Jump to content


  • Content Count

  • Joined

  • Last visited

Community Reputation

227 Excellent


About bluswimmer

  • Rank
    Chopper Commander

Recent Profile Visitors

3,264 profile views
  1. My guess is that EA is content with the money the Tapped Out makes, since freemium mobile games take less money to make, and make way more money than console games generally do. Quite frankly I'm not sure what EA could do with a console Simpsons game now, outside of a Hit and Run remake. Given the licensing nightmare that's sure to ensue, I doubt they want to make that either.
  2. Just saw the specs and pricepoint on reddit... all I can say is YIKES. It's literally not even worth considering at that price. Quite frankly I feel like they should've aimed for a lower-spec, lower-price set top box like a Roku. There's pretty much no way they can directly compete with Sony and Microsoft.
  3. The game now has PAL60 and SECAM60 versions, included below in this zip file. Additionally, the game's been optimized a bit further, so there's now 103 bytes of ROM free. Not that it matters, of course, since the game is still exactly the same. URGENT EDIT: I just realized that the game doesn't work with the harmony cartridge due to the weird filesize. I've "expanded" the game into 2 kilobytes, but the game still has over a kilobyte free. stackgame.zip
  4. Over the past couple of days I got bored and made one of those stacking games for the Atari 2600. If you've ever seen a stacker arcade machine, you probably already know how this works. Essentially, all you need to do is time your button presses to stack the "blocks" as high as possible. The block platform gradually shrinks if you don't time your button presses perfectly, so accuracy is key. When making this I made a conscious effort to stay below one kilobyte. As of now, there are 45 unused bytes of ROM, and 58 bytes of unused RAM (including the call stack). I don't think this game is particularly interesting or original (it wouldn't surprise me if someone already made a 2600 version of this kind of game), but I hope you find it amusing regardless. As per usual, download is below, and you can watch gameplay footage here. stackgame.bin stackgame.zip
  5. In Firefox this appears to activate the "Quick Find" function, as does the quote key. I assume that has something to do with the stuck keys?
  6. Atlus ported a game to PC. Hell has officially frozen over.

  7. I am playing via keyboard, but the strange thing is that the bug only crops up in those specific directions... I've tried to replicate the bug using some other games, but no luck so far. Scratch that, I've managed to replicate the bug in other games. Likely a Stella issue, considering all other direction combos seem to work fine. Wait, yeah, scratch that again! My keyboard is just stupid, apparently. Please ignore me. I swapped over to WASD for the second control stick and things seem to work fine now.
  8. This is a fantastic port, but I've noticed a bug with the dual joystick implementation. If I'm shooting downwards, I can't move to the left diagonally up or down. Same thing with shooting down left diagonally. If I shoot down right, I can't move to the left at all. Granted, I assume you've noticed this already and are working on a fix. Hope to see a second demo with this annoying bug fixed... Please disregard everything in the strikethrough text...
  9. Glad to see that this is getting more development! Would like to see a color palette with greyscale blocks.
  10. This shades game is pretty neat! Would like to play an Atari version with better RNG (as it stands the seed appears to be the same each time with no manipulation of the seed). As for the thread topic at hand, I'd personally like to see Puyo Puyo! I think it'd be possible to create a 30hz display with some flicker to display both player's boards. I guess the only real complication there would be adding the character portraits, though that's just aesthetics and could probably be discarded.
  11. Before Balloon Trip, before Bird and Beans, before even my awful version of Doodle Jump, there was Divekick. This homebrew was originally made back in 2018, when I was first learning how to make 2600 games. As the name implies, it's an extremely barebones adaptation of the video game Divekick for the 2600, which is a fighting game that uses two buttons: a "dive" button, and a "kick" button. Here, pressing up on the joystick acts as the dive button, and the fire button acts as the kick button. Your goal is to kick your opponent before they kick you. If the timer runs out, then the player who's closest to the center of the screen wins that round. The game is best of 9, so whoever wins five rounds first wins. The download is below, but be warned that I have made no updates to it aside from fixing the scanline count. The game is blatantly lacking polish; there are no sounds, the player sprites are ripped from Berzerk, the jump arc is unnatural, the list goes on. Regardless, I felt it was worth posting, given that it was my first homebrew and I never released it. divekick.bin
  12. I don't believe the CPU dies because the bullets collide- by making the two bullets overlap in Stella, there wasn't much of an effect on the CPU. They're likely just walking into the water. If anyone is able to recreate this bug, then please post evidence here.
  13. In an Atari game, assuming you perform the exact same inputs down to the frame, then you'll get the same result. Most game software generally makes use of a pseudorandom number generator to introduce random events into a game. Essentially, the game starts with an initial "seed," and when a new random number is needed, the "seed" is passed through an algorithm to create a new "seed." Obviously, this isn't actually random. To increase randomness, Atari games will often reroll the seed on every frame, even if a random number isn't needed on that frame. Additionally, the algorithm may take player input into account when generating a new seed. In most modern games, the RNG's initial seed is usually the system's current date and time, down to the millisecond, which usually creates enough randomness to be unnoticeable. As such, the methods described above are less common there.
  14. The ROM itself is pretty tightly packed, to my understanding. I'll admit I didn't dive into much aside from how the pieces are generated, but it looks like there's no bytes left in the default ROM. I had to change some things around to allow for the asymmetrical piece layout. Also, I've uploaded a new ZIP with the source code of the randomizer below. Feel free to write your own variants of the randomizer. ChessRandomizer.zip
  15. So yesterday I had the weird idea of hacking video chess to give the player a set of random pieces. After about a day of poking around the source code, I was able to trim it down to allow for eight extra pieces to be stored in ROM. Using this modified ROM, I wrote a program that randomizes seven of the pieces in the back row of each set of pieces. As you can see, the pawns and king are still present, but otherwise, both teams have a different set of pieces. I tried randomizing the front row too, but this caused so many weird bugs that I had to settle just randomizing the back row. If you'd like to try the randomizer yourself, both the modified ROM and the randomizer itself are in the ZIP file below. The randomizer is a java program that replaces the pieces in the modified ROM with new ones. It takes a single optional argument; an integer seed for the RNG. Once the file is unzipped, just run the randomizer, and then copy vchess.bin into your ROMs folder. ChessRandomizer.zip
  • Create New...