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Posts posted by Yurkie
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@Thomas Jentzschand @easmithcould this awesome game and its 2 holiday hacks be made into a game selectable rom?
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Is there a way to select female or left hand bowler from any of the released roms? How about a special 3 pack ?
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@litoskinCan I have dibs on #69?
Send me a PayPal link
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Have you made/sold any atari games in the past?
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On 12/8/2022 at 6:34 AM, x=usr(1536) said:
See attachments to this post for what claims to be PAL versions in both 50Hz and 60Hz (NTSC also attached for comparison). You'll have to let us know if they work or not as I don't have any PAL systems at present
RoboMechanik_WIP4__NTSC.bin 32 kB · 32 downloads RoboMechanik_WIP4__PAL.bin 32 kB · 20 downloads RoboMechanik_WIP4__PAL60.bin 32 kB · 25 downloads
awesome game! is this the latest rom?
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I'm just going to put this out there.
Absolutely Awesome game. Thanks so much!
Called it. Foosball in an old school fantasy art box with a special set of red and blue joysticks in a box sold separately.
Have Foostball embossed in controller housing.
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6 minutes ago, Albert said:
It's not really an issue of whether or not it would be possible (it would be), more of a matter of, "Do I want to put these three games on a single cartridge, or do them individually?"
..Al
Absolutely I see you gentlemans' point. The awesomeness of 3 at one time sparked the thought.
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1 hour ago, Atarius Maximus said:
Agreed, I saw it as a hypothetical "is this actually possible to do" question. Putting these three unrelated games on a single cartridge isn't something I would have thought of or would necessarily want to do, and whether or not any of them are released on cart individually here is entirely up to you. I am happy to see some people enjoying the games either way.
Your very generous sir.
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1 hour ago, Albert said:
I'm not sure how likely I would be to do that, I'd first spend time playing each game independently to decide about putting them on cards separately.
..Al
What about the skills of @CPUWIZ?
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Nice original works that could sell to 2600+ fans as well.
Corporate Atari let Al have this one please:)
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@Albert and @Atarius Maximusany chance this could be a 3 game multi-cart?
Thanks so much this is awesome!
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8 hours ago, Atari8264 said:
Look at page 34. I made and uploaded a Defender cfg configuration file that uses up/down and all 5 buttons on Joystick #1. Joystick 2 starts the game.
MAME arcade games on the GSP need input controller configuration within the game. That is the #1 mod request on my list.
Any chance for Mame Wild Western cfg configuration file? It is so awesome of you to share.
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Champ Games has a link to 8 bit widgets site, but coupler is not available for purchase.
I would love to buy one.
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Could @Albertptint a manual for AtariXp releases so we can have a proper CIB without breaking the bank.
I suggest $15 shipped any manual you want in a cardstock envelope.
Still way better than $30 more like it is now.
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1 hour ago, CPUWIZ said:
I should have some more left, but my stuff isn't open source. Bit busy these days, organize a batch with someone and get back here with it. And know what you want please, E.G. PCB + PLD (16K)
I got to say this is one more super cool thing that you @CPUWIZ did that I wasn't previously aware of.
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On 10/31/2023 at 8:21 AM, Thomas Jentzsch said:
While helping Tempest with analyzing the Rush Hour prototypes for his website, I created a (still non-complete) disassembly. The original prototype ROMs had a lot of flicker and contained some debug code. The CGE release from 2003 fixed the flicker problem by increasing the scanlines to 273.
Beside the flicker, I found and fixed some other problems in the code. These are the changes:
- removed debug output
- changed display into stable 262 scanlines
- fixed repair bug (should be 40, but was $40 when stopping at the bottom)
- added and fixed the skidding code (was in the first two protos, but not in the last)
- changed "carrier" graphics (part of the graphics was garbage from other data)
- fixed car generation bug (now the car type vary in their speed difference, most noticeable for the "dragsters")
- some minor fixes
I have attached the fixed source code and the resulting ROMs, including a PAL-60 version.
Rush Hour (1983) (Commavid) (Prototype).asm 119.96 kB · 28 downloads Rush Hour (1983) (Commavid) (fixed).bin 4 kB · 37 downloads Rush Hour (1983) (Commavid) (fixed) (PAL60).bin 4 kB · 29 downloads
Thanks this is very cool of you!
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On 10/21/2023 at 4:56 PM, retrosix said:
This is incredible work!
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On 10/9/2023 at 1:37 PM, kikipdph said:
In development is a game for the Atari 2600, which currently lacks a defined storyline. It revolves around an airplane, and so far, the airplane is programmed to fly with another plane approaching it. Over time, the plane approaches an island. That's the extent of it for now. You can download a test BIN file if you wish. A 3D environment consumes a lot of resources, so at this point, I'm unsure how much can be achieved within the 32-kilobyte limit. However, I'm hopeful that the game will turn out to be decent both in terms of graphics and gameplay.
What if you used the B&W switch to change to map view to select what island area to fight in.
You might consider a fueling or loading gameplay element when you land on an island. Pretty awesome look.
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Thanks
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4 hours ago, ledzep said:
Ooh, good question. That's hard to answer since any update/sequel would have to be much larger in scope, but that immediately takes away from the charm of the original.
So, I'd want the graphics to be "the same" as the original. Not nearly as blocky, but nowhere near realistic-looking. Yet improved enough so you know what you're dealing with in terms of detail and shape. Simple obvious colors, basic shaders. Have an option to keep the duck design for the dragons and have the adventurer remain a square. Maybe the adventurer could be a wizard instead as an option, no sword but he can shoot fireballs or something magic-y to defend himself?
I would think add a lot of stuff but keep the original idea. So, the areas to explore get bigger (the mazes/hedges), the castles are farther apart. Maybe also include not-castles, like the adventurer's house/farm, a mill, a cave, a fort, etc. Have other things that can kill you like maybe wolves or orcs or trolls or something. Have different weapons (bow & arrow, axe) along with the ability to hold more than one thing at a time (maybe just 3 things, who knows). Let the dragons breathe fire?
Maybe have more than one goal. So, retrieve more than the chalice. But don't make it any kind of campaign game, this is still a clear the maze kind of thing (otherwise it's not "Adventure"), just widened with new areas. Also, have an option to randomize the kingdom so that the castles and mazes aren't always in the same locations or lead to the same places.
If you must include shitty music, make sure it can be turned off. If there are any power-ups, they should be rare. Possibly have a health gauge that must be monitored à la Gauntlet that makes you need to find food or a health spell or something.
great ideas!
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On 9/29/2023 at 9:32 AM, -^CrossBow^- said:
That would be are very own @Yurkie here in these forums. Odd thing is that from what I was told is that They are listed as not being in stock by either. At least Tim's website states that both his and the US distro do not have them. That would be disappointing if @Yurkie does have some because I had a client a few months back that wanted me to install an RGB kit into his console and I couldn't because the kit was listed as NOT being available. So it ended up getting a UAV setup installed instead.
I have not had any 2600RGB kits in months.
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Reading this I thought how much I'd love to have it, and as a later the joystick casualties due to the high amount of torque user can apply.
Pepper II possible?
in Homebrew Discussion
Posted
Is there anyone with programming knowledge that would care to determine if Pepper II is possible on Atari 2600.