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Posts posted by ColecoGamer
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I have a working GBA with games and some Atari 5200 cartridges for sale.
Everything is priced to sell, but I am open to offers.
My feedback thread:
(I have done business with multiple AA members. I would be happy to provide those contacts; just ask!)
http://atariage.com/forums/topic/276358-colecogamer/
I accept Paypal.
Atari 5200:
Centipede $6
Space Invaders $7
Pole Position $5
Kangaroo $8
Pengo $7
(Cart prices do not include shipping)
Photos:
GBA (Glacier) System + Games:
Fully functional; works great. No issues with the screen. AA batteries are included.
Games included: Guardian Heroes Advanced and Mobile Suit Gundam Seed Battle Assault.
Asking $50 + Shipping
Photos:
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Those red cartridge shells are gorgeous!

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I hope this wasn’t posted already, but here is a hands on video of the Atari VCS:
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Dang! I really need to buy a Skunkboard. Does anyone know where I can find one?

Edit: Thank you for sharing your first game! I really want to play it.
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Email finally sent for both games. Thank you so much, Gaz! I can’t wait to play both games!
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Very nice collection! Was the cat expansion extra?

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I should have double-checked the ST port thread before posting this thread. My apologies to the Jaguar community for the headache it caused.
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The A1200 has a bulit-in menu where you can choose between OCS, ECS and AGA chipsets for software compatibility. Its been awhile since I have owned an Amiga 1200, but if memory serves me correctly - you can access the chipset compatibility menu on the A1200 by pressing and holding both mouse buttons upon powering up the system.
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What's the point of creating yet another one of those threads, when the person who's doing those ports has already said many times he doesn't take requests?
The thread was posted for fun, so people can discuss any favorite games they wish would appear on Jaguar. It wasn’t posted to be a request thread to pester CJ or those involved in the porting project. It’s the same concept as the, ‘What Atari Jaguar Games Should Have Come Out on Other Consoles?’ thread. It’s all hyperthetical, and it should have been pretty obvious it was from the start.

And thank you for making me aware of CJ’s distain for port requests. I had no intentions of contacting him about about any (possible) ports, but it’s good information to know.

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Add me to your trapper keeper for one copy, please!
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I thought it would be fun to start a new thread, where we can discuss the ST games we dream about seeing ported to the Jaguar.
My Want List:
Wrath of the Demon:
Shadow of the Beast (The ST game is missing the in-game music, so maybe use the Amiga music for the port?):
Gods:
Speedball 2:
Operation Thunderbolt:
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Funspot is about a 50+ minute drive from where I live, so I visit there often on weekends to play Donkey Kong, Krull, Mappy and Ms Pac-Man. When I’m in the mood, I will head to the bottom floor to play Daytona USA and Mortal Kombat II.
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CyranoJ, thank you for sharing the rest of the Test Mode features for Dragon Breed! Like I said in my initial post: I found the stage skip feature by accident.<p>Whoops, looks like I forgot to take the testing mode out
DragonDOH.png Ah well, here goes:- 1 - Next Level
- 2 - Infinite Lives
- 3 - Invincibility
- 0 - Next Dragon Weapon (cycles)
It is exciting to know that other Test Mode features exist, too.
I do not plan on using these features to beat the game, but it is good to know that they are there. Finding the stage skip feature brought me back to the old days of gaming, when games had hidden easter eggs that were just waiting to be found. Whether the Test Mode was intentionally left in or not - thank you!
Edited for spelling.
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I found this out by mistake while playing the game this evening.
Press 1 on the keypad to skip levels. Enjoy!
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Wil there be additional levels?
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Hot damn! Im buying both games! Email will be incoming this weekend.

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Youre a life saver, Nanochess.If you want to use IntyColor, you should export your sprite sheets to BMP format.Also you should make sure that sprites are together (no space between), I've seen you're using 8x16 sprites, then if (for example) you have 5 sprites your bitmap should size 40x16 pixels.You should use the -a option to not replace similar cards.The -d option to process sprites as 16 pixels high.The -b option to generate IntyBASIC data.And the -i option to generate data as visible BITMAP statements instead of DATA.
Thank you for explaining the process to me. I can easily remove the space between my sprites with the software I am using before exporting them. Its also good to know about the entire BITMAP size when it contains multiple sprites.The individuals who make up this community are incredible. Here I am at the very early stages of my project, and many experienced members have already shared a wealth of knowledge with me. Its an incredible feeling to be surrounded by such helpful, knowledgeable people.

Edited for spelling
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Hi, I posted not long ago software + source of an utility that converts pictures (bmp, png, etc) to IntyBasic BITMAP:
http://atariage.com/forums/topic/169024-programming-resources/?p=3914583
For Princess Lydie I created a custom converter: 20x24 (double y: BG and FG) images using the Intellivision 16-color palette. The utility then creates RLE compressed data, and the IntyBasic decoder figures out which cards to use (corners and if it needs inverted FG/BG cards). If you think the source will be useful, I might include it in the next release of the game, it's C#/.NET but Windows-only (uses WPF).
Thank you! You really made my day with your response and by providing a link to your utility!
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Thank you for responding, Nanochess. I use a sprite program that can export my work into any format (i.e. PNG, BMP, etc), and I was hoping there was a tool available that would take those image files and turn them into BITMAP data. You mentioned that Intycolor would work, though. Is there anything I should look out for when using Intycolor for converting my sprite sheets (i.e. issues, etc)? I just want to make sure that I am prepared going in.Hi.
You can use IntyColor to process your sprite sheets.
However I find far easier to code sprites directly in IntyBASIC using BITMAP statements. It's almost like drawing with text.
Check the example game2.bas included with distribution.
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You can draw your whole level in a Paint program, just make sure tile repeat consistently, pass this thru IntyColor and it will generate a big file that you can show part by part with the SCREEN statement.
Hi Nano,
I apologize for bumping this old thread. Since my new question is pretty similar to the last one here, I decided not to post a new thread.
I would like to start coding my sprites to see how they animate. Thing is, I’m lost about what tool I should use to import my sprites (in PNG format?) and converting them into the proper format for the Intellivision. Would I also use IntyColor for this process or something else?
Thank you in advance for your response!
(And thank you to anyone that may respond!) -
Maybe, you should start coding, just to figure out how to animate your characters
Good idea. I have everything installed and ready to go. Im really excited!
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There isn't an exact date yet, but the goal is sometime this year.
This is great news! I look forward to buying Flappy McFur.
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New Atari Console that Ataribox?
in Atari 2600
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We have carpenter ants, so will the woodgrain on the VCS be safe?