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Posts posted by 5-11under
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FreePCB works fairly well, IMHO. The price is right!
5-11under
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I like "Independent Release", but don't have a problem with "homebrew". Some of the other options listed are just bad (can't remember if it was the original "post", or the comments).
5-11under
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Hi Mark2008,
Welcome to the boards, and to world of ColecoVision programming! It'd be great to see a work-in-progress ROM.
Thanks,
5-11under
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Interesting question...
I haven't really followed the Jag homebrew scene, at least lately, but I'm guessing that the development tools aren't that comprehensive, and easy to use. Also, it's still early in the Jag homebrew scene. We'll have to see what's going on 5 or so years from now.
I'm guessing that this is a first effort, and that future projects will use more of the Jaguar's power, and look/be more impressive.
Also, being more complex than other Atari consoles, it'll be difficult for one person to create a large game on their own. Either the games will be simpler/smaller, take longer to make, or require teams, which is quite a different model than a lot of homebrewers are used to.
Just my 2 cents Canadian.
Thanks,
5-11under
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Hello all,
Just so you know, this game is on indefinite hold (ie. pretty much killed). Besides some technical issues regarding processing speed (high number of characters and sprites "scrolling" smoothly... and not wanting to reduce the frame rate or smoothness, or get into sprite flickering), the game isn't turning out to be as much fun as I had originally envisioned.
Fortunately, the game I've just started thinking about will use part of the same game engine... it just won't be a drive-fast-and-avoid-the-cars game. I'll keep you posted... but probably not until at least the basic gameplay is functioning.
Thanks,
5-11under
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Maybe the graphics chip is getting too hot. I've had one that messed up sprites after it warmed up. Try some gentle freeze spray on it occasionally, to see if the display stays on longer. If you're lucky, you'll just need a bigger heatsink.
Thanks,
5-11under
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How about here? I could do it, depending on what you need, of course. There's probably plenty of other people here who could, too... especially if it's video game related.
What is it? Do you have a schematic?
Thanks,
5-11under
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Thanks, everyone, for the responses so far.
I'm not too keen on adding gas cans and other bonuses, though. Mostly, I just want to drive, and beat the clock. Maybe I could add time bonuses along the way... . This would be as good as fuel, but simpler, in that I wouldn't need to add a fuel indicator & keep track of it while driving.
Scott, as far as the driving controller goes, the problem is that it only has one button, typically used for acceleration. I'm more inclined to (try to) add Super Action Controller spinner support, in which case I would have access to buttons for both acceleration and braking. I could set up the driving controller to accelerate on first press, then after a release, the next press would be brakes, and so on, but I'm afraid I couldn't be responsible for people driving into things in real life... .

Thanks,
5-11under
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looks pretty cool! keep up the nice work. couldnt refuse to post about it on pdr, hope it will bring you some attention. colecovision homebrew's aren't that common anymore... so it definatly deserves attention.Hi Kojote,
BTW, what does pdr stand for?
Thanks,
5-11under
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looks pretty cool! keep up the nice workThanks, and welcome to AtariAge!
5-11under
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Nice looking start to the game - I like the concept. Bugs etc. aside I have some suggestions that could improve gamplay (most of which you probably have already thought about):1. The blue cars look stationary relative to the road surface, i.e. they travel down the screen at the same rate as the white lines. Would look more authentic if they look like they are moving down the screen faster than the white lines.
2. It's a very wide road, how about making the far left and far right lanes as potential parking zones with the odd stationary car.
3. Have the road narrow occasionally to add variety and increase difficulty.
4. How about having the odd side street appear with a rogue car that passes across the screen left-right.
5. Increase the number/frequency of cars as the game progresses.
6. Could be fun to feature a sidewalk that you can mount to avoid the cars (particularly in the higher levels). Then you have to avoid the pedestrians, hot dog vendors etc. on the sidewalk.
7. How about adding bonuses that you can collect while driving, e.g. food, money, fuel etc.
8. As well as sound effects, try and add a catchy, racey tune as background music.
9. Have a horizontal line on the road at the end of the level for a visual marker. At the moment the level finishes without you realising you actually reached the end of the road.
These are my immediate thoughts anyway. Hope they help.
Hi Ikrananka,
Yes, I've thought of some of those, but there's a few new ones there, like sidewalks, music, and side streets.
BTW, you can get the cars to go at a different speed by pressing a different number at the start. Pressing 1, like you did, makes the blue cars at at standstill. Pressing 2 or higher at the start makes the cars travel faster, relative to the lane markers.
Thanks for your thoughts!
5-11under
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Screen shot:

Thanks,
5-11under
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Hello all,
You're driving down a 5 line highway (well, 6 in this version, which is a week old
), minding your own business, when suddenly a barrage of cars start driving toward you. Soon you realize that you're going the... Wrong Way!Here's a very early (ie. barely functional) WIP for a potential future release of a ColecoVision game. Timeline is unknown, because I'm trying to approach this project very methodically, and I'm not working on this all the time. As this is a very early WIP, I realize there are a bunch of bugs, idiocyncracies, etc., and that the other cars are merely blue rectangles.

Anyway, at the start, press a number from 1 to 9 for the speed of the other cars, then use the joystick to go left/right, as well as accelerate/brake. Alternately, you can use the left fire button to accelerate, and the right fire button to brake. Arrive at the destination in time, and you can play the next stage... which is exactly the same (WIP, remember).
I'm thinking this will be mostly a game of avoiding the vehicles and other obstacles, but feel free to make gameplay suggestions.
Thanks,
5-11under
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Well, you have to be one hell of a mindmaster to create a fake cart like this.Now, is this game from 1983 or from 2007? That is the $64,000 question.Ok, let's earn some quick money, shall we?
1) Let's program a complete Atari 2600 game.
2) Let's call it... Crossing The Red Sea, starring Moses.
3) Let's put it on a ROM.
3) Let's get an old looking casing from 1983.
4) Let's create a genuine, old looking, home made label.
5) Let's put a 1983 copyright on it and a model number that means nothing special.
6) Let's also put some outdated information from a friend of mine (who happens to be a programmer from the eighties) on it too.
7) Let's inform him about this, so that if a buyer calls him, he can act like an old era programmer.
8 ) Let's create a story of how I found this cart and let's also create a story for my friend of how he made this cart back in 1983.
9) Let my friend tell the buyer that he sold 100 copies of the game back then (just to boost up the value of this cart).
10) Let's now put it on AtariAge, act innocent and face the critics and hardcore Atari 2600 cart collectors.
Easy money.

Okay, item 1 is difficult. That's a given. Items 2 and 4 through 10 aren't too difficult, although a few skills and resources are required regarding the label, and of course finding a programmer friend.
As far as a ROM goes, there's no positive indication that it is a ROM. The programmer states that a manufacturer made everything beyond the prototypes. He later talks about a ROM, but that could easily be a convenient term to mean either a PROM or EPROM. The programmer probably doesn't even know exactly what's inside, assuming the manufacturer assembled the unit.
As far as the casing goes, I have no opinion/clue. I wonder if cases were fairly readily available or not, from the same sources as other game companies used?
An x-ray machine (like one at an electronics manufacturer) could give a pretty good view of the board, and likely determine the part(s) inside. I'm not sure if this would have an effect on the memory chip, though.
I'm not saying it is a hoax, but it could be. Either way, this is lots of fun.
Gotta go!
Thanks,
5-11under
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I'm very curious as to exactly how many were made/distributed. If there were hundreds, why have no others surfaced? It surprises me that 99% of them would be thrown out or still "undiscovered".
Are there other homebrews this old?
Fascinated by this find,
5-11under
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Wave Race 64 is my favourite N64 game... out of the four I have... including (the) two classic arcade collections.
I love the simplicity & responsiveness of the controls (joystick plus one button), the random nature of the waves, and the decent variety of courses. Given that, what's the next N64 racing game I should purchase, and why? I'm not too particular about vehicle types.
Thanks,
5-11under
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mos6507, here's another option...

Thanks,
5-11under
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Thanks,
5-11under
edit: P.S. I'm looking forward to the next label contest. It should be interesting to see all of the entries... .
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I won a N64 a few months ago. I love racing games, and WaveRace 64 is my favourite of all time. I also love the fact that it runs cartridges. I don't think I'll ever buy a system that uses discs.
Thanks,
5-11under
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Where is the game designer in that list? A game is not the art, it is not the music, and it is not even the code. The GAME is a abstract mathemetical construct. The programmer (for the most part) implements that construct, and the artist and musician decorate it. On rare occasions audio and graphic properties of the product are fundametal to gameplay (i.e. the sonar sound in Dolphin). Usually audio and graphics provide a emotional framework to help the player wrap their mind around the mathematical construct underneath and find it more enjoyable.That was beautiful!
5-11under
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If somebody gave me enough funding, correct tools, and reference materials Icould program and build machienery from scratch.
This is your lucky day! Fortunately for you, the correct tools and reference materials (plus training materials) for programming Atari 2600 (and several other consoles) are readily available, either from AtariAge or other sources that can be reached from Google. All or most are available for free, so no funding is required.
I look forward to seeing your creations. Feel free to post links to them here.
Thanks,
5-11under
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I'm not 100% clear on what you're trying to accomplish...
Do you want to be able to program games from scratch, "hack" games (modify the look of them, etc.), or do you want to be able to just make boards/cartridges with existing games, or all of that (or other)? Also, what game consoles are you interested in pursuing?
Welcome to AtariAge!
5-11under
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Hello there,
Someone asked for pictures, so here they are:
Notes:
Yes, the console and controllers are a bit dusty.
There is a second controller, not in the picture.
The controller shown is the one with the "bites" out of the two upper black buttons.
Not shown are the cartridge inserts.
Thanks,
5-11under
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Would you be willing to sell Rayman by itself? I have a jag and some of the other games but really want Rayman, let me know if you would be willing to do that.I'm hoping someone will take the lot. If not, I'll get back to those interested in individual games in a couple of days. I'm still hoping the lot sells within the next 6 hours and 14 minutes, and counting.

By the way, payment method either way will be PayPal.
Thanks,
5-11under

Colecovision: Pacific Fleet
in Homebrew Discussion
Posted · Edited by 5-11under
Hi Robert,
For the parabola, a couple of things might help:
1. For a cannon or whatever shooting at an angle, remember that the x velocity will be some value, and will remain constant, and the y velocity will start at some rate up. Acceleration down will be constant (gravity). Subtract the constant acceleration/gravity from the y velocity every frame. Also every frame, add the y velocity to the y position, and the x velocity to the x position. Then print to the screen, based on the current position...
2. Use a 16 bit number for the x and y locations, and when it comes time to print to the screen, divide by a number such as 256 (or whatever works) to obtain co-ordinates in the proper range. Precision will be increased (so you can have a speed such as 1.5 pixels per frame... one frame it'll move 1 pixel, the next it will move 2 pixels, then 1, 2, etc.).
Thanks,
5-11under