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Everything posted by playsoft

  1. After a few months of dedicated practice you'll get better:
  2. Credit is due to whoever it was at Konami that designed Scramble. Every element of the game is so simple but they really work well together.
  3. Changing the logic in a game is difficult. You might be lucky and find that the accelerator/brake button presses affect some variables that you could manipulate with the joystick position instead... but this is unlikely. Keeping the game logic the same but changing the inputs is easier. You could use the joystick position to effectively determine how many times the accelerator/brake buttons are pressed over a certain number of frames. This would be similar to how the joystick functions in Scramble. There is a dead zone in the middle and four zones either side. Depending on the zone the ship is moved 0, 1, 2, 3 or 4 frames out of 4 frames. I don't know whether this would give you the functionality you require with the racing wheel. I won't promise anything but I will take a look at it when I have some time.
  4. Thanks for the nice comments, I was pleased how it turned out.
  5. This is my attempt at Scramble on the 5200. Press a trigger or start and you'll see the options screen. Press the numeric key of the option to step through the different settings. 1. Difficulty - select between Normal and Easy. 2. Tunnels - select between Wide and Normal. By default Wide is selected which makes the tunnel section possible with the 5200 non-centering joystick. If you play with a digital (or centering) joystick then you should select Normal tunnels. 3. Ship size - (usually...) selects between Normal and Small. 4. Rockets - select between Normal and Fast. 5. Autofire - select between Off, Fast and Slow. 6. Trigger 1 - select between Missiles and Both. This allows you to play with a single button joystick. If you select both then the (main) trigger will both fire a missile and drop a bomb. 7. Lives - select between 3, 4 and 5. 8. Scroll - select between Normal and Fast. Thanks to kiwilove for his help with the graphics. Also to PacManPlus for making the level data available and to CyranoJ for explaining it! scramble.bin
  6. Just to clarify that kiwilove is not me - that is Harvey who does the graphics on the games we've done together. Another user to add is darryl1970 who did the graphics on the hacks of Popeye, Donkey Kong and Donkey Kong Jr. Cheers, Paul
  7. User Aking made Pooyan available here: http://atariage.com/forums/topic/222141-mistery-5200-game/?p=3286246
  8. I did a joystick mode trak-ball hack some time ago here: http://atariage.com/forums/topic/247585-crystal-castles-no-trackball-support/?p=3439482
  9. I was able to buy a years hosting for £12, so the player editor should now be accessible again.
  10. The instructions: http://www.atarimania.com/game-atari-400-800-xl-xe-mario-bros_6046.html ​​Say you have to make it to round 8 for the first new POW switch:
  11. To run standalone on the 5200 it would need a 1MB bank switching cart. As far as I know the largest scheme so far on the 5200 is 512K on the cart developed for M.U.L.E. (which would have been sufficient before the horizontal levels were added). Bank switching is a feature of the cart so I don't think there is any reason why it couldn't be done, but I don't do hardware myself and for someone else to develop it for just this one game is not worthwhile. Also it's a hobby and it's one thing to make something freely available and another to sell it. I'd rather keep things simple and uncommercial.
  12. Thanks! It makes use of two features of the Atarimax cart. It uses bank switching to make more ROM space available. It uses a 8K bank switching mode where 64 banks are available (the game uses about half of those). Most 5200 games are 16K or 32K non-bank switched ROMs, I think there are only a few bank switched games. The other feature it uses can be seen if you watch the cart just before a level starts - when the led flashes that is it reading the data for that level from the SD card into the cart memory.
  13. I did slow down the mice as was requested by someone: http://atariage.com/forums/topic/224146-frisky-tom/?p=2969922
  14. The big Popeye head comes from the arcade game with the background star removed and a little modification. I think Fandal also worked on the original RMT version of DK. Kenfused did the original port of DK Jr to the 5200. And of course the original authors who did all the hard work.
  15. Your boxart made it into Atari's IP Catalog - check out the Adventure II entry (which is Cafeman's 5200 homebrew): http://www.atari-investisseurs.fr/wp-content/uploads/2016/07/Atari-IP-Catalog-July-2016.pdf
  16. It appears they have taken the box art from here: http://atariage.com/forums/topic/165862-boxart-thread-real-mockup/?p=2048556 So two AA members have their work in Atari's IP Catalog!
  17. I don't know if Cafeman is aware, but his Adventure II is in Atari's 2016 IP Catalog (also in the 2015 one). What an honour! http://www.atari-investisseurs.fr/wp-content/uploads/2016/07/Atari-IP-Catalog-July-2016.pdf http://news.calyptus.net/wp-content/uploads/2015/09/Atari-IPs-Sept15.pdf
  18. Does anyone have any TIATracker music I could use in a very simple dance game? Attached is a silent version, but it really needs music to work. With music it would be bank switched, so a 4K bank would be available for the music data.
  19. It's a music video: https://www.youtube.com/watch?v=G3C-VevI36s Which has been ported to a number of systems including a fantastic version on the VCS which is how I heard about it. https://www.youtube.com/watch?v=Ko9ZA50X71s The A8 version is using LZ4 compression and depending on the resolution it's either bitmap or char mode (char mode did tend to give better compression results).
  20. With Dhor's great rendition of the music, Miker suggested using it in an A8 port of the demo I had running on the 5200. Attached are versions in a number of different resolutions for 8mbit AtariMax MaxFlash cart and 1088 Rambo memory expansion. I'd never considered epilepsy warnings before but I included one here since there is quite a bit of flashing with the strobe option. atarimax_bin.zip atarimax_car.zip rambo1088.zip
  21. Thank you for doing this and to everyone who replied. With a display of more than 192 scan lines, what would you recommend doing with the vertical blank and over scan... take half the extra scan lines off of each?
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