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About Buckaroo

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    Space Invader

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    Plymouth, UK

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  1. Saw a couple of other threads about fixing these buttons but none that were fixed in the same way. This is a cheap fix as the buttons are really cheap and it works great. You can press the button anywhere and it clicks every time. It's non invasive so this can be reversed easily if you want to put your Atari back to stock. I had a ribbon on a Junior that was beyond repair and didn't have any spares ribbons to hand so came up with this fix as I already had the buttons. You'll need: 2x tactile momentary switches 30cm double core wire (roughly) Soldering iron Glue gun (or glue if you don't have one) Remove the console case, unplug the ribbon cable then use something blunt to pop the buttons out of the casing. Peel the soft backing off of the switches as this will no longer be needed. Slide the ribbon cable out (we won't need it anymore) There's a recess on the bottom of the switch, here's where we will seat the button Solder roughly 15-20cm of cable to each of the 2 buttons, I used network cable but anything will do. Feed the wires through the holes on the sides where the ribbon used to be. Glue the buttons into place in the centre at the bottom of the switch (be careful not to get glue on the sides as it will make the button feel spongey) Here are the points I soldered to. I used a PAL Junior so the layout may be different on NTSC. The points are easy to trace as only 3 tracks come from the ribbon connector. Solder the wires into place Close you case back up and you're ready to go. The buttons feel way more responsive than any Junior I've ever had (even the one I had in the eighties) To find the same type of buttons I used search for "Mini Micro Momentary Tactile Push Button Switch"
  2. They're meant to be for charging phones or laptops. Some of the staff were laughing like crazy when they saw it.
  3. PAL monitors showing NTSC colours suck. I was annoyed at myself for not bringing a PAL system. I've got loads of other Ataris. I just grabbed the TV Boy because it was small.
  4. Picked up a SONY Trinitron KV-1400UB CRT TV today (about 80 miles away from me) for playing Atari games. On the train home I hooked it up to a TV Boy II and got some cool pics of some 2600 games backed by the Cornish coastline and countryside. Thanks to "We Have What You Need" in Penzance for supplying the TV and to the GWR staff for not kicking me off.
  5. Here's a couple of looping rolling demos for three of the levels in game
  6. Buckaroo

    Citadel of the Cryptid

    Rolling demos of Citadel of the Cryptid
  7. I've been playing around with bits for this game for over a year now but am struggling find the motivation to finish it. Leave some comments and spur me on to finishing this project. It's a platform game using some of the mechanics you'd expect from a modern platformer but to my knowledge there's nothing quite like this for the 2600. Find attached a demo of the basic physics/mechanics of the game. There is no goal at the moment you just have to keep moving up the screen to avoid death. It picks a new level every time you die. You can't lose and the level data repeats, I've got another file I'm working on with the level designer in it. COTC_Demo.bas.bin Controls: Fire - Jump Fire/Fire - Double Jump Fire - While on Wall - Wall Jump Up/Up - Fly Left/Left or Right/Right - Dash I've got plans well beyond what's in this demo. In the demo you can't lose and the level data scrolls. COTC_Demo.bas.bin
  8. I wanted to make a donation from PayPal as I'm in the UK and will get charged for transferring currency if I use my bank. Could you confirm that I can send it through PayPal to [email protected], I don't want it ending up in the wrong place or in an old email account.
  9. I saw the Whitney music box by Jim Bumgardner many years ago and found the effect mesmerising. The effect is described in the book "Digital Harmony" by John Whitney. I've radically simplified the effect to work on the Atari 2600. Make sure the sound is turned up. Use the fire button to change the preset. whitney.bas.bin whitney.bas P.S. I've made no attempt to optimise this code, there's definitely procedures which could have been slimlined
  10. Here's a great example of gravity and smooth motion. It's not my original file I found it on AtariAge forum but can't remember where. inertia.bas Simple sprite change code Sprite change.bas
  11. Thanks. that worked a treat. I feel foolish now for not trying before I posted.
  12. My graphics card broke so I had to remove it and use the on board one. Since then I keep getting this weird glitch in the main code window of Visual BB. When you move the mouse it constantly flicks between the cursor and the caret, it seems as though it trying to do something and struggling all the time. I tried a reinstall of Visual BB but it keeps happening. Has anyone had this or can shed any light on why it may be happening. Thanks
  13. Made a new solution for this but it's a bit convoluted and I can only really see it working for this example. Each possible combination of two arrows is put into a Data Array, e.g. ↑↑, ↑→, ↑↓, ↑← etc.. (16 possible combinations) When the bottom point is reached the two players adjust the pointerhi and pointerlo for each player to update for the next arrow. ------------------------------------------------------------ Scroll arr.bas: Use the joystick to pick the next arrow direction if nothing is pressed then a random arrow is picked Scroll arr.bas.bin Scroll arr.bas
  14. Thanks for the info, I've been trying to stick to the standard kernel and only use 4k because I bought an EPROM programmer and chips. As I use Visual BB more I'm coming to realise the DPC+ is the way to go. I still think I can finish this game in the standard kernal by flipping the sprites on their side and using NUSIZ to duplicate in the same way the score does. Once I've go it working I'll upload, but at the moment it's still a mess.
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