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solidcorp

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  1. All Star Castle 2600 materials are now free to download here: http://starcastle2600.blogspot.com/p/star-castle-2600-story.html CD iso or zip containing ROMs, source, box art, manual, pictures, videos, etc. Smaller individual files containing ROMs and Stella pre-configured for each platform. ...and of course the Stella source is also available for download there as required by its license. ~ enjoy
  2. Just a really early development environment on the ST and a simple Panther graphics program demo, stock Atari stuff, nothing I wrote. I think it is already out there on the web.
  3. The text source code is an adaptation of the Epyx sprite sample with Epyx dated edits in 1990, and since I left Atari in 1991, I would have to say in that area. The polygon source code contains the line: * by D. Scott Williamson 1/24/90 As for restoring old floppies - been there, done that! If you haven't seen this already, you may be interested in this thread: http://atariage.com/forums/topic/188836-some-pretty-awesome-graphics-for-the-lynx/?p=2413123 Good luck!
  4. Yes and no... Matt Scott has dug up around a dozen Amiga and old DOS floppies, but of those that could still be read, none had anything interesting. They all either had [ancient] personal documents, software, or files that are already in circulation. I use ADFRead to get the data off the poor tarnished Amiga floppies, and I use a tool to look at deleted files in DOS to make sure I'm not missing anything. No treasures yet, but I'll keep looking as long as floppies turn up.
  5. Thanks. I was so tickled when I recovered it and I thought, there's no reason to jealously protect any of this, why even recover it if not to share it.
  6. TEXT.ZIP This was a successful approach to use the pattern of the red, green, and blue subpixels of the LYNX display to effectively triple the horizontal resolution of monochrome fonts. To get the full effect of what I was trying to accomplish run testtext.bin.o on Handy in full screen Lynx LCD emulation mode. Press 1 to hflip the image which defaults to scale of 200 (x2) and you will notice that the colorful characters look pretty much the same when flipped. But cursor around and decrease the horizontal and vertical scale to 100 (x1) and the small letters become clearer, press "1" to hflip the sprite (you may need to slide it to the right a little) and it looks really screwed up when hflipped. I was inspired when I put the LCD into the unsupported monochrome mode and was rendering to monochrome subpixels. I just never got around to using it in a game. ~Enjoy! D. Scott Williamson Text.zip
  7. ROTATION.ZIP Sprite rotation on the lynx using hskew and vskew. It looks like the vskew was done manually. It worked but it probably wasn't that fast, but it may have been able to rotate a playfield to make a game like Assault. ~Enjoy! D. Scott Williamson Rotation.zip
  8. POLYGONS.ZIP Here are my original sprite polygon routines and the same routines working with the Quartet driver. If you want to build the version with the music you will need the quartet.zip too. I'm a little embarrassed by the grandiose comment in the source, not to mention my spelling but I left it - I was 22 and full of joy working at Atari. Others also obviously came and made polygon drivers and games, but at the time I wrote these I hadn't heard of any. My good friend John Sanderson later wrote both Hard Drivin' and Steel Talons on the Lynx - quite miraculous. ~ Enjoy! D. Scott Williamson Polygons.zip
  9. FROGGY.ZIP Here are the sources and artwork to my extended or full color tests on the Lynx. It looks way better on the LCD and even on the captured VHS than on the emulator but I wouldn't want to use it as is in a game. It achieved 12 bit color by showing 4 bit red green and blue images in rapid succession. The problem was really that with each color only showing 1/3 the time the image was 1/3 as bright overall and flickery. If I were to try it again, I would do what Spectrum 512 did on the ST and create a bitmap and set of palettes designed to reload the palette on each line then "chase the beam" by setting colors mid-line. Of at least swap between three low color images to achieve more than 4 bit color resolution without sacrificing so much brightness. I think someone else has done that. ~Enjoy! D. Scott Williamson Froggy.zip
  10. FRACTAL.ZIP Here is the source code and artwork for the fractal terrain experiments. ~Enjoy! D. Scott Williamson Fractal.zip
  11. Alien Brigade was a concept for an alien flight shooter over fractal terrain. Some tests were done but it never got off the ground. This test is for positioning objects. Other tests coming later were the fractal terrain generator and renderer. Attached is the source for the object positioning code. This really is not anything terribly impressive. ~Enjoy! D. Scott Williamson Alien Brigade.zip
  12. DIGISND.zip This archive contains folders from my Amiga and my ST restores. The ST folder contains most of the utilities I wrote on the game development at Atari. The .prg files should run on an ST or STEEM emulator and the source code is all included in the .s and .q files. I used Assempro for ST development. None of it is too large or complex, especially if you are familiar with 68000 assembly and the ST. I did not include Replay (useless without the cartridge really, use Audacity now), and Quartet which is copyrighted. I think Quartet works in STEEM so it could be used if you had it. In the Amiga folder are the source and bin files to 1,2,3, and 4 voice digitized music drivers, as well as simple 7 bit sample playback routines. As you can see from the demo, playing back 4 voice digitized audio can be demanding on the Lynx. It occasionally sounds a little crunchy or glitchy in Handy, I don't remember it sounding like that on a Lynx. It would be nice if someone could verify that. It may be that the interrupt service routine may be too dynamic a load for Handy at times. The Quartest.bin.o example has color buffer writes enabled to show how much CPU is being consumed by the audio playback. I'm not seeing the digitized sound routines I used in Toki and were then used in other games. They used a 4 bit delta compression that could stream directly from cartridge ROM. It was driven by a 4 bit delta lookup table and we tried everything in there from linear to powers of two, to Fibonacci numbers I don't see it in here but the compression is probably in the ST code. Quartet uses .set files (collections of instrument samples) and .4V (sequence like midi) files. LYNXSPL.PRG converts 8 bit samples to 7 bit zero terminated samples. QTET2LNX.TOS will convert quartet files to a .QLX file for the Lynx. You can use the code, if you do give me credit. ~Enjoy! D. Scott Williamson Digisnd.zip
  13. So a couple weeks ago Matt Scott, a friend of mine who developed Lynx music for tons of released and unreleased games sent me some Lynx ROMs he found on floppies. This stuff always gets me excited. One was the Simpsons digitized sound demo the other was 720WS.ROM. I knew that 720 was in development while I was there (the coin op was in my office) and I got very excited thinking we might have an unreleased partially done ROM but you can't just run unprotected ROMs in Handy. I asked for some help in another thread and LX.NET introduced me to Harry_Dodgson. They helped me preview the ROMS in Handy and I now understand that they are both already in circulation. The 720WS.ROM is a silent display of just the skateboard character in the center of the screen rotatable with the joypad, but what happened next was awesome... Some of you may recall that I went to great lengths to recover the RoadBlasters, Toki, and S.T.U.N. Runner source materials in 2011 (http://atariage.com/forums/topic/188836-some-pretty-awesome-graphics-for-the-lynx/page__st__25?do=findComment&comment=2413123). After recovering those materials I recovered other batches of Amiga floppies with adfread, cleaning disks with alcohol, adapting my ruby script to extract files and folders from the various versions of Quarterback used to create the opaque disk images, and after all that I had the source code and .bin files for all the technology prototypes I developed. I wanted to view the prototypes on Handy but they were in BIN format. For 22 years, the only way to see these demos was on a single VHS tape I made of them in 1991. Harry gave me a tool he wrote to convert .BIN to .O which Handy can read, but it didn't work, so he sent me the source. It was done a long time ago in a unix/mac/pc cross platform dialect of C that Visual Studio didn't like but the code was straight forward, well written and documented so I ported it over to standard C. I discovered that Handy jumps to the first byte loaded from a .O file and my code was written using several blocks with the start address typically somewhere in the middle, so I added code to patch the binary adding a 3 byte JMP START at the beginning of the code where needed (along with a couple other technical tweaks) and VOILA! My demos were now runnable on the Lynx! I can't tell you how exciting it is for me to see these demos come to life. These were all exploratory Lynx technologies I wrote for game concepts or just for fun that never found their way into released products (other than the sound drivers). Here are the highlights of my exploits... abtest0.bin.o was a true 3D drawing test (as opposed to pseudo 3D used in RoadBlasters and S.T.U.N. Runner) for a game idea called Alien Brigade, that temporary artwork is my head. The source is dated 11/20/91. fractest0.bin.o, fractest2.bin.o, and fractest3.bin.o are fractal tests. I loved Rescue at Fractalus and wanted to do a terrain based game but that code was too slow. Source dated 11/18/91 polytest.bin.o is a combination of my triangle rendering routine and my Quartet digitized sample midi music driver, press a button to start the music. quartest.bin.o is a simple sprite test and my Quartet digitized sample midi music driver, press a button to start the music. rottest0.bin.o a sprite rotation test. Sprites can be skewed vertically and horizontally which is all that is needed to pseudo rotate a sprite up to 45 degrees. it is undated but was probably done around the time I did RoadBlasters. showfroggy.bin.o shows a full color picture of a frog by multiplexing 4 bit (16 shade) red, green, and blue images. It looks better on LCD, I wish Handy had a "phosphor" setting that would simulate LCD ghosting. If I were to try to do it again, I would do it a different way. testspri2.bin is a simple sprite test with my multivoice 7 bit digitized sound driver I wrote for Al Baker 7/12/1990, either for Pit Fighter or Bill & Ted. Pressing any button plays voices saying "replay", button A plays at subsequently higher pitches, B plays subsequently lower pitches. textdemo.bin.o is a text demo I used to explore trying to improve text appearance by attempting to take advantage of the color masked pixels on the LCD to try to effectively triple the horizontal display resolution. Windows clear type does this for LCD displays now, I should have patented that one (http://www.microsoft...arTypeInfo.mspx). It is undated, I was inspired when I put the LCD into an unsupported monochrome mode - it looked terrible otherwise. :-) DScottWilliamsonLynxTechTests.zip
  14. It was really in production... Steve Ryno was fanatical about the game and held the world record high score at the time. We had the machine in the office and watching him play it was pretty amazing. I added a pause switch that would temporarily halt the 6502 but we didn't have documentation on the main T11 processor and while the "pause" switched worked sometimes, you could never unpause, and sometimes the screen would glitch out and you had to restart the machine. The pause switch installed on the 68000 in Toki worked GREAT!. Anyway, I can remember the guy who was working on it but I can't remember his name... I also know what you know, that it never was released but I'm not sure how far he got. That was about the time I was wrapping up Toki and we were starting to work on the Panther. There was a lot going on. So as far as the screen shot is concerned, it could be a mock up, or it could be a screen shot, I don't remember and I can't wait to find out if this ROM is a work in progress or something less, like a sound development ROM. (fingers crossed)
  15. The 720WS.ROM is 128K and starts with 0x19A zero bytes... sadly, the make_lnx.exe did not work. Here are the first 0x200 bytes: Offset(h) 00 01 02 03 04 05 06 07 08 09 0A 0B 0C 0D 0E 0F 00000000 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 ................ 00000010 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 ................ 00000020 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 ................ 00000030 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 ................ 00000040 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 ................ 00000050 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 ................ 00000060 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 ................ 00000070 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 ................ 00000080 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 ................ 00000090 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 ................ 000000A0 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 ................ 000000B0 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 ................ 000000C0 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 ................ 000000D0 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 ................ 000000E0 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 ................ 000000F0 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 ................ 00000100 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 ................ 00000110 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 ................ 00000120 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 ................ 00000130 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 ................ 00000140 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 ................ 00000150 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 ................ 00000160 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 ................ 00000170 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 ................ 00000180 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 ................ 00000190 00 00 00 00 00 00 00 00 00 00 00 B2 01 00 00 24 ...........²...$ 000001A0 01 01 01 B3 00 00 00 04 EA F6 80 00 00 00 00 00 ...³....êö€..... 000001B0 62 CD 00 0C 00 06 09 0F 00 0C 00 00 05 0C 0E 0C bÍ.............. 000001C0 08 04 00 AE 0C 0F 00 13 F0 D2 CF FA 09 AF 0F CC ...®....ðÒÏú.¯.Ì 000001D0 88 44 01 B0 00 34 24 49 24 00 00 00 00 00 A0 00 ˆD.°.4$I$..... . 000001E0 66 00 00 00 00 00 45 30 00 00 00 4C 24 50 00 33 f.....E0...L$P.3 000001F0 00 00 01 00 01 00 00 00 00 01 23 02 00 00 0A CC ..........#....Ì The first 0x300 bytes of the 256K SIMPSONS.ROM file are (I'm pretty sure this is the simpsons digitized sound demo already released): Offset(h) 00 01 02 03 04 05 06 07 08 09 0A 0B 0C 0D 0E 0F 00000000 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 ................ 00000010 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 ................ 00000020 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 ................ 00000030 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 ................ 00000040 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 ................ 00000050 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 ................ 00000060 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 ................ 00000070 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 ................ 00000080 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 ................ 00000090 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 ................ 000000A0 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 ................ 000000B0 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 ................ 000000C0 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 ................ 000000D0 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 ................ 000000E0 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 ................ 000000F0 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 ................ 00000100 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 ................ 00000110 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 ................ 00000120 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 ................ 00000130 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 ................ 00000140 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 ................ 00000150 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 ................ 00000160 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 ................ 00000170 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 ................ 00000180 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 ................ 00000190 00 00 00 00 00 00 00 00 00 00 00 52 02 00 00 80 ...........R...€ 000001A0 4B 04 01 9D 02 00 00 04 82 15 08 00 00 00 00 00 K.......‚....... 000001B0 B9 0B 0B 00 00 00 00 00 65 09 0E 00 00 00 00 00 ¹.......e....... 000001C0 BD 0D 12 00 00 00 00 00 A9 11 17 00 00 00 00 00 ½.......©....... 000001D0 91 3A 26 00 00 00 00 00 3D 4C 3A 00 00 00 00 00 ‘:&.....=L:..... 000001E0 D7 1E 42 00 00 00 00 00 3D 11 47 00 00 00 00 00 ×.B.....=.G..... 000001F0 E7 26 51 00 00 00 00 00 9B 1D 59 00 00 00 00 00 ç&Q.....›.Y..... 00000200 D3 29 64 00 00 00 00 00 B9 28 6F 00 00 00 00 00 Ó)d.....¹(o..... 00000210 2B 3E 7F 00 00 00 00 00 31 1E 87 00 00 00 00 00 +>......1.‡..... 00000220 FD 30 94 00 00 00 00 00 A9 3D A4 00 00 00 00 00 ý0”.....©=¤..... 00000230 D9 30 B1 00 00 00 00 00 CB 55 C7 00 00 00 00 00 Ù0±.....ËUÇ..... 00000240 F3 35 D5 00 00 00 00 00 23 53 EA 00 00 00 00 00 ó5Õ.....#Sê..... 00000250 D7 56 00 0F 00 06 09 0F 00 0C 00 07 05 0B 0E 0C ×V.............. 00000260 08 06 00 FF 0C 0F 00 13 F0 D2 00 EC 09 8F 0F CC ...ÿ....ðÒ.ì...Ì 00000270 88 75 04 30 00 00 00 34 80 00 00 00 00 00 01 00 ˆu.0...4€....... 00000280 01 00 00 00 00 18 09 7D F7 DF 7D F7 DF 7D F0 09 .......}÷ß}÷ß}ð. 00000290 7D F7 DF 7D F7 DF 7D F0 09 7D F7 DF 7D F7 DF 7D }÷ß}÷ß}ð.}÷ß}÷ß} 000002A0 F0 09 7D F7 DF 7D F7 DF 7D F0 09 7D F7 DF 7D F7 ð.}÷ß}÷ß}ð.}÷ß}÷ 000002B0 DF 7D F0 09 7D F7 DF 7D F7 DF 7D F0 09 7D F7 DF ß}ð.}÷ß}÷ß}ð.}÷ß 000002C0 7D F7 DF 7D F0 09 7D F7 DF 7D F7 DF 7D F0 09 7D }÷ß}ð.}÷ß}÷ß}ð.} 000002D0 F7 DF 7D F7 DF 7D F0 09 7D F7 DF 7D F7 DF 7D F0 ÷ß}÷ß}ð.}÷ß}÷ß}ð 000002E0 09 7D F7 DF 7D F7 DF 7D F0 09 7D F7 DF 7D F7 DF .}÷ß}÷ß}ð.}÷ß}÷ß 000002F0 7D F0 09 7D F7 DF 7D F7 DF 7D F0 09 7D F7 DF 7D }ð.}÷ß}÷ß}ð.}÷ß} 00000300 F7 DF 7D F0 09 7D F7 DF 7D F7 DF 7D F0 09 7D F7 ÷ß}ð.}÷ß}÷ß}ð.}÷
  16. I used to do be the head of Lynx development at Atari in Chicago in the late 80's and have come across some old ROM files. One is 720ws.rom, the other is simpsons.rom which is probably the sound demo that has gotten around. Is there a way I can convert these unprotected ROM images to .lnx files to see what I have here in handy? Handy is asking for howard.o, but judging by people's responses and it's rarity on the net, I don't expedt to get that. More images and possibly code aree probably coming as we excavate floppies. Sooner or later we'll get to the development Amiga 2000 that was used to develop a bunch of games.
  17. There are a few boxes, liners, and manuals left. If anyone is interested in a box, liner, and manual for $50, sent me a PM or email me at starcastle2600@gmail.com
  18. Sure enough, here it is... ; ; ONCE FADED OUT DO LIFE/CONTINUE PROCESSING ; LDX #$80 ; STX !INIDISP SEP #MEMBIT SED LDA !LIVES SEC SBC #1 STA !LIVES CLD BMI .NOLIVES ; <<<<< Here is the error JML >PLAYERTURNOVER .MEM8 .IDX8 .NOLIVES ; NO MORE LIVES CONTINUE? DEC !CONTINUES BPL .CONTINUE JMP .NOCONTINUE .CONTINUE Binary byte values are normally stored in two's compliment format and can have 256 values in eight bits. Signed values use the highest bit as a sign bit and can represent numbers between -128 (10000000 binary) and 127 (01111111 binary). The number of lives is stored in one binary coded decimal [bCD] byte. The BCD format stores values as decimal digits in each nibble of a byte, i.e. two's compliment 12 in decimal would look like 0C in hexadecimal and 00001100 in binary, the same value in BCD would look like 12 in hexadecimal and 00010010 in binary. The value 80 in BCD looks like 10000000 in binary which is the first value with the high bit set. Remember that in signed two's compliment signed arithmetic the high bit is the sign bit indicating a negative value. The code above is triggered when Bubsy dies. It decrements the number of lives in BCD and then checks to see if the resulting number of lives is negative, which is logically what would happen if Bubsy had zero lives left (in addition to the current one being played) and died. The problem arises when you decrement BCD 81 lives... it triggers the sign flag and the BMI (Branch if minus) instruction jumps to the code for continuing the game. The code should have checked for zero remaining lives before decrementing the number of lives rather than checking for a negative value after. Good find.
  19. Bubsy was designed and started independently at Accolade on the Sega Genesis, the SNES port began very early in the project. Shortly thereafter, Accolade became involved in a lawsuit with Sega that resulted in the Genesis project being injuncted (legally halted) and the SNES became the lead SKU for the remainder of the game. As Bubsy SNES was nearing completion the lawsuit was resolved and work on the Sega Genesis project was to resume internally at Accolade but the resources were not available, so the SNES team ported SNES Bubsy to the Sega Genesis - in 13 weeks. The Genesis is a complete and direct line by line 65816 to 68000 assembly language port of the SNES code. The game was designed to use colors, character, and sprite graphics in a way that was friendly to both systems. The SNES has superior sound hardware which supported sampled sound where the Genesis uses mainly synthesized music. There were a few technical things in the SNES version that were technically difficult to do on the Genesis; mid screen palette changes for the water led to some graphics artifacts, and scanline by scanline translations for the screen flip, train background parallax, and credit screen, etc. were a tad more challenging. I know this because I wrote Bubsy. I left Atari in 1992 to start SOLID Corp. and the first game development deal I landed was the SNES (and later, Genesis) versions of Bubsy (Claws Encounters of the Furred Kind, I had nothing to do with the games that came later). I still have all the development tools, source code, and artwork. Much of my Bubsy memorabilia (t-shirts, glasses, buttons, pins, magazines...) is carefully, though unceremoniously preserved in these boxes alongside those scrolls which are literally the blueprints to Bubsy. They are four foot by fifteen-twenty foot scrolls of hand drawn designs for all the levels: Working on Bubsy was a fantastic experience. I loved working with John Skeel (producer), Mike Berlyn (designer), and Becket Gladney (lead artist). To answer the main question of this thread itself, there are things I like and things I don't about Bubsy: I liked the theme, art style, the character the personality and most of the mechanics, but I agree with some posts that it was too easy to build up a lot of speed and get blindsided with one hit kills. I also absolutely HATE the door maze puzzle in the carnival level, I bet that is a stopper that prevents a lot of people from progressing in the game. Here is an interesting factoid/egg-ish bit of trivia: Do you know how when you complete a level you see the digits of the code scrambling before they settle on the screen? Those are actually all the codes to all the levels of the game scrolling by. The idea was that if you finish the first level and record that screen with a VCR (hahaha yea, VCR), then play it back frame by frame you could get the codes. Here are the Genesis credits: SOLID Corp. is still alive and well, I just finished the successful Star Castle 2600 Kickstarter project with it. Do you have any other questions? D. Scott Williamson
  20. This is only 1/3rd of it... It started here: http://www.atariage.com/forums/topic/166250-new-atari-2600-game-shown/ and continued here: http://www.atariage.com/forums/topic/184943-star-castle-2600-2011-at-video-game-summit/ before this thread was started.
  21. Hi! The orders were shipped by availability (downloads & CD's first) then by pledge price category, and by order date within each category. You ordered yours at 7:53am on May 21, 2012, four days before the end of the campaign and your order was 27th from last; it shipped a week ago Monday. Someone had to be last, and believe me, no one wishes more than I do that I could have shipped them all by the end of July as planned. You should have yours very soon and I hope you enjoy it! I think you will. D. Scott Williamson
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