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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. Packer: inflate/deflate by @fox. Dev+ Testing: Altirra by @phaeron. Assembler: Beebasm(!) by Rich Talbot-Watkins. aplib depacker: @elmer Requires Altirra 3.20 2020/05/14 release pop20200514.zip 7 levels demo, all features implemented! -Vest color -PMG masking -non crashing gameflow (finishing a level brings the next one until level8 where it crashes) -customization menu -new skeleton & fat guard by TIX -more tunes by Miker -new SFX bank by Emkay 20/04/06 release pop20200405.zip pop20200406NTSCfix.zip -TIX's fully redone Prince animations with the sword and the main guard fully animated in 5 colors! -new tunes by Vinscool and Miker -sfx by Miker and Makary -fixed slide bug by XXL -5 levels, including 2 palace levels. Each level is fully playable but the game stops once you take the exit door (still need to make some space for the cutscene code!) -improved frame rate - *UPDATE*: fixes for NSTC Spread the news but please don't make local copies of the ATR on other websites but rather link to the 1st post of the thread on AtariAge 20/01/13 releasepop20200113.zip -one playable level (L2) -PMG overlays with repositioning for the player (not for the enemy yet) -preliminary music by Vinscool -a lot more animation frames redone by TIX -fix: random button presses during fights -bug: running to the right then left, still keeps running to the right
  3. 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
  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. Well I think this deserves a new topic !! (and a new avatar) !! This is much more than my previous sprite hack.. Moon Patrol was one of my first attempts in hacking, doctorclu helped me get started and I was hooked, I drew literally hundreds of buggies until I settle in the design I considered the best it can be in the limitations of the original game. So I released it and moved along.. but it doesn't leave my mind, I continued to draw assets of the game as I tried to learn how to hack the playfield to incorporate them.. In the rate I was learning I calculate it would take me 10 years to do it But then coder extraordinaire playsoft stepped in providing advice, tools and in many cases altering the code to fit in my crazy ideas !!  We worked together in the past weeks to bring you the best 8bit version of Moon Patrol ! Done: new mountains backdrop new moon city backdrop new starting base new title screen new tanks, mines, lives left, moon plant, rocks (all playfield graphics) new colors bug fixes introduced by the new buggy and I'm sure I forget something.. It's a dream come true for me !! Enjoy Moon Patrol redux.xex revision1> arcade font + title screen layout + progress bar: Moon Patrol redux (revision1).xex revision2> changed title screen layout: Moon Patrol redux (revision2).xex revision3> selectable control scheme: Moon Patrol redux (revision3).xex revision4> MANY changes: Moon Patrol redux (revision 4).xex
  6. That’s right... pigs are flying and the dark one is wearing a parka in hell today... The first XM was dropped at the Post Office on its way to Perry Thuente.
  7. 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
  8. 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.
  9. 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.
  10. 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
  11. Hello all, As some of you may have heard, the Champ Games secret project was revealed this week on @ZeroPage Homebrew's Twitch stream - Robotron: 2084 for the 2600! Object: The object of Robotron is to guide your player around the screen and save the last human family (dad, mom, & Mikey) while avoiding a vast array of enemies, including: The Grunts robots constantly pursue your player and speed up as the wave progresses The Hulks roam around aimlessly and are indestructible, and will destroy the humanoids if they come in contact with them. The Sphereoids are circular enemies that fly around the borders of the screen, launching Enforcers. Enforcers will pursue your player and fire a steady stream of Spark missiles towards you. Brain Robotrons will wander around the screen searching for humanoids to program into deadly Progs. Brains will also fire Cruise missiles that must be avoided. Quarks move around in erratic patterns and spawn Tank Robotrons. Tank Robotrons will purse your player and fire bouncing Bombs that ricochet off the walls making them difficult to avoid. Electrodes are scattered throughout the level and are deadly to the touch; however, they will also destroy Grunts if they collide with them also. Control: Robotron supports multiple control schemes: 1 joystick with no autofire (left difficultly on B) In this mode, use the left joystick to move your player and press the button to fire in the current direction. You can continually fire in one direction by holding down the joystick button and move in another direction. To fire in a different direction, release the button and move in the new direction you wish to fire and then press the button. To fire in place (fire without moving), center the joystick and hold down the button. You can then fire in any direction by moving the joystick in that direction (your player will not move). Release the button to move your player. If you have a Genesis controller connected, you can press the second button to fire backwards (opposite direction that your player is currently firing). 1 joystick with autofire (left difficulty on A) This is similar to the no-autofire mode except your player automatically fires in the current direction (no need to press the button) To change the fire direction, press the button and move the joystick to the new direction. Release the button to continually fire in the new direction. You can also "fire in place" by centering the joystick and pressing and holding the button. In this mode, you must fire by moving the controller in the direction you wish to fire (your player will not move). Note that your player will not fire if the button is held down and the joystick is centered. If you have a Genesis controller connected, you can press the second button to fire backwards (opposite direction that your player is currently firing). 2 joystick (prefered) If you have 2 joysticks, you can use the left joystick to move your player and the right joystick to fire, just like the arcade. There is no special settings that need to be done to enable 2 joystick mode since the buttons aren't used. Note that you can also play a co-op game by having one player move and the other player fire! Game Play: From the title screen, move the joystick left or right to select the skill level. Note that your player's helmet will match the color of the skill level: Novice (green): 5 lives to start. 1/2 of the enemies from the Advanced level. Less enforcers and tanks are spawned. Grunts move slower. Standard (blue): 4 lives to start. 3/4 of the enemies from the Advanced level. Advanced (red): 3 lives to start. # of enemies on each level match the arcade. More enforcers and tanks are spawned than Standard. Grunts move faster. Bonus lives are awarded every 25,000 points. Game Over: Your game ends when all your reserves have been destroyed. If you obtain a high score, the high score entry screen will be displayed for the current skill level. Move the joystick up/down to select the characters to enter and press the button when finished. Note that Savekey support is currently not supported so high scores will be reset when the game is turned off. Credits: Special thanks to Nathan Strum who did all the graphics for the game and all the game testing and assisted with the design. It should also be noted that the sounds have been "borrowed" from the 7800 version of Robotron, which was developed by David Brown. We are currently trying to reach Mr. Brown to obtain his permission to include his sounds in this game. Current State: We estimate the game to be about 80% done. Due to other projects, a release is not expected until early 2021. Here is a playable demo if you would like to download it and give it a try. It works on real hardware (recommended), the latest version of Stella and Stellerator, and will also work on the Retron77 with the latest community build. It will *not* work on the Flashback Portable. robotron_20200516_demo1_NTSC.bin robotron_20200516_demo1_PAL60.bin The demo is fully playable with the following restrictions: When the player competes Wave 9, the game will wrap back to Wave 5. In the release version, all 40 unique waves will be included and up to 99 waves will be playable. There is currently no SaveKey support in the game (this has been disabled) but it will be available in the final version. Any feedback is appreciated. Have fun! John
  12. Boulder Dash® has long been a favourite for many video game enthusiasts. It is one of the most successful and longest-running game titles, having appeared on many, many platforms over its 30+ year history, including the Atari 2600. Recently, BBG Entertainment purchased all rights to Boulder Dash®, starting a new chapter in the game’s history. In response to extremely high demand, BBG Entertainment, Thomas Jentzsch and Andrew Davie have agreed to a new release of the game - with improvements and bug fixes. These changes now having been completed, we are all very pleased to announce that the new improved version of Boulder Dash® for the Atari 2600 will be available early next year.
  13. 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. 😀
  14. 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
  15. Hello all, As we finish up Zoo Keeper, Champ Games has started on a new project: Gorf Arcade for the Atari 2600! Although a version of Gorf was released for the 2600 by CBS, the Champ version will follow the same treatment given to Wizard of Wor by adding the following: All 5 arcade levels Updated graphics (by Nathan Strum) All 30 speech phrases using the AtariVox (by Mike Haas) Updated sounds (*) Improved game play High score support using the AtariVox/Savekey Cut scenes, ranking badges, etc. We estimate that the game is about 40% done. Here are some teaser screen shots showing the current progress: We are currently looking for a volunteer to help with the sounds (TIA). If you are interested in helping bring an updated Gorf to the 2600, please send me a PM!
  16. 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
  17. 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
  18. 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
  19. 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.
  20. 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. # # #
  21. 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
  22. Hehe.. see what I did with the title 😏 Alright time for another redux. A year ago I started hacking the game, I had the sprites ready, but then I got involved with a team working on a sequel of sorts.. so i had to put them in storage. Unfortunately the project didn't advanced, so long story short the Montezuma hack was back ! I collaborated once again with uber coder Paul Lay @playsoft, his support and tools made all this possible. I consider Paul the other half of the redux team 👍 We based the hack on the bug fixed version of the game by @ascrnet ! Everything in the game has been altered: all new explorer character new skull new snakes new spider, now with separate sprites for vertical and horizontal movement (thanks to Paul) new objects: torch, talisman, the sword and keys are now animated (thanks to Paul) new sparkly diamonds (thanks to Paul) modified walls to be more stone and less brick new doors ladders, laser beams, ... Current versions here: Montezuma's Redux (final).xex (6/9/2020 - Final version, with ending) Montezuma's Redux (2020).xex Montezuma's Redux (2020)(R2).xex (1/7/2020 - Bug fix + update)
  23. 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:
  24. 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:
  25. 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 -
  26. 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 👍 .
  27. 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
  28. Here is our Intellivision Amico Special Event Announcement #1!!!!!!!!!!!!!! (Let me know your thoughts!) Prepare yourself for August 4th! REGISTER TO WIN A FOUNDERS EDITION AMICO DURING THE EVENT! Here: https://bit.ly/AMICOAug4 Intellivision® Amico™ Special Event Reveal, Announcements, Live Comments and Q&A! August 4th, 2020 - 10am PDT / 1pm EDT / 7pm CET
  29. Here's an Atari 2600 stack for pridemonth. Let's continue to encourage inclusiveness. I'm just showing off this stack of games I own while showing support for some friends out there. 🌈
  30. Hi, all! After a discussion in a FB Group, I noticed that the game Gyruss had 4 bugs: 1. In the CAR version, it shows different colors from the XEX version. At first I thought it was normal as if they were different version, but then I saw the machine code inside the ROM and realized that it had a bug, taking the wrong address. 2. In two player mode, both XEX and CAR versions shows the same pallete of colors from player 1. That means, for example, that if player 1 is on stage 2 and player 2 is on stage 1, player 2 will show the colors from stage 2. 3. In the XEX version, the chance stages are decreasing the number of ships each time you play the game. That is because it writes on the cartridge memory zone where it's supposed to be ROM. 4. In the XEX version, from time to time you get stucked at the end of a stage, so you have to lose a life in order to continue. Well, I dug up into the machine code and I was able to patch them. Here's attached both XEX and CAR version of the game. It's supposed to be U1MB and VBXE friendly, so I will appreciate any feedback you can give me. Best regards! Gyruss patched v3.zip
  31. Well, it's coming soon! Just waiting for a bunch of assets from @TIX and @miker @VinsCool updated the tunes from the previous demo but is no longer being able to work on the remaining ones so those will be done by Miker who also did the most of the SFX (a few where supplied by @makary too) (that's going to be a long credits list when it's complete!) It's not going to be the full release yet (but you'll get a couple of levels 😁) as I still need to fix the PMG priority which is the last big feature remaining. To be honest, bad PMG priority doesn't bother me that much... but it'd feel like cheating a bit if it didn't have it.
  32. Finally got the PMG overlay with DLI repositioning in a working state... it's not perfect yet (no masking) but good enough for a release. Just need to fix a crash issue and it's good to go!
  33. Hey folks! I've not been around a lot this past year, and I've REALLY not been around a lot for the past month or two. Now that we're all stuck indoors for the foreseeable future, and the physical copies are long since sold out, I figured it's time to unleash the hounds ROMS! I'm attaching the ROMS for Desert Bus, Goatnom, and FW Diagnostics. For free. To anyone who wants them. You guys have been such a source of support and encouragement and I've had a blast making Intellivision software over the years. It's not much, but if I can help at least one person stave off 8 hours of boredom through all of this... then good I'll also make them available for free download at fwgames.ca/roms_new As an aside, I discovered someone who posted a full 8 hour INTV Desert Bus session on Youtube. Amazing! desertbus_release.zip fwdiagnostics_release.zip goatnom_release.zip
  34. Hi Folks!, A lot to catch up on, but wanted to pop in real quick to bring your attention to a few "tough questions" I was challenged by on YouTube today. I know we want to keep a positive vibe so I prefer never to post negative videos here. But a set of 4 videos were trying to stump me with their so called "tough" questions. The questions weren't tough at all. When you have nothing to hide... then no need to hide anything. Because of the negativity angle, there were a few questions that haven't been asked in here, so I wanted to share the answers with you all. This is a Q&A thread after all. I'm not going to post the links to the videos (they'll probably end up deleting my answers anyway) and if anyone finds the videos and comments on them... please try to keep it positive. So-called "tough" questions. Q: What would it take for you to abandon your sunk costs and walk away from a failed project? A: Nothing at all. EVER. Sorry fellas. Hate to break your hearts. Q: You stated that you were going to have some big reveals at e3 2020, which was just a few months after the global pandemic started. You didn’t show much. Why is that? A: Because we are saving it for our own online press conference. Exactly the same as every game company has done. More info on ours (date & time) coming within the next week. Reason we've waited a little longer than others? Wanted to make sure that if we are forced to delay... that it would be a part of that conference as well. Q: What is the team working on? Software developers don’t need to be in the same room. The mobile app hasn’t been updated since January 2020. A: Our internal full time (w/benefits) team of 30+ hardware, firmware, mechanical, OS, Testing, backend, servers, UI/UX, and software engineers are working on the same things they have been working on for years. We also have marketing, PR, art department, audio, controller/accounting and customer service. A simple LinkedIn search will show you most of the folks and when they started. Very easy to verify. A few employees don't have LinkedIn, but you get the idea: https://www.linkedin.com/company/intellivisionentertainment/people/ In regards to our developers, there are literally hundreds of people working on games for us right now. Q: Did Intellivision Entertainment take any paycheck protection loans since it is operating as a small business? Or are they such a big deal, as Tommy often implies, that they don’t need anyone’s help? A: As with most pre-revenue start up companies affected by COVID we did receive one PPP assistance loan. Every small company applied. No reason not to. We qualified. Here is a published list of all the game studios that received them. You will see that we are at the very bottom tier of folks who received assistance. https://www.gamesindustry.biz/articles/2020-07-10-game-companies-lining-up-for-pandemic-relief-loans This is an explanation of what PPP is: https://www.investopedia.com/your-guide-to-the-paycheck-protection-program-ppp-and-how-to-apply-4802195 Q: What do you feel that you, personally, can bring to this project? You're not an engineer, programmer, game designer, or project manager. What makes you think you can succeed where so many others have not? A: You're wrong about assuming any of those things about me. Please feel free to read my bio here: https://www.tallarico.com/bio In regards to what makes me think I can succeed where so many others have not? It's called confidence. Because folks like you have told me my entire career that I "can't" do things. And at EVERY turn I have proven the "doubters" and "haters" wrong. Again, read my bio... then ask yourself if you think I'll fail. If you still think yes... then I look forward to adding you to the list of folks I have been proving wrong my entire career. That's the great thing about always being the underdog... no one sees ya coming and when you pull it off... it's even that much more sweeter. Q: How far along are you with FCC testing for EMF radiation? Battery testing? Will you share parts of the process with the public so they have a better sense of how things are going? A: Halfway through testing. COVID has delayed. Known fact by everyone manufacturing hardware. Easy to Google. Q: How long do you really think it will take for shipping from China to the US? How long to clear customs? A: Takes 1 month from China to US shores. 3 days in customs. We can manufacture approximately 1,500 machines per day, shipment crates are 3,900. So approximately 2 1/2 days to create a shipment. Could potentially start manufacturing in early to mid August, but compliance testing is backed up. Decision to be made by the end of this month. Been saying this since March of this year. More news will come as we get it. Been transparent from the beginning. California once again shut down by the governor yesterday. Orange County specifically named. Things getting worse here... not better. Q: Can we disable the LED lights? A: Yes. You will be able to disable the LED Lights. Q: How much of your personal money have you put into this project? A: None of your business. Enough to matter. What difference would that make anyway? Q: What factors would go into your go/no go decision regarding product launch? A: Distributors, compliance testing, manufacturing windows and most of all... retailers. I won't be answering any more of their so-called "tough" questions. I gave them 10 shots... and answered them all with ease. Of course from here on out, if I don't answer other questions then they will say I'm ignoring them and that I'm hiding something. The ridiculousness never ends. So just thought I'd answer everything they asked (across the videos they posted) and now I'm done with them. If they have any more "questions" they are more than happy to come on in here and ask them in a respectful manner (if they haven't already been banned). I like to try and dedicate a hour or so each day to answering various questions around the internet so I picked this one today. But as you can see, they are mostly asked in a negative, disrespectful or demeaning way... so no reason to give that very small group any kind of further attention. They tried their hardest to "stump" me... and like always... failed. They spent a lot more time making all those videos and graphics than I did answering the questions. At what point do you start to question your life choices or be more productive with your time? Prepare for 10 other videos over the next few days I'm sure. Anyway... bottom line... I thought the answers were interesting so I wanted to share them here with everyone. Normally I wouldn't have responded... but thought that some of you would be interested in some of the answers. Thanks!
  35. Concerto isn't on hold, really, it is in active development. Not every day, but several hours a week, for sure. With the stay-at-home orders I have had more time for AtariAge projects.
  36. I had some time after the Raymaze thingy and I used it to test some ideas "accumulated" in my head, after all these years. So be warned, long post ahead, with raycasting ramblings.. I had 3 things that I wanted to see working: - what I call the "line flicker" effect for APAC modes - an idea for a new (very fast) renderer, called Project X, that uses APAC over a char mode - and all the logic to have objects working APAC Line Flicker: The line flicker effect is basically having a normal screen in the "even" frames, and setting the screen one scanline down in the "odd" frames. So for an APAC mode, the GTIA 11 and 9 lines of one frame mix/merge with the GTIA 9 and 11 lines of the next frame. Then this is similar to interlace, but the idea is to reduce the dark lines product of using the GTIA 11 mode. Here.. a video is better.. (you need to set the quality to 720p50Hz to see it): In the middle of the video I activate the "frame blending" option in Altirra, so that's why the effect start looking "better". From what I understand some modern TV's do a similar effect. I'm a little undecided about this, but it could be an option. Probably I could give a final verdict if I see it running in real hardware. I think it would be a little better in NTSC also (30 Hz instead of 25 Hz). Implementing this with DLI's is trivial, but with IRQ's it was kind of a "side quest". First problem was that I was using one IRQ every two scanlines, to flip between GTIA 11 and 9 every line. Why?, because for 32 bytes mode lines, is faster to do a medium IRQ every two lines, than one small IRQ every line. Given that I was also going to implement this effect over a char mode, using one IRQ every two lines was "convenient", to skip the bad lines. But if you want to move your screen one scan line down, every "odd" frame, you will need to re sync the starting point of your IRQ's. That means touching SKCTL (15KHz clock) or STIMER (1.79MHz clock) every frame. And if you also want to play sounds or music, you don't want to write SKCTL or STIMER every frame, because they are going to sound wrong. I don't know if there is a way to do that.. maybe this is a question for phaeron In the end, I also needed to change the font every mode line, so with all those requeriments, the only solution was having one IRQ every line. Using the IRQ on channel 1, clocked to 1.79MHz, I can use the remaining 3 channels without any restriction (no need to force the music to 15KHz). Also you can sync the IRQ's to a point before the start of the badlines, so there is no conflict there (it still needs to be short). And you can move your screen one scan line down every odd frame, without the need to touch STIMER, just by moving the scan line of your DLI that init the IRQ's for that frame. Project X: The idea behind Project X was having a renderer with a processing cost near 0.. is that even possible?, without using all the memory?. Well.. yes. For starters one screen window uses 64 bytes, compared to the 4K per screen of Project M. So is kind of obvious that writing 64 bytes is a loooot faster than writing 4K (we are talking about the same screen resolution). I suppose this is a good example of the flexibility of the A8 to generate special "graphic" modes x) The big drawback of this mode is that you can only have very simple walls, so no complex textures. If you are smart you can have a good number of variations (more with a cartridge), but you have only a few number of different designs to use. The good thing is that they can be colorful, you win a nice and free depth cue effect, and you get back like 16K of ram (comparing it to Project M). Also, most of the processing time can be dedicated now to the "raycasting rays" part, and also.. objects experiments. Project M has a type of renderer that uses a block of around 14K for the scaling code (to scale up or down the textures). The scaling code points to a fixed 8K area in memory, where all the textures reside (and that would be one hell of a use for the banks of a cartridge). This is basically precompiled code, very fast, but still need to fill a 4K area for every logic frame. On the other side, Project X is the type of renderer that has all possible wall columns already scaled in memory, so it only needs to write 2 bytes to generate a final scaled wall column on screen (with background included). For this particular renderer it could be useful to use GTIA 10 instead of 11, to generate the color part of APAC, but I would need to see how that looks, because of the different offset of the GTA 10 pixels against the GTIA 9 pixels. Another advantage of Project X, is that it allows the camera/player to be closer to the walls, so is easier to move through doors. Also, the extra speed allowed me to increase the visual quality, using more precision on some of the raycasting data. Raycast Optimizations: After this, it was time to optimize the raycasting code. Now that the camera pivot is in the player position, there was a way to speed up a lot the camera rotations. It could have minor visual imperfections, but they are noticeable only if you are looking for them, so I tried it on. Then.. rotations were running at 54 fps in PAL ... yeah that's not an error (still NTSC was a little slower than 60). Because my frame rate was never that high and I use double buffering, I never needed a hard screen sync before. So it could happen that I render more than one logical frame per hardware frame. I added a "soft" kind of screen sync, so PAL don't go over 50 (softer than just waiting for a specific VCOUNT value, I wait for a VCOUNT "zone", so you can start rendering the next frame sooner, if the previous one was shorter than average, for example). After that, was the turn to improve all the raycasting that is done outside rotations. I had the idea, long ago, about interpolating most raycast info between 2 rays that were touching the same wall. The full idea means doing something like a binary search over the rays, and a general interpolation between any two rays. But there is a danger that doing all that could end up costing you too much time. So I decided to do a simplified version, that only check if ray N and ray N+2 touch the same wall, and then see if it can interpolate most of the data from ray N+1 (interpolation is also easier this way, with some specifics to the type of data you are interpolating). It was another good optimization. I would say in average 8 rays get interpolated (which is a lot faster than doing the raycast). So the speed up is similar to the one when you run Project M in the smaller window (starting the demo with SHIFT pressed). I can easily move these optimizations to Project M (fighting a little with ram distribution), so that's a low hanging fruit for the future. Objects: The implementation for this is another old idea. It was kind of surprising that it worked so easily and without major issues x) Basically, for every active object, I need to get the direction from the player, the distance and the screen size of the object. For every one of these I have a table that is accessed using the positive deltas between the camera position and the object position. Is little more complex, because there is also a "scale factor" involved, that is related to the distance between the camera and the object. If the object is closer to the player, then the tables provide more "resolution" for the data that they contain. The direction is transformed into a world angle index, that is later changed to a screen angle index, to see if an object is inside the screen. Then the distance is used to see if we need to clip some columns of the object, against walls that can be between the camera and the object. Finally the object should be rendered using the correct sprite frame, for an object of that size and with that orientation. This is different in the video, because for now I only draw columns of different width and size, and also change the color according to the distance. Right now the angle table uses 1K and I think it would look better with more resolution (that would mean 4K instead). The distance table uses 256 words (so 512 bytes), and it haves 7 bits of precision that I'm not using yet, but it works well enough. I was using a size table of 256 bytes, but in the end I don't need it, because objects also need the perpendicular distance to the camera (same correction as wall columns), so I'm using the same code used for the walls, to get this scale factor. In the video I implemented two "objects", one of them moving in a loop. They get activated when they are at a "visible" distance from the player (like 8 tiles away) and if they are disabled they should not cost much processing time. Probably two enemies at the same is a good rational limit for this engine, but I would have to test this more. Set the quality to 720p50Hz also for this.. For the future: (whenever that is..) For Project X, it could be useful to force a max frame rate of 25 in PAL (30 or 20 in NTSC), so it is a little more stable. Now it can go from 50 to a little below 20 (in very specific points of the maze, looking in specific directions and with 2 objects active.. but maybe I can optimize this worst case), so that variation may bother some people. In general I would say the average goes between 25 and 35 fps. So maybe locking the upper limit could be another option. Also, for any movement logic, is better to have a stable frame rate, but you can also solve this moving the logic to an interruption. The next step would be using better graphics for the objects, and that would require more complex clipping and lots of sprite frames . This can be done using P/M's, or char based software sprites in Project X (there is space for that), or just software sprites, in Project M. I also need to move the optimizations and the object code to Project M, but maybe it would be more productive to start migrating everything to a cartridge. Regards!
  37. QUICK UPDATE Wip Beta 13 Corrects bug that forced you to fight again the last midboss when backtracking. knightguy20200912d.a78 revision D, corrects bug in crate pushing. knightguy20200912c.a78 revision C knightguy20200912b.a78 revision B UPDATE Wip Beta 12 90+ screens Cosmetic changes. Sir Meowmington edition. knightguy20200912.a78 New Boss UPDATE Wip Beta 11 80+ screens New Boss Cosmetic changes. Now with frogs! knightguy20200828.a78 Classic Jump Scheme DELETED Test Jump Scheme UPDATE Wip Beta 10 is here! 70 screens New Boss. New Item some minor cosmetic changes. knightguy20200817.a78 Quick Update 2020 08 08 Corrects misplaced respawn screen 60 and a couple of minor corrections in other screens. Add a couple of new screens. Tweak the boss attack pattern in current last boss Minor cosmetic changes in potions and hearts screens. knightguy20200808.a78 UPDATE 2020 08 06 Celebrating a month of development Now with 60 screens. Even more cosmetic changes. knightguy20200806.a78 UPDATE 2020 07 28 a LOT of cosmetic changes. Some water levels 5 new screens. knightguy20200728.a78 Quick Update 2020 07 22 Corrects a bug in screen 30 Adds 4 screens Changes some sprites. knightguy20200722.a78 UPDATE 2020 07 19 Tweaks the timer font and made it more precise. Corrects the position of exit of END of BETA screen Hopefully corrects the incorrect jump to upper platform in levels 20-23 Some minor cosmetic changes as well. knightguy20200719.a78 UPDATE 2020 07 18 Migrated to a 144k bankswitching rom. More screen, added some sounds, changed some tiles and sprites, etc. knightguy20200718.a78 Quick UPDATE 2020 07 11 Corrects "hidden obstacle" glitch in springboard room KnightGuy20200711.a78 UPDATE 2020 07 10 New beta. More screens, more sprites more everything (except sound) KnightGuy20200710.a78 ###################### Hi guys A couple of weeks ago I started to port one of my 2600 projects, Knight Guy in Low Res World: Castle Days, to 7800 and want to share the first beta/playable demo for testing and comments. It is a platformer with a humble touch of metroidvania. It is in early development stage so there is not too much content (15 screens so far), but it is totally playable. KnightGuy20200704.a78
  38. After a few false starts I'm finally working on a game to completion. This is an early look, nothing is set in stone yet (especially those horrible monsters, they're getting changed)
  39. I am the one who had the unfortunate responsibility of breaking the news to the public after hearing it from his wife. I am still in shock at the loss of my friend. Yes it was his heart though an autopsy is not going to be done because of Covid restrictions.I’ve posted about the funeral arrangements on the Atari Museum Facebook group. I’m going to be working with his wife at some point in the near future to bring some order into the sad chaos that has arisen from his sudden departure. That includes going through the voluminous Atari museum archive, all the projects he was working on for people, any business related things, and so on. It’s quite the undertaking but it has to be done. And I want to make sure I do everything possible to preserve his legacy and what he was trying to accomplish, and what I was fortunate enough to be a part of for sometime now.
  40. Sector Wars - New Atari Game Release So after 35 years I am finally releasing Sector Wars. It is a multi-phased shoot 'em up for Atari 400/800/XL/XE computers (32K), written in Assembler. I just want to say many thanks for all those have shown interest in this game over the years, and sorry for taking so long to finally release it . As I mentioned before I originally worked on this from around 1983 to 1985 as a teenager, and I actually had started speaking to the UK-based game developer 'The English Software Company' about a release (I met Phillip Morris at a show). For anyone interested in the history/details I have attached a Word Document, which also includes the gameplay instructions. I hope that some of you at least enjoy this, particularly if you are now trapped at home in Lockdown. I tested the game in Altirra and Atari800WinPlus. If anyone gets into the game at all, it would be great to hear of any 'High Scores' and the 'Sector Number' that you manage to get to starting at Skill Level 1. Cheers Vic XEX File: Sector_Wars_by_Vic_Thorn_PAL.XEX Sector Wars - Flyer Mock-up (I am no artist ): MicroMart Magazine Coverage (UK 6th Nov 2008 - Issue 1029): Video - Sector Wars GamePlay: Video - Sector Wars (Atari) Arcade Cabinet Gameplay: Related Threads: www.sectorwars.co.uk SectorWars_Backgound_and_Instructions.doc
  41. It has been a long time since Reboot have released a game for free download, and it is something I've wanted to get back to for a while. With everyone in lockdown from COVID-19, now seemed like the perfect opportunity to give something out to the community to play with and hopefully have a few hours away from the real world with some fun. Announcing: DRAGONKEEP DragonKeep_v1.01_Skunk_GD.rom Flash this to your Skunkboard or copy to your JaguarGD cart to play. Based on the classic 2600 game "Dragonfire" you must help your King recover all his worldly treasure from a dragon infested castle! The music was created by Roald Strauss from https://indiegamemusic.com/ and is fully licensed for use. Artwork for this was sourced from opengameart.org, itch.io and pixabay, and I'd like to thank the following: MSavioti - Fireball Revangale - The Raven Bonsaiheldin - Gold and Treasure icons djantosh10 - Dungeon Door Mysticartdesign / 1030 images - Title picture CharlesGabriel - Dragon DarkWorkX / 1778 images - Castle interior floor arikel - Our Hero! rubberduck - Castle exterior backdrop The game will likely appear in the future on a compilation of similarly sized projects. I love working on these smaller games where the focus is on nailing the fun and gameplay, so I think I might do a few more of these until there is enough for a multicart. If people enjoy this release, we'll run a High Score Competition with a prize. Anyway, stay safe everyone, say indoors, and WASH YOUR HANDS.
  42. It's called burnout. Physical and mental stress over prolonged periods causes decision making to be impaired. Couple this with the fact there are some people in the "scene" (read back a few pages) out to deliberately cause others further stress and harm, and it eventually makes you wonder why on earth you bother doing these things. Trust me, it's not for the money -- if it were, I would never have even started. At that point in time I was quite happy to jack it all in, and very nearly did. And its very easy to make the "correct" decision when you are not furnished with the facts of the matter and you make the decision in retrospect, isn't it?
  43. I needed a break from other coding. Therefore, when @ZeroPage Homebrew announced that they would play INV+ (and show a demo named INV3), I remembered an old Space Invaders demo which I had done in 2001 and 2003. Using the RESP trick, I was able to display 11 invaders per row, like the arcade game. So I went back to the demo and decided as an intermediate project I might make a nice little (4K) game out of it. Over the past days I have completed the overall display kernel. This gives a good impression about the final game. It even has basic gameplay as you can shot the invaders. However there are still some major things missing, e.g. the invader bombs, the shield handling and all sound. I based the graphics on the arcade version and adapted them to the different screen layout. They are not perfect, but for now they should do. For the colors I decided go for a medium arcade variant (early versions had no colors, later versions were very colorful). The obvious differences to the arcade are: - The invader formation is much wider than in the arcade, this is a hardware limitation - There are 3 instead of 4 shields, because I can do only 3 large shields (if anyone has an idea for 4 large screens, please let me know) or 4 small shields (like in Atari's Space Invaders game). IMO the larger shields are closer to the arcade. What are your thoughts here? BTW: "Space Invaders Arcade" is only the project name until I come up with something better. SIA V0.1 (Thomas Jentzsch) (NTSC).bin SIA V0.2 (Thomas Jentzsch) (NTSC).bin SIA V0.3 (Thomas Jentzsch) (NTSC) (F8SC).bin
  44. Here was a very early mock-up we did about a month after we got the official license and started working on it. I'm not saying the game is going to look like this... this is merely a quick and early mock-up we did based on the original look of the game if it were reimagined. A lot of the proportions are incorrect and again... merely only a very early mock-up just to start getting some initial ideas. We did 4 or 5 of these, but I thought this one was pretty cool. Let me again repeat... this is JUST a mock-up and .jpg... but something to maybe get folks a little excited. Did I mention this is only an early mock-up?
  45. Hi all, my latest project is finally out: You can read the story behind it and download the game here: http://matosimi.websupport.sk/atari/2020/05/lasermania-2020-rebirth-of-avalon-classic/ Enjoy!
  46. PMG masking is in... I was going to use GPRIOR %100 (PMGs under the playfield) but the foreground uses too much of COLBAK so it was still distracting. So i went with classic PMG masking with a little simplification... it doesn't work for gates and slicers (software masking still works though) but it's not really noticeable. So not perfect but works well enough, and the CPU cost is close to 0 😛 This means the game is now feature complete! (unless I decide to add more stuff!)
  47. Hi all. It's a quiet morning of the Halloween day, and your child comes announcing he collapsed the neighbor's house. Enough to stop your heart, but fortunately the neighbor isn't angry, instead he gave your kid a juju. Instantaneously your house is attacked by zombies everywhere (of course, nothing to do with the juju), but your family is so afraid of the zombies that they are freezed by chilling horror. You need to carry them to the outside on your head (your wife, your kiddo and your daughter), but you only can carry one at a time. If the zombies touch you, you'll become a zombie dad, but you'll be dead pretty soon unless you eat some human flesh. If the zombies touch a member of your family, well, he or she will disappear. The level is complete when your family is saved or all eaten, your choice. On each level the difficulty will be harder, the zombies will be faster, and I forgot about the banshees. Once in a while, a zombie will turn onto a banshee, it won't eat your family but can turn you into a zombie dad. With a little luck the juju isn't so bad and the curse could disappear, but you don't know when!!! Move with the controller, left and right, up and down over the stairs, and also press the side button to carry a member of your family or put he/she on the floor. Enjoy it! zombie0.zip
  48. and now with secret revealed maybe Tommy can bring back one of my all time, rare, but favorite Intellivisions games
  49. Hi all, Castle Defender is out for public: http://matosimi.websupport.sk/atari/2019/11/castle-defender/ Enjoy!
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