire... Heaven PS: if Albert wants to remove it... fair enough... standwithukraine_packed.zip
  13. darryl1970

    Pengo

    It's Pengo! Here's a demo of Pengo. I hope you enjoy. The full version has Novice, Arcade, and Expert difficulty levels. Each difficulty has its own high score board, when used with a high score save device. (One combined scoreboard when no device is present) Difficulty Levels: (Demo does not have multiple difficulty levels.) Novice: # of Pengos = 5; Extra Pengo = 30,000; Snow-bees start off at very slow speed Arcade: # of Pengos = 3; Extra Pengo = 30,000; Snow-bees start off at standard pace. Average intelligence. Expert: # of Pengos = 3; Extra Pengo = 50,000; Fast snow-bees Demo: # of Pengos = 2; Extra Pengo = 30,000; Arcade difficulty; # Of Playable Levels = 4 I tried to take the best of the arcade and 5200 versions, to make what I feel to be the most balanced conversion. I feel that the arcade can be brutally unfair. The arcade collision heavily favors the snow-bees. It is easier to miss with an ice block, especially on higher levels. Also, the wall stun is delayed in the arcade version. If Pengo stuns a snow-bee that is next to him, the arcade snow-bee will slide into Pengo, kill Pengo, and then it will be stunned. Pengo is momentarily unable to move after pushing or crushing an ice block. My version has a slightly lesser delay after Pengo pushes a block or crushes an ice block. The arcade delay seems to get longer as the snow-bees get insanely fast. It makes the game feel impossible at times. I think the game is difficult enough already. If Arcade Mode is too easy on this version, Expert more than makes up for it. I have not yet decided what to do about the rounds. The arcade game has 16 rounds. The arcade game becomes almost impossible after round 14. It becomes harder to hit the snow-bees with the ice, they crush the ice before the player can push a cube, and they are much faster than Pengo. After round 16, the game loops to level 1, and the difficulty is back to level 1 difficulty. I believe this is because the game is so difficult and cheap at that point, the programmers never expected anybody to get that far. I currently allow the game rounds to continue on indefinitely. I kind of like it this way. The game has 12 different intermissions. The last two intermissions alternate after level 12. Unlike the arcade game, this version does not reset to level 1 after level 16. Update 11/13/2021 Fixed issue where sno-bees travel through star blocks and blocks with eggs hidden inside. I wasn't going to change this, because it can happen in the arcade. I still allow it at level reset, if a sno-bee is trapped in its corner. Fixed issue with sno-bee randomness. This makes the sno-bees a little less predictable. It's been broken for a while. "Pento" can no longer hide on the other side of a star block when all of the sno-bees are on the same vertical or horizontal path. Updated the banner to match the arcade bootleg, "Penta". More TIA harmonies & updated Pokey alternate tune. Other sound tweaks. Minor cosmetic changes PentaDEMO(11-13-2021-AM).a78 PentaBUP(11-13-2021-AM).a78 Update 11/06/2021 - Many updates Refined controls. Smoother navigation. Button action now mimics the arcade, so it can not be held down indefinitely. Credits screen has been added Snow-bees hatch faster Tighter snow-block collision. (Almost too easy now!) Intermission penguins walk from off-screen now. Music is sync'd to where it plays the full tune after level 6. The arcade ALWAYS cuts the tune off. (The intermission can be skipped with the joystick button once the penguins are half-way across the screen.) Additional level layouts: 16 regular and 2 hidden (ZPH & Blob mode) Minor cosmetic changes The most noticeable updates: Refinements to POKEY music. Thanks again @playsoft for the engine and Popcorn POKEY. Intermission has dedicated POKEY music @Pat Brady Brady updated and refined the TIA Engine, adding dedicated harmonies. He reworked the TIA tunes (LEFT DIFFICULTY selects POKEY/TIA) I have no issues with my versa-cart or Dragonfly. POKEY sound is fixed on Concerto (At least is works on my cart). TIA sound also works on Concerto. I did have one issue where the game would crash when I tried to start the game. I erased the game off of my card and recopied it to the card. It has been running on my Concerto for 3 hours now in invincible mode. It's now up to level 80, since the snow-bees forfeit after 2 minutes of inactivity. Half has been in POKEY mode, and half in TIA. PengoDemo(11-06-2021).a78 PengoBUP(11-06-2021).a78 Update 10/23/2021 - Alternating BG tunes; Updated TIA Popcorn This version alternates the background tunes per-round. I start with the Popcorn tune, since that appears to be the original tune used. This also includes an updated Popcorn tune for TIA A new cheat code has been added. This one can be accessed inthe demo: At the title screen: {right, right, right, left, left, left} toggles the ability to force the background tune. This just unlocks and locks the right difficulty switch, to be used as the versions prior to the alternating tune. Tighened up the collision when an iceblock catches a snow-bee Added a sfx when a snow-bee is crushed PengoDemo(10-23-2021-AM).a78 PengoBUP(10-23-2021-AM).a78 Update 10/22/2021 - TIA Popcorn, for those without POKEY. Sorry for the quick post, but this may be the last for a while. A lot came together, and I think I am winding down to more of a maintenance mode, unless I decide to alternate the background tunes. This contains general clean up in sound. Key Pokey harmonies from a table. PengoDemo(10-22-2021-MD).a78 PengoBUP(10-22-2021-MD).a78 *** Bonus: There are 6 hidden modes that are unlockable in the full version. I compiled a couple into a demo. Pengo doesn't lose any lives, but the demo is only limited to a number of level clears. Blob Mode (Used to test the Blobs. After being on a level for two-minutes, this mode is activated in regular play.) - PengoBlobDemo(10-22-2021).a78 ZPH @ZeroPage Homebrew Mode (Every other board is the ZPH level) - PengZPHDemo(10-22-2021).a78 Update 10/21/2021 - Popcorn added for POKEY sound. LeftDiff = POKEY On/Off; RightDiff = Alternative/Popcorn PengoDemo(10-21-2021-PM).a78 PengoBUP(10-21-2021-PM).a78 Update 10/16/2021 - High Score saves (To clear corrupted high scores, hold RESET & SELECT on options screen.) The previous demo skipped the high score entry screen. This is fixed, and music is added. PengoDemo(10-16-2021-AM).a78 BUP does not support high scores. PengoBUP(10-16-2021-AM).a78 Update: 10/13/2021 PengoDemo(10-12-2021-PM).a78 PengoBUPDemo(10-12-2021).a78 First Public Demo - 10/08/2021 PengoDemo(10-08-2021-PM).a78
  14. The project is finally coming to an end... Safe to say everyone involved is fed up with it 😏 The binaries will be released on october 12th(ish?) In the meantime here's a comprehensive video (hosted on @VinsCool's YT channel, thanks much for the help!!). It contains spoilers regarding new content, although if you've been following the project there isn't that much new (but there is). So I'm posting the link but advising you not to watch !
  15. Time to publish some details about my entry in this year "Abbuc Software contest 2021." Logic/arcade game inspired by an old arcade game called "Block Hole" ("Quarth" in Japan). Game was later ported to some consoles like Nes, Gameboy and unofficial releases exist for MSX and Colorcomputer. Since the first time I've played this in local arcade back in 90s I was puzzled by "find the largest rectangle algorithm". So when I got back into coding on Atari in early 2000s I thought A8 deserves a version of its own Years passed as I've coded initial block drawing routine, procedural generated levels, and tested couple approaches to make this recognition routine working. Let's just say they all failed So this year when time came to choose something to code for Abbuc compo, I knew there wasn't going to be lot of time during summer, so said to myself - it's now or never I'm proud to present this labour of love and many sleepless nights as I tried to make this work... Algorithm started working only maybe a week before deadline, so rest of time was spent making it look pretty, adding proper game maps and adding sound fx and adjusting it all to make it have that arcade feel, make player want more, and make dying fair, so you always get back for more. I've also tried adding music couple hours before deadline, but that didn't work as I planned so expect proper title tune to be added after compo is over and I can release updated version. Hope you like it. ps .I'll release source code after compo is done of course pps. If you find any bugs while playing the game, please let me know so it can be fixed in updated versions. Big thanks to the entire Atari community ! Cheers! Vladimir
  16. The first reasonably stable and functional version of a new editor for Atari hardware sprites called SprEd has just been released. The editor runs in a web browser. Tested on Chrome, Firefox and Edge. Its interface is inspired by "Atari Player Editor" by playsoft, which was written in flash and today it's troublesome to run it. I also added some new features to my editor and added the ability to edit in "square pixel" mode, which I missed in APL. List of Current Features: - editing and animating tri-colour sprites (overlaped) - maximum sprite height 128 - maximum number of animation frames 256 - basic editing functions: move, H/V flip, vertical scaling, copy, paste - PAL/NTSC palettes - pixel aspect ratio selectable - keyboard shortcuts - loading *.apl, *.spr files - data export SprEd is able to export data for many popular programming languages and is able to save in native .spr format. It also reads playsoft editor files in *.apl format. I'm attaching some example graphics files in spr format. You can easily load them by dragging the *.spr file to the editor window. phone.sprbigslime.sprflob.sprbigwheel.sprbat.sprdropsplash.sprfire.sprmouse.sprportal.sprvalve.sprvial.spr List of keyboard shortcuts is located under the Help button - it's worth to have a look. Editor is located here: https://bocianu.gitlab.io/spred/ Feel free to try it out. If you have an idea for exporting to some more useful format - let me know, I will be happy to add the necessary template.
  17. Hi guys: For those of you that don't know, I have re-started porting 'Defender' to the 7800. I started from scratch as I wanted to use 320B mode and I had an idea for the terrain (use 320A mode for that). However, I'm finding that I'm having issues with the scanner area: As you can see, I have a 16x4 tile grid, which works out to be 64x30 pixels. (The bottom two scan lines are the scanner box itself). When I did this the first time, I blocked out an area of (added) memory, made the DL point to that area of RAM and just updated it each frame. This time, I would really like to not use expanded memory (I want to see if I can do this within the limits of the vanilla console). I tried using DL entries for each of the 'dots', but because of the character modes used (score, ships in reserve, etc) I can only get 4 sprite DLs in the zone before I run out of Maria cycles. Flickering at 30Hz is not out of the question, but even then I'll only get 8. I won't go more than 30Hz as then it gets bad. I know Atari has done this with Defender and Defender II on the 2600 (with Defender II only adding 128 more bytes of memory), so there has to be some sort of trick of doing this without using much memory. (I would try and read the Defender II code but there is no disassembly of it that I know of). Does anyone have any ideas? Thanks, Bob
  18. Unexpectedly today the results of the ABBUC 2021 competition were announced. So I can share my game, which took 1st place. The game requires an Atari with 64K RAM and a PAL system. gacek.xex
  19. Polishing off some work from the starfield thread: 2600 Cosmic Ark, ported to the 8-bit. Controls: Joystick 1 for main control, along with joystick 2 if a 2P game is active. 1 toggles left difficulty (side fins), 2 toggles right difficulty (2P assignments). Select to choose game, Start to begin/restart. The starfield is updated from the version in that thread -- it now uses horizontal scrolling to avoid having to bitshift the writes into the playfield buffers, which in turn allows for player replication without overlapping. A few of the buffers have also had pixels doubled up to emulate the twinkling. The double-pixel and replication patterns are similar but not exact to the original, which is hard to implement precisely. Colors in Cosmic Ark are on the bright side, and in particular meteors are a bit more blue than you will see with typical 8-bit emulator palettes due to color clamping. In Altirra, you will see better colors if you either turn down the intensity scale on the palette and turn up the monitor brightness, or enable HDR if you have a capable setup. But then again, if you have time to stare at the meteors, you're either playing it wrong or too good at it. The audio driver is slightly updated, it needed a fix for 4-bit poly sounds ($1x) to force a cycle period with an offset of 1 mod 15. Code is somewhat bloated because I had to unroll a bunch of P/M graphics loops in order to fit in VBI time and Cosmic Ark uses some rather tall animated graphics -- the planetary defenses and the tractor beam can both be about 40% of the screen height. Also, several of the objects can be vertically clipped, which also complicates P/M updates. Probably could go a lot faster, but I was happy enough just to get it to fit within NTSC time (PAL of course has loads of extra VBI time). This is a port of the NTSC version and is intended to run at NTSC speed. I experimented with PAL speed correction, but Cosmic Ark is already known for shots tunneling through meteors at higher levels and doubling up the VBI made this much worse, in addition to making some motion jerky. Additionally, while meteors and the shuttleship have fractional accumulators driving them, other motion like the beasties don't. So, 50Hz adaptation is left as an exercise to the reader. Happy holidays, everyone. cosmic-1.0.zip
  20. Hi everyone, I used to program on the Atari computers when I was a kid, I used BASIC back in the day but of course found it extremely limited. Recently, I wanted to revisit the Atari and decided to learn 6502 assembler. To help learn, I decided to build a game. I'd like to share it with everyone here and see what you think. I've attached the game (dungeoneer.xex) to this post. You can find all the source code here as well if you're interested in how it was done: https://github.com/godlikemouse/atari-1200xl-asm I'd also like to give a big shout out to Ed Salisbury who put together a YouTube channel that initially helped me get started. You can learn more about that here: http://youtube.com/MissionEdPossible Thanks and enjoy! dungeoneer.xex
  21. Ok.. since TIX's not posting it... Get it from the first post!!
  22. Well, you're going to have to wait a few more days due to more small fixes going in 😃 New release date: 24th of october 2021 Updated video with new sparkling content: (Thanks VinsCool!)
  23. maybe juuuust maybe, there will be a new disk episode of Dimo's Quest. So this will be the third kingdom of the five cartridge kingdoms... Dimo's underworld (early preview)
  24. Hi all! Yesterday, I was reading a great article by Benj Edwards about GORILLA.BAS at https://www.howtogeek.com/779956/gorilla.bas-how-to-play-the-secret-ms-dos-game-from-your-childhood/ And I felt really inspired to port it to Intellivision using IntyBASIC. I started late in the night 9:30pm, and coded till 1am, then today woke up at 7am and keep coding until it was finished by 10am. I think it resulted really good! Some things needed to be changed, the graphics and screen arrangement needed a complete rethinking, I could adapt the music and effects very nicely, and of course the floating-point equation for banana throwing (it depends on a lot of precision by using multiplications), so I've made it to be accumulative using fixed-point numbers with very little precision, yet it works great! Find attached the source code and playable ROM for the game. Enjoy it! gorillas.rom gorillas.bas
  25. I am pleased to announce that, after laying dormant in a scrap book for more than three decades, the original idea for my third game in the Digger Dan Trilogy -- Return of the Fungi -- has been dusted off, developed, and has now been released as an Atari 800 48K binary (.xex). You can download the game as part of a Bundle that includes all three games (Diamonds, and Dan Strikes Back being the other two), in addition to full documentation for all three games that you can load into your web browser. The bundle is being hosted by RetroUnite here: After 35 years, Return of the Fungi finally completes the Digger Dan trilogy
  26. A.R.T.I. (Archaeological Rescue Team International) A.R.T.I. is my take on a port of the classic 2600/C64/A8 game H.E.R.O. by Jon Van Ryzin. H.E.R.O. along side Keystone Kapers was another of my favourite 2600 titles. This adaptation for the 7800 is based on the 2600, 5200 and C64 versions and closely follows the level layout of all three, with the plan being to add extra levels beyond the originals. Objective You are Arty's new apprentice. A bunch of explorers and adventurers have got themselves lost in South America and you need to go and rescue them. There are additional on-ROM instructions accessible from the title page. Controls Left & Right - run / fly left and right. Up - enter activate the Gyrocopter backpack Fire 1- Laser Fire 2- Dynamite Scoring Rescuing a lost explorer or adventurer will earn you 1,000 points. Destroying a wall is worth 75 points Killing any critters or beasties is worth 50 points Bonus points are awarded for each stick of dynamite remaining and for remaining power, when making a rescue. An extra life is awarded at 20,000 points Demo A demo will be available soon! Plans All original version screens 50 or so Additional screens (extra levels) Themed rescue zones. SaveKey + AtariVox support for hiscore saving. POKEY musical score. Credits & Thanks @sramirez2008 @-^CrossBow^- @Trebor for their testing and feedback - fantastic as always! @RevEng for help with compression and answering my never ending stream of questions! @ZeroPage Homebrew for showing the demo on the stream Media https://www.twitch.tv/videos/1477067248 .
  27. I always loved the arcade game Karnov and felt the 7800 could do it justice. So, just for giggles I started throwing together some graphics and code to see what I could come up with. I don't know if this will go anywhere as I am still learning 7800 Basic and the intricacies of the 7800, but it started out better than expected. I can already see some major improvements that I could make, especially using 320A mode for the text - especially where the screen splits at the bottom of the main playfield. The text and the icons could be monochromatic high-res icons and would work much better.
  28. New version! I honestly haven't tested it much but hopefully it'll be alright. There are plans for another potential release with stuff that'll remain undisclosed for now 🤐
  29. Seems I am not charging nearly enough for boxed games.. ..Al
  30. It's time for a new release of Stella. Now available is version 6.7, with some nice new features. Please test to make sure everything is working, as this was a long release cycle (real life issues getting in the way), and we didn't get a lot of feedback. Thanks again to the other members of the Stella team, @Thomas Jentzsch and @DirtyHairy for their work on this. Changelog as follows: * IMPORTANT NOTES: - Because of fixes to JSON handling, all remappings will be reset to defaults; if you had custom mappings, they will need to be re-entered again. - Because of internal changes, all state files are now invalid. * Completely reworked the file launcher: - Redesigned user interface - Added tracking of user favorites, recently played and most popular games - Added virtual directories for selecting tracked games - Added quick path navigation - Added navigation history - Added icons for files and directories - Added option to show/hide file extensions - Extended context menu and shortcuts - Fixed sluggish behaviour when reading large and/or invalid files * Added hotkey display to tooltips. * Added option to automatically pause emulation when focus is lost. * Added option to toggle autofire mode. * Improved controller mappings for Paddles. * Improved controller mappings for Driving controllers. * Improved Mindlink support. * Added another oddball TIA glitch option for score mode color. * Enhanced TV jitter emulation. * Enhanced support for CDFJ+ bankswitching type. * Added 0FA0 bankswitching for Fotomania ROMs. * Added ARM chip auto detection. * Extended support for older BUS (experimental) ROMs that worked with an older, obsolete version of the BUS scheme; special thanks to SpiceWare for the code. * Fixed Stella crash due to invalid ZIP files. * Fixed TV mode auto detection in some ARM ROMs. * Fixed color loss when switching TV mode from/to PAL. * Fixed score mode glitch emulation corner case. * Fixed state messages staying on screen forever. * Added M1 support for the macOS build. * Debugger improvements: - added PlusROM information - fixed patching code in ZP-RAM - improved bank origin detection * Updated internal ROM properties database to ROM-Hunter version 17 (thanks go to RomHunter for his tireless research in this area). Related to this, updated the snapshot collection. As usual, Stella can be downloaded at https://stella-emu.github.io/downloads.html, and donations can be made at https://stella-emu.github.io/donations.html. Feedback and bug reports can be made in this thread, or preferably by creating a Github issue at https://github.com/stella-emu/stella/issues. Our Future Now, on to a more serious issue. The Stella team is evaluating our involvement with the project. As a result, we intend to take an extended break, probably for the rest of this year, but possibly longer. Stella has come a long, long way over the past 20+ years, with many, many hours invested (especially by myself, but also recently by Christian and Thomas). At this point, we are basically demotivated by the lack of feedback of the past several releases. It seems like interest is moving to other projects, so we will take a break. We may provide less support during the break. We want to thank people who were supporting us (e.g. Stellathon, helping with bugs or coding, donations, etc). Finally, note that the source code is available, in case someone else wants to step in and start contributing. Thanks for the support. Hopefully we will be back soon. The Stella Team Stephen Anthony @stephena Christian Speckner @DirtyHairy Thomas Jentzsch @Thomas Jentzsch
  31. Fallen Kingdom 2nd place at ABBUC Software Contest 2021 Download (v1.1): http://matosimi.websupport.sk/atari/fallen-kingdom/ Changelist compared to ABBUC version: - fixed some glitches - added keyboard controls (WASD / arrows) - added couple new levels - added ending screen
  32. Finally got some time this weekend to finish the preview for 128KB raycaster engine. features: -resolution: 80x48 -fish eye correction -proper wall slice scaling -fully adjustable controls -reworked weapons with (very) short animations 1. pick one of control presets or define custom controls 2. press ESC for 'game' (there's no game yet but you can walk around, switch weapons and shoot) 3. press START+SELECT+OPTION to switch between 'full' pixels and 'every other line is black' mode (there's roughly +5 fps gain with the later) 4. press START+SELECT+OPTION+some key to get back to Controls setup screen This is early work in progress so a lot of stuff just isn't there yet. It's both a preview and new controls test so if you find something not working properly as far as controls are concerned let me know. One feature that is missing is Settings screen so for now the fast turning has fixed speed, but in later versions it will be user-adjustable, also it will be possible to set fast turning as default. Other features in Setting screen will include weapon bobbing toggle, cross hair toggle, floor/ceiling presets + customization and more. Globe/GMG ps: It's probably clear from the title but the .XEX will only work on Atari 130XE and compatible with 128KB RAM or more. eng128 v16.xex
  33. I am pleased to announce start of development for a new action RPG: Game name: Shadow Kingdom Credits: Game design: @phoboz Graphics: KarlisZabers Music & SFX: @Eternal-Krauser Story: @Arcadia
  34. Welcome to W O R D L E for the Atari 7800! Concept by Josh Wardle THIS RELEASE IS FREE TO THE COMMUNITY AND IS NOT TO BE COMMERCIALLY SOLD FOR PROFIT About Guess the WORDLE in 6 tries. Each guess must be a valid 5 letter word. Hit the enter button to submit. After each guess, the color of the tiles will change to show how close your guess was to the word. The game contains the 2,315 wordles! and the 10,657 allowed entry dictionaries from the original. PLAY ONLINE (thanks raz0red!) Playing the game Using the joystick, paddles or keypad move the cursor to select a letter from the on-screen keyboard and press the left fire button to add your letter to the active word. Once you have entered 5 letters select the Tick function from the keyboard and press the left fire button to validate. To remove a letter select the Del function from the on-screen keyboard and press the left fire button or press the right fire button. Note: The on-screen keyboard keeps track of letters in the correct spot (green), incorrect spot (brown) and not in the wordle (gray) Features Statistics summary Hard mode, show wordle (for uncompleted game) or any word entries (in settings) SaveKey/AtariVox/High Score Cart support to store statistics Multiple controller support joystick, paddles and keypad Controls To change the available controls, on the Title screen press the Select button to cycle through the available options: Joystick (left) Paddles (left) Keypad (left) - 2 (up), 8 (down), 4 (left), 6 (right), hash (button 1), star (button 2) Joystick (left)/Paddles (right) Joystick (left)/Keypad (right) These options will still allow SaveKey/AtariVox/High Score Cart users to store their data. Feedback If you have any suggestions or feedback please raise them below! Thanks As always thanks to Mike @RevEng for the dictionary randomiser selection code and Lewis @Muddyfunster and Bobby @Synthpopalooza for the additional control suggestions. Releases 20220308.wordle.a78 If you are using the BupSystem emulator (or don't care about saved storage) use this release: 20220308.wordle.nosavekey.a78 Older 20220220.wordle.a78 20220222.wordle.nosavekey.a78 20220219.wordle.a78 20220213.wordle.a78 20220206.wordle.a78 20220205.wordle.a78 20220203.wordle.a78 Title Statistics SaveKey/AtariVox/High Score Cart support will allow you to keep your statistics with the ability to reset them via the menu (select and hold fire)
  35. Folks, we all know what it's like when the time comes to sell that Combat, Pac-Man, or Missile Command cartridge: you paid peanuts for it, but want someone to buy it who thinks it's worth the GDP of a small country. And one way to achieve that unwarrantedly-stratospheric price point is to put the game inside one of those plastic security cases Wal-Mart uses to make shoplifting SD cards a less-appealing proposition. But even then, you need something more - something to give that HOLY GRAIL [email protected]@K!!! flavour to your precious game. That's where weputagradeonanything.com comes in. Unlike traditional grading services, we use a transparent pricing model: 20% of the closing bid amount. Naturally, this encourages us to grade each game with the utmost care and attention in order to ensure that you, the seller, receive TOP $$$$$ for your game. All you have to do is to send us your game (be sure to include return postage!), tell us how much you want for it at auction, and we'll handle the rest! We retain the game until the auction has completed and you have received payment. Once we get our cut, you get the game back*, which you can then send on to the happy winner. Just [email protected]@K at our grading for this ultra-rare Atari 2600 Pac-Man cartridge, and the value we provide will speak for itself. Before (approximate value: -$0.73) After (approximate value: $113 Billion): So, friends, reach out to weputagradeonanything.com today. You owe it to yourself, the collecting community, and, most importantly, us. * Returned games generally get 'lost' in the mail. You know what that crazy USPS is like these days! And tracking numbers are a conspiracy - it's how they track your mail and packages, which is why we don't use them.
  36. OK. I think I've knocked this one out in time. Maybe a few hours late... It's the Atari 2600's "Frostbite" for the A8. I'm calling it "Frostbite 400" because it will run on one. Or any other Atari 8-bit, I do believe. It's an 8K cartridge image, runs with 8K RAM. Same story as my 'Barnstorming' port, it's what I think Activision might have released, if they had done so. Same game as the 2600, with slight graphic improvements. I started a new thread for this because, darn it, this was too much work for it to go un-noticed. Happy holidays, and enjoy! Frostbite 400.car
  37. I was expecting to be doing more customer service but so far this release has gone smoothly so it seems like a good time to thank the team! (A little tongue in cheek, don't be mad! 😀) Thanks, In order of appearance: @TIX: For being naive enough to believe in the project while all I had was a PC/BBC emulation version of PoP and a circle scroller running on the Atari! For his awesome animations which he restarted over and over again only to be pissed off at me that the project consumed too much of his time! @VinsCool: For producing the first half of the soundtrack and then fleeing the project then making a great comeback with another full soundtrack. So full that it made the game run out of memory and disk space! @miker: For taking over where VinsCool left! @emkay: For creating those fancy sounds and telling me how the project should be done and once I did it differently, telling me how I did (not do) it! @superrune: For creating an outstanding B/W picture and going missing for a year and a half, only to wake up and finishing the job the day after I posted the the final video! You guys were a joy to work with and I know the feeling is mutual 🤪 More thanks to: @dmsc: for casually creating a great piece of A8 tech! @xxl: whose name paired with XBios causes people to go into rage mode! And for the ZX5 unpacker too! @kieranhj: For the BBC version of which I left nothing, except the main filename which is still pop-beeb.asm ! @elmer: for the ZX0 unpacker! @Faicuai, @Mr Robot, @Philsan for testing the build on hardware I didn't even know existed! @phaeron for Altirra without which I would have started and abandoned the project! Special thanks to Jordan Mechner for making a great game whose inner workings are still not quite clear to me!
  38. RAPTOR 4K – NTSC & PAL60 – Assembly – One Player 3/5/2022 RAPTOR is my second Atari 2600 game. After some very productive play testing over the last few months, I am presenting the attached binaries (NTSC and PAL60) as the final release candidate. I will feel more comfortable calling the game done once the Atari community at large has had an opportunity to play it. So, please give it a try and let me know what you think, post some scores, and I would appreciate reports of any discovered bugs. I have also attached the full manual which provides game play explanation and background on the game story. Though the game is somewhat intuitive, reading the manual in its entirety will help with the more subtle game elements. If there is something that needs more clarification, please post a question in this forum and I will be more than happy to answer it. RAPTOR is currently being featured in the 2600 High Score Club, along with some other great games, as part of the High Score Club homebrew weeks. I encourage you to post your scores over there as well. But be forewarned, those guys and gals are scoring professionals. Now that the manual is complete, my graphic designer will start working on a RAPTOR patch. For anyone who scores a 1000+ points and wants a patch, send me a photo of the game screen via an AtariAge PM with to whom and where the patch should be sent. My hope is to start shipping patches this summer. I plan to only distribute up to 100 patches and will be reserving some patches for non-emulation players until RAPTOR is available in physical form. Once the patch design is complete, the cartridge labels and box design will follow. I am always so thankful for discovering the Atari community a few years back. Special thanks to James (@ZeroPage Homebrew) and Darcy for debuting RAPTOR on ZeroPage Homebrew yesterday. My main aim in developing RAPTOR was to give back to the community by creating something fun for everyone to enjoy. I hope this game fulfills that objective. - Andrew RAPTOR_NTSC.bin RAPTOR_PAL60.bin RAPTOR Manual.pdf 3/8/2022 RAPTOR Patch List Started 1) Jason_Atari 2) ZeroPage Homebrew (James) 3) sramirez2008 4) Vocelli 5) Al_Nafuur 6) ZilchSr 7) nads 8) Dr Moocowz 9) 8bitSwami 10) vitoco 11) McCallister 12) Skippy B. Coyote 13) TheActivisionary 14) Jasonhrb
  39. *UPDATE* Trebors 7800 ROM PROPack v4_9 Nearly a year since the last update, so I wanted to get a new release out before more time slips away. I. Original Retail NEW: Added original bank (OB) order Activision header ROMs RENAMED: Added alternate bank (AB) layout description to the more commonly utilized dump. II. Homebrews | Hacks | Demos | Prototypes NEW: Bloodfighter (Covox Music Demo), Batari Basic Demo Conversion, Bee Moved (Covox Music Demos), Dig Dug II, Knight Guy - Quest For Something, Hello World (Demo) (MADS Version), Robotron: 2084 (PAL Hack), Slide Boy in Maze Land, Iron Grip - Destroyer Of Worlds, Number Crusher, Midnight Mutants (Colorburst Signal Fix), Lucelia Movement Demo, Gridrunner Engine Demo, Galaga (Prototype) (Rev 1), Ms Pac-Man (Prototype) (Rev 1), Pole Position II (Prototype) (Rev 1), Robotron: 2084 (Prototype) (Rev 1), Ninjish Guy - Perilous Island, Gravity Demo, Endless Runner Demos, Track & Field (Demo), Plumb Luck DX, Lattice Blaster, Penta, SD Tunnel (Demo), Waterfall (Demo), UN Squadron - Cave (YM2151 Demo), Fantasy Zone - Dreaming Tomorrow (YM2151 Demo), Wonder Boy III - Side-Crawler's Dance (YM2151 Demo), Bionic Commando - The Forest (YM2151 Demo), OutRun - Last Wave (No Waves) (YM2151 Demo), Keystone Kapers, Lenny Kravitz - Fly Away (YM2151 Demo), Sexy Six (YM2151 Demos) | (YM2151 & Covox Demo), Robots Rumble, 2048, Neverending Story, The (YM2151 Demos), Space Manbow (YM2151 Demo), Stickerbush Huffmunch (YM2151 Demo), Stickerbush Symphony (YM2151 Demo), Ye Olde Inn (YM2151 Demo), Al Capone (YM2151 Demo), Cheetahmen, The (YM2151 Demo), Opmeridian (YM2151 Demo), Ray Future 2203 (YM2151 Demo), Silent Colony (YM2151 Demo), Ghosts'n Goblins, Cannon in D - D is for Defense, Turrican II Circular Scroll Test, Yoomp! Demos, Bernie and the Cubic Conundrum, Mr. Do! (POC Demo), High Card Draw, WORDLE, Palette Test - Pseudo 3D Flying Effect, VGM Player - Ground (YM2151 Demo), Krull, Two Modes (Demo), Color Gradients WSYNC (Fullscreen) Demos, Altered Beast - Title and Sprite Demo, Atari Fuji Logo Demo, XMYM Tracker - Ghosts'n Goblins Stages 1 and 2 (YM2151 Demo), Monster Maze, Wizzy. UPDATED: Wizard's Dungeon, Get Lost!, Congo Bongo Graphics Demo, Space Peril, Pac-Man Collection - 40th Anniversary Edition, Heofonfir (Vertical Shooter Demo), E.X.O., Horizontal Shooting Demo, Frenzy (w-Berzerk), Galaxian, Defender, Dragon's Havoc, Morf, 7iX. MODIFIED: Atlas --> Header fixed and file relocated. RENAMED: Double Dragon (RC7b) (20170616) --> Double Dragon (AB) (Graphics Hack) (RC7b) (20170616). It cannot be stated enough... *THANK YOU* AtariAge community! All of your efforts, whether hardware, software, maintenance, hosting, the list goes on and on, is very much appreciate and I am grateful to be among you all!
  40. 🎃 Tober's Nightmare - Version 0.4 Alpha 🎃 1. THE DARK SPIRITS RISE ON HALLOWEEN NIGHT Tober's backyard has filled up with many Ghosts and Ghouls of the night and he is not having any of it! Your goal is to run to the pumpkin patch at the bottom of the screen and smash the evil spirits in the face with them. The pumpkin patch is watched over by the Phantom Gardener. He doesn't like to come out when Tober is around. Once you run out of pumpkins, run back into your house and the Phantom will tend to the garden and grow more pumpkins for you. Each level in the game consists of two waves of the same enemy before a new enemy is introduced. At the beginning the enemies will move side to side. The further back the enemy is when you hit them with a pumpkin, the more points you will get. If the enemy is in front of the fence when you hit them you will only get 50 points. If they are in the middle of the backyard then you will get 150 points. If the enemy is way back and closer to the house then you will get 200 points. Sometimes it is more strategic to wait for an enemy to move to the back before hitting them with a pumpkin so you can gain a higher score. You have three hearts that represent your health. You will lose one anytime you touch an enemy or get hit by an enemy's spell. On rare occasions, hearts will appear and float across the screen. If you grab one you will gain one heart to your health. You will need to throw all your pumpkins and then run out and grab the heart before it reaches the other side of the screen. The heart is worth 75 points if you grab it in time. 2. USING THE CONTROLLERS Walk - Push the joystick in the desired direction Run - Hold down the fire button while pushing the joystick in the desired direction Pickup Pumpkin - Move player next to the pumpkin and press the fire button Throw Pumpkins - Press the Fire button while holding the pumpkin. If you push the joystick diagonally you can also throw the pumpkins on an angle. The pumpkins will also ricochet off of the sides of the screen when you do this. Note: If you press and release the fire button to pick up a pumpkin then quickly hold down the fire button before Tober is finished picking the pumpkin up, you will be able to run while holding onto the pumpkins. 3. CONSOLE CONTROLS GAME SELECT SWITCH - Use the Game Select switch to choose between Game 1, Game 2, and Game 3. Currently in this Alpha release, Game 1 is the only available option. GAME RESET SWITCH - Use the Game Reset switch to reset the game and go back to the Title Screen. This will clear everything in memory, including your current score! DIFFICULTY SWITCHES - Set the Left Difficulty switch before starting the game in order for the change to take effect. b = Beginner (Regular/Slower speed) a = Advanced (Faster enemies and attacks) 🎃🎃🎃🎃 Happy Halloween! 🎃🎃🎃🎃 Hope you enjoy this little game version 0.4 Early Alpha - NTSC 2021y 11m 07d 2215t Tober's Nightmare v0_4.zip Note: This game will not work on an UnoCart. This is a 32k DPC+ game, which UnoCarts do not currently support. You'll have to use emulation, Harmony, or a Harmony Encore cartridge.
  41. batari

    HOKEY demo

    It's about time for an update on HOKEY! I have all parts to built thousands of HOKEYs now. HOKEY was intended as a POKEY replacement for Atari 7800 homebrews but has evolved into a low-cost sound chip for Atari 7800 games. It is the only POKEY replacement with a form factor that is essentially the same as a real POKEY. It's also the lowest-cost POKEY replacement chip by a wide margin. HOKEY will be available in several versions at several price points. The prices in this post should be considered introductory pricing, though I will make all efforts to maintain this pricing. I have made an obscene investment in parts to both to get the unit cost down and to ensure there will be enough HOKEYs for everyone in these uncertain times. I have enough parts to make thousands of HOKEYs. HOKEY is also not just updateable and programmable, but it is also user-programmable. An API will be available that allows custom sound code. The following versions are for 7800 applications and are sound only: Basic HOKEY is the entry-level version. At $10 for one, or as low as $7.50/ea (in quantities of 100), it's intended to be soldered to a PCB for a homebrew game, though it can be ordered with gold-plated pins for use on flashcarts or other socketed applications ($12). Dual POKEY is possible through bank-switching the 16 POKEY registers. Resources are available on this device for future sound drivers and its firmware can be updated; and a YM2151 driver is planned as well as an ADPCM driver that is capable of Soundblaster-level quality. Even this low-cost version is capable of superior output compared to a real POKEY. It can output 54 dB of dynamic range, while the POKEY is capable of roughly 28.5 dB. Standard HOKEY is a more capable version. At $19, you get better-quality output and more powerful hardware than Basic HOKEY. It comes with gold-plated pins that are sized for easy insertion into a socket. This version is capable of 60 dB of dynamic range, and uses true analog output that is filtered and amplified to improve the experience. It has external A4 and A5 address lines needed for directly addressing Quad-POKEY. If any homebrew games will need the capabilities of Standard HOKEY, a solderable version may be purchased for $17 or in quantity for as low as $14.00/ea for 100. AtariAge homebrew HOKEY boards: Though the Basic and Standard HOKEY work with traditional homebrew POKEY boards, there will be at least two homebrew boards with a built-in HOKEY. With these you can once again get your POKEY-enabled games through the AtariAge store. My current understanding with Albert is that the premium for POKEY-enabled homebrews should match or beat the cost of the HOKEYs themselves, i.e. no more than $10 more for games using a Basic HOKEY, or $15 for games using a Standard HOKEY. Non-bankswitch board: Supports 16k-48k games needing POKEY sound. Uses a Basic HOKEY. Bankswitch board: Supports games up to 512k+16k RAM, using a Basic or Standard HOKEY, as needed. There may be other AtariAge homebrew boards available in the future, and it's possible AtariAge will sell unpopulated versions of the above boards to homebrewers. Concerto: Boards with built-in HOKEYs are here now! The finishing touches of the HOKEY code is still being worked on, so these will not be available at least until January 2022. A socketed version will still be available for a limited time for those wishing the flexibility, though if demand for a socketed Concerto continues, it will not be discontinued. Although HOKEY was conceived for Atari 7800 homebrew games, a few specialty HOKEY devices are also in development for Arcade games: Arcade HOKEY is designed specifically for arcade games. At $21, it's designed to be the lowest-cost entry in the Arcade POKEY market. It supports POKEY sound plus the pot ports needed for some arcade games. It uses gold-plated pins for easy insertion into a socket. Like the Standard HOKEY, it uses true analog output and is capable of 60 db of dynamic range. Arcade Quad HOKEY: This is a standalone, custom device similar to Arcade HOKEY, except it is set up as a pin-compatible, drop-in replacement for the 40-pin quad POKEY chip. It will be the only quad POKEY replacement that is the same size and form factor to a real, unobtainium Quad POKEY chip. Like a real quad POKEY, it has four distinct outputs, one for each of the POKEYs, and supports the pot ports. Perfect for your Major Havoc, I Robot, Firefox, or Return of the Jedi game, this all-in-one, drop-in quad POKEY replacement will cost just $27. Also down the pike will be a fully-functional POKEY replacement that can be used anywhere a POKEY works. Can be used in arcade games, Atari 7800 applications and Atari 8-bits alike: Advanced HOKEY is the ultimate HOKEY experience. Though this is the most expensive HOKEY version at $29, it is still a bargain for what you get. It supports four simultaneous POKEY cores, and has up to four separate outputs. This version uses the most powerful hardware with 2MB for program and wavetable storage, a dual-core CPU, and allows for true analog CD-quality stereo output through an included 3.5mm stereo plug. Capable of 96 db of dynamic range, this version is the one for the true audiophile! Advanced HOKEY is still being designed, but it's expected to support all POKEY functions such as serial I/O and keyboard scan. HOKEY programming/firmware updates: The Basic, Standard and Advanced versions of HOKEY are programmable with custom sound drivers, and firmware may be updated as improvements are made. The programing or updating is done by the end user, and is very simple to do: Simply run a special update utility, which is an Atari 7800 program that contains a user-friendly interface and the new firmware/sound chip driver(s). The utility works on any flashcart, or any POKEY homebrew board, for that matter, and starting the utility is just like starting a game. A barebones version of the update utility will also be available that can be adapted to run on different systems such as Atari 8-bits. The AtariAge homebrew boards sold in games should never need firmware updates, so the programming is fixed at the time of release. The Arcade versions should fully support all existing Arcade games using POKEY chips, and updates are not expected to be necessary. The firmware on these is not user-updateable, but should any important firmware updates be needed for Arcade versions of HOKEY, I am happy to update them for no charge. Beyond POKEY: HOKEY is meant to be much more than a POKEY replacement chip. Aside from being capable of simulating other sound chips, it is capable of high-quality PCM/ADPCM sample playback though a ring buffer, similar to how a the Sound Blaster series of sound cards worked in the late 1980s-1990s. This means it can produce any sound effect with a clarity unmatched by legacy sound chips. Plus, the ring buffer vastly eases the programming difficulty on the 7800 side over other options that require precisely-timed interrupts, which don't work well anyway on the 7800 due to Maria DMA. HOKEY's implementation of POKEY is based on the public domain datasheet and schematics of POKEY. It's a completely original POKEY implementation without use of any existing source code. HOKEY is intended as a functional replication of POKEY sound capabilities and was never intended to be a 100% authentic reproduction of the chip at the gate level. However, I will make every effort to ensure HOKEY can faithfully produce the various distortions. At this time, some undocumented modes (such as two-tone mode which was intended for the Atari 8-bit cassette port, not for sound generation) are not implemented, but may be in the future. As far as I know this only affects one game. Release dates: The first HOKEYs will hopefully be available in January 2022. The only thing left is to complete the in-circuit firmware update capabilities. Limited numbers of AtariAge homebrew boards are already out there. Soon you will be able to once again purchase games in the store with the rockin' POKEY sound for just a little bit more than other games. There will be many ways to get a HOKEY. If you want individual HOKEY(s) and nothing else, you can order directly from me. Shipping is fixed at $4.99 in the USA, $9.99 to Canada and $11.99 elsewhere, for as many HOKEYs as you want. Concerto owners will get a discount on a HOKEY for a limited time. The details of that are being worked out. Lastly, you can get HOKEYs from the AtariAge store. If you are ordering something anyway from the AtariAge store, HOKEY(s) may be added on to your existing order and due to their small size, will likely not incur additional shipping charges.
  42. I have written this statement to help clear up some confusion and misconception about removal of the Intellivision Amico forum on AtariAge several days ago. I removed the Amico forum as discussion around the Amico has been contentious at best, and it's just not worth the continued headaches to keep it around in its current form and and atmosphere surrounding the console. When the Amico actually ships, I'll create a new Amico forum so people can discuss the console and games. The decision to remove the Amico forum was entirely my own, although I have had input from various moderators, all of whom agreed removing the Amico forum was the best decision at this time. When I create a new Amico forum, it's possible at that point I will also put the old forum up as a read-only archive. Until that time, please do not start any new Amico threads on AtariAge. In August I started a private conversation with Tommy, warning him that I was likely to remove the Amico forum wholesale, as by that point the moderators and I had enough of the drama in the forum surrounding the console. I started this conversation on August 14, and the two of us went back and forth over a period of ten days, with the last message in the conversation August 24 from Tommy, which I did not respond to. There were only eight messages total in that conversation between the two of us. I was primarily focused on talking about removal of the Amico forum. We did also discuss the "Fun Amico Discussions" thread, as Tommy was hopeful that if the forum was removed, at least that thread could continue, or at the very least be saved so it could be restored once the Amico was released and a new forum was created. I can understand why Tommy would want that thread preserved, given how much time he (and others) had spent posting in it since its creation nearly three years ago. But my focus was about the forum as a whole, so I didn't comment much on doing anything with regards to that one thread. I did suggest to Tommy that Intellivision Entertainment should create their own Amico forum, and it seems Tommy began focusing more on the Amico Facebook group as a result of this. I didn't take any action as a result of that conversation. Earlier this week I had a conversation with Pat Contri where I stated Tommy and I only spoke once in 2021, and the conversation described above is what I was referring to. I was wrong about that being the only conversation I had with Tommy in 2021, though. In June, Tommy started a private conversation with me about some harassment he was receiving. That conversation didn't include any discussion at all about removing the forum or what to do with the long-running "Amico Fun" thread. When talking to Pat, I missed that conversation as when I searched for conversations with Tommy, I was only looking at conversations I started. That was my mistake. Also, just to be clear, Tommy Tallarico was not banned from the forum. After I locked all the "general" threads, I locked the "Fun Amico Conversations" thread as well. After I did this, Tommy reported a post from one member, and in that report he made it quite clear that he would no longer be posting on AtariAge. However, after a few days, Tommy did respond to a post in one Amico thread, and immediately after that he created a new topic. The new topic was mainly to promote his Amico Facebook group, and that group was mentioned in his earlier reply as well. What ultimately set me off, though, was taking a swing at the "haters" in both posts by stating no "ding-a-lings" would be allowed. Completely unnecessary, as I felt that would just further rile people up, and at that point I promptly removed the Amico forum. The Amico forum was created to give people a place to discuss an upcoming gaming console, one that certainly looked interesting given its use of the Intellivision name. We've created forums for other upcoming consoles in the past, so this was not unusual. Had I known it was going to be such a polarizing topic, I would have held off on creating the forum until after the console was released. Moderation of the forum could have been better, I'm not questioning that, and I take responsibility for that. Please keep in mind nobody is getting paid to help moderate the forums, everyone is doing it in their free time. Also, there are over 150 forums on AtariAge, the Amico forum was just one of them (albeit, a fairly busy one). To those of you stating that I received kickbacks or compensation from Tommy Tallarico or Intellivision Entertainment, that is patently false. No consideration was ever asked for or offered in any way to give the Amico forum or Tommy Tallarico favorable treatment. And to those who believe I didn't want to kill the Amico forum because of the traffic it drives to AtariAge, to date there have been no ads on the forum, so there would have been no benefit in keeping the Amico forum around due to ad revenue. Even if the Amico forum was bringing in ad revenue, that would not have influenced my decision to remove the forum. If you're using the Tapatalk mobile app to visit the forum, they do insert ads in their app, but I don't receive a penny from those ads being displayed. You will not see any ads if you use a web browser to visit the forum (whether on desktop or mobile). I have no ill will towards Tommy Tallarico or Intellivision Entertainment. I like the premise of the console, the unique controller that hearkens back to the original Intellivision controllers, and the promise of simpler games that are easy to learn and dive into. I'm certainly interested to see how the Amico is received once it arrives in customers' hands. Thank you for reading, ..Al
  43. When things were so quiet here's what I've been doing: PoP _new PF2&PF3 _yellow&brown hair ring.xex Just some little pixels had to be changed though is original Spark's picture. Is it monochrome? Don't think it is. No need for any credit as is his picture but would be great if used. So can it be used? Thanks. 👍
  44. After 40 years of wait, we've decided to tackle this project! With Dracula, we're going with something different We're building the game in a 3D environment To my knowledge, it's the first time this technique is ever used for a ColecoVision game. Dracula is probably be going to be part of our Experience Club in the near future In the meantime, here's a few works in progress screens ''Your vision is our vision''
  45. Hi all. Oops! I did it again... Nothing like entering the Nosferatu's Castle to break things with your friendly neighborhood pumpkin. You need to find the following items: Hammer, teeths, cat, scissors, magnet, computer, glue, horn, flower, and floppy disk. Navigate rooms using the direction disc, once you find an object, just pass over it, but careful, you cannot leave any object until you find the right pair to do mischief. So maybe you want to explore first the castle. However Nosferatu is aware of your invasion, and will try to find you, he is old enough to get stuck sometimes in the hidden doors of walls. But any touch of him will reduce your energy, until you are out of energy for further mischief. Also there is a ghost (probably the old keeper of the castle), and it is faster than Nosferatu, and also can go through the walls! Be careful, and happy mischief! Enjoy it! pumpkin2.rom
  46. Some people got a little bit worried when I announced Shadow Kingdom (see below) - Stay calm, I am working on 3D! Unfortunately I had to capture this using smartphone and sound trough headphones. Because 3D games does not run in Atari Jaguar emulators, e.g. I have to run it on a real Jaguar. Apparently you have to wait a lot longer for this 3D game than for the other game I announced. So I wanted to give you something in between: PS. I hope you recognize the ship from the first Atari Jaguar game I made e.g. Wormhole 2000?
  47. Hi guys - this is why I wanted to have a chat with Mr. Jarvis. I wanted to find out his thinking of how he did things. The reason I first got into the 7800 was because I wanted to fill two holes (ok that sounds a bit... creepy....) - namely Pac-Man and Defender which were only missing from the 7800. Pac-Man I did in spades, and it's bothering me that after all of the games I've done, I 'can't' do Defender. That being said, I have some ideas: - I've already reduced the collision check for the player's shot to only screen objects (of which there are 16, and held in a different list). Why I was originally the player's shot against all 42 objects was idiotic. - I wanted to break up the scanner updates over 4 frames. I divide the object's horizontal column (which itself is the horizontal position divided by 4) on the *planet* (which is 1024 pixels) by 4 to get the column in the scanner anyway, so breaking up 48 objects (the player will be done every frame) over 4 frames should help a lot. - Possibly breaking up processing the off-screen enemies over a few frames (2 or 4, it depends). They aren't seen except for in the scanner, and the landers are really the only ones that interact with other objects (the humanoids) Things that I didn't consider: - I need more player shots. I only have room for 1 where I should have 4. This will add to the issue. - I do need 48 slots for enemies (possibly more), not 42. I'll need more spaces for swarmers for when the pod gets shot. This will also add to the issue. So I kind of got discouraged for a bit. However, I did get back to thinking about "Adventure III: The Quest For the Chalice": I *really* want to use the separate dual scrolling screen kernel I came up with in this game. But right now the terrain is hard-coded. I need to convert it to RAM and compact it before I can start moving forward: NOTE: The Intellivision graphics are place-holders. ...but I digress... Anyway, here's where I am at with Defender so far. The attract mode works nicely... but once you start the 'game' (all it is right now is vertical movement, forced right movement, player shot, and randomly placed enemies - with shot collision detection), you'll see some slowdown, ghost objects, and other glitches. Defender.A78 Defender.BIN
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