Jump to content

Zach

Members
  • Content Count

    2,097
  • Joined

  • Last visited

Everything posted by Zach

  1. I agree with you about the challenge. When you want to include everything that was ever put on a cartridge you are adding a whole new level of ambition. Remember that anyone with the right equipment can make a cartridge these days. Anyone without the equipment can hire Albert or others. There are known limited release homebrews like Pitfall Harry's Connect the Dots. There could also be privately made cartridges that only one person knows about. Especially with Batari Basic, it's pretty easy for someone to make their own homebrew. That is why I limited my list to carts offered to the general public. But you are free to make a list your own way. Including hacks and repros? Well again, you're free to do so, but would it be a homebrew list anymore? Good luck.
  2. I used the database as a reference, but there are a few differences. For example, I wouldn't consider Ebivision's Pac-Man to be a homebrew release since AFAIK only one copy was made. The database also categorizes hardware like the Cuttle Cart and Krokodile cart as homebrews. The (H) rating makes the most sense, but I consider a homebrew to be the software. Most importantly, the database is not clear on whether certain older titles like Yatzee were ever published.
  3. No reply in 2 weeks? I guess no one has offered such a list because it does not exist yet. We ought to make one. If Foxsolo2000 wants to collect them all, we homebrewers have an interest in helping out. I'll start with a list of everything I can think of. This list is limited to Atari 2600 homebrews offered for sale to the general public in the past or present, and does not distinguish between variants. (i.e. Skeleton and Skeleton+ are equivalent.) I've also added four new homebrews that AtariAge will release at vgXpo, Philadelphia. Minigame Multicart 2005 2600 Post-it Note Alfred Challenge Allia Quest Backfire Climber 5 Crazy Balloon Crazy Valet Dark Mage Edtris Euchre Fall Down FlapPing and JoustPong Go Fish! Gunfight Hunchy 2 Holiday Greeting Cart 2003 INV and INV+ Jammed Lord of the Rings: The Fellowship of the Ring Marble Craze Mental Kombat Merlin's Walls Okie Dokie Oystron Pesco Poker Squares Power Off! Pressure Gauge Qb and Holiday Greeting Cart 2004 RPS SCSIcide and Ultra SCSIcide Seawolf Skeleton and Skeleton+ Space Instigators Space Treat and Space Treat Deluxe Star Fire Stell-A-Sketch Synthcart Swoops! Testcart This Planet Sucks Thrust (many variants) Vault Assault Video Simon Video Time Machine Warring Worms I'll edit the list as suggestions come in. I believe there are older out-of-print homebrews that need to be added. EDIT: added some Hozer games from Nathan's links and listed variants for clarity.
  4. Zach

    Algebra midterm

    Cool. Slopes are often used to describe the steepness of a line. As you know, game programmers draw lines often, so this material does have real world applications. PM me if you'd like some free tutoring. I have a B.A. in math, and have work experience in certain aspects of math education. The only thing I'd ask for in return is for you to be a reference if I decide to start a small tutoring business.
  5. Zach

    4-In-A-Row DOS demo

    I've attached a new version of the A.I. demo which uses alpha-beta pruning. In layman's terms, that means the computer can look ahead more moves in less time. It is less vulnerable to the "ramp" strategy that Cybergoth used to defeat my first demo. The DOS demo is written in C, with the benefit of recursion. The tricky part now will be to port the routine to assembly. I'll have to manage the local variables in the stack myself.
  6. Wow. I like the flashing effect before stones dissapear. What was your reason for the brighter colors for falling pieces? The colors look different enough to me that I'm inclined to think that pieces won't match. (especially pink and red). I'd rather see the same colors on falling pieces.
  7. Zach

    Algebra midterm

    Good luck with the class, Kepone. What topics in algebra are you studying right now?
  8. If anyone wants to play on an unmodified supercharger, I just made a 4K version that will work for you. mjump_sc.bin
  9. :!: Submitted :!: Good luck to all the contest entrants.
  10. I've decided to submit the game as-is. All that is left to do now is to finish the instructions, of which I've got a rough draft.
  11. Thanks again to everyone who voted. Here are the current (and final) results: More easy puzzles [ 1 ] More medium puzzles [ 3 ] More hard-core puzzles [ 1 ] Nothing: It's fine the way it is. [ 6 ] I'll use this information to help decide what the final puzzle set will be and then submit to the contest.
  12. I have a Supercharger and use it seldom because of the hassle of moving my boombox next to the Atari. Makes me wonder what the replacement would be like?
  13. Thanks to everyone who has voted so far. I'm going to submit the game soon, so if you are interested in voting or otherwise contributing, please do so by 11:59 pm on Sunday (AtariAge time).
  14. Zach

    Archon is possible.

    Sure. I updated the sprites to borrow the original graphics. The original game had light/dark at the left and right sides of the board rather than top and bottom, though, so the sprites should still be redone. But this gives proof-of-concept anyway. Again, nice job. If your kernel can handle an asymmetrical playfield, why move the sprites to top and bottom? I might be missing something, but I'm not sure what you would need with extra cycles if you can already display the board?
  15. Archon Arena is a clever idea, Cybergoth. I'm not ready to give up on the board though. How about this? It has 81 cells with the same number of black, white, and neutral positions.
  16. Zach

    Archon is possible.

    Can you extend your sprites to 8x14? That is the size of the characters in the C64 screenshots. For smaller sprites, I agree that it would take an artist.
  17. Zach

    Archon is possible.

    Yeah, I've been looking at supercat's kernel, and it's very close to the original design. The advantage of higher resolution sprites and recreating the original appearance outweighs the disadvantage of flickering. @supercat, you can get screenshots from the link above, That'll give you the sprite data.
  18. Nice, now the yellow and blue characters are easy to see. On the down side, the whole board flickers and is a little rough on the eyes. I wonder if a different color scheme would help? I've noticed in Asteroids, some objects flicker better than others, depending on their color.
  19. Nice job. I just tried it on a Krok Cart, and on my TV the flickering yellow characters look good. The blue ones are faint, especially on a light square. I wonder if you could improve this with a change of color?
  20. I won't include any copyright-protected artwork, but if anyone would like to submit a sprite in the style of space-invaders, I can test whether it is solvable. In fact, I'll accept any design for consideration. Keep in mind that there is only room for 24 puzzles, and the slots are obviously filled right now. Please post a design in this format: --- -0- --000-- -00-00- --000-- -0- --- (those are zeros, not O's)
  21. I just noticed some semantic ambiguity in the poll. "More easy puzzles" means "An increased number of easy puzzles", rather than "The puzzles should be made easier." Ditto for the next two choices. In other words, "More" is an adjective rather than an adverb.
  22. In case you missed it, I've posted a new set of puzzles to the homebrew forum. http://www.atariage.com/forums/index.php?showtopic=76874
  23. The 1K solitaire game will be submitted to the MiniGame contest soon. The new title is Marble Jumper. I've tripled the number of puzzles from the first version posted, and added a musical reward for winning. (thanks to Paul and Wolfgang ) If you missed the first post, this game is an implementation of the classic Peg Solitaire. You play by jumping marbles over each other, like in checkers, except the jumps are only horizontal or vertical. You win if you get the last piece in the center. To jump, move the cursor the the desired marble, hold down the button, and push the joystick in the desired direction. You can also reset the board and select the 24 puzzles. Now I'm just seeking feedback on the difficulty of the puzzle set. One I decide the final puzzles, I'll be ready to submit it to the contest. EDIT: Original title of this thread was Marble Game Almost Finished. marbtair_sep26.bin
  24. Glad to hear someone is interested. That's on my to-do list. I've basically already done the kernel.
×
×
  • Create New...