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Baby Blue Azure

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Everything posted by Baby Blue Azure

  1. Hey 7800 fans. There is an issue in this game that I detected in time for the PAC-MAN CHRISTMAS 2018 release, but I didn't see it in time for HANDYMAN. When the Fruit Countdown comes to zero and the fruit is extinguished, the tune continues to play. I like the tune from SUPER PAC but not that much. So I've patched that so the tune terminates when the countdown arrives at zero, and here's the update: HANDYMAN NTSC NORMAL HANDYMAN_a_756B.bin Handyman_a_32K.a78 HANDYMAN NTSC INVINCIBLE HANDYMAN_a_INV_7BE6.bin Handyman_a_INV_32K.a78 Enjoy!
  2. Thanks TrekMD. Sorry for the error - good to know ppl are playing it already. The fix is here - Revision 'A'. That's the way we do it on the 7800 games. Find the error and fix it right away. These are the corrected non-invincible files: PACMAN_XMAS2018a_C5B0.bin Pacman_Xmas2018a_32K.a78 Thanks again, BBA
  3. I know, I know, it's too early to start the Christmas rush. Or is it? Come Thanksgiving "Little Johnny" will be bored but we have some new games to play with before Christmas. You'll see he'll be playing these. This is yet another PAC-MAN entry which Michael Ferrell posted on uTube last Christmas. I made a few changes, including adding another maze so the game play wouldn't be so redundant. There was a dot problem on the Pac-man 2006 (as opposed to Bob's Pac-man 2005) that can't process dots on the outer edges of the center line so I cleared those 2 dots. And added a Dot Counter and Fruit Countdown and Rack Counter for those invincible games that will never end. Fun games in my opinion. If you see snow on your screen, it's real. No adjustment on your TV is necessary! PAC-MAN CHRISTMAS 2018, title screen: PAC-MAN CHRISTMAS 2018, INV Rack 7 gameplay: PAC-MAN CHRISTMAS 2018, INV Gingerman 5000 bonus: PAC-MAN CHRISTMAS 2018, NTSC, non-invincible (normal game): PACMAN_XMAS2018_C3A5.bin Pacman_Xmas2018_32K.a78 PAC-MAN CHRISTMAS 2018, NTSC, invincible: PACMAN_XMAS2018_INV_A3F8.bin Pacman_Xmas2018_INV_32K.a78 I'm almost done re-building older PAC-MAN games. Hurrah! I have just 3 more but only 1 can be released at this juncture. I need permission from PMP on one and the other I know we're nowhere near ready for yet. ENJOY your holidays! /BBA
  4. AS THE SIGN SAYS, RPD ROCKS ON THE 7800!!! Many thanks to Bob kicking off this project and to Kurt for picking it up. When the chips are down we have 2 aces working this project, and many others who also supported. We thank you all. /BBA
  5. GCC (Gorf Cadet Company): Perhaps you should try my version. I call it Marilyn Chambers. You want an ending? There is an ending at each crossing. All men dream of Marilyn only to end in a nightmare. THIS IS THE TITLESCREEN THUS FAR. IT'S NOT COMPLETED WITH HER PHOTO YET. THIS IS THE GREEN DOOR ENTRANCE. 'M' IS FOR MARILYN. GORFCADET you do a really great job on these videos. You should keep this as your day job! /BBA
  6. So many Pac-man games, so little time. I'm sure by now Bob can't believe we're still fussing with these old games. And no one believes we'd still be programming Atari 7800 games from 1983 through now. "All Pac-man games" except NES SLACKMAN (reference http://www.youtube.com/watchv=8REZjrbVfwl)start a rack with dots and the Pac-man munches and eliminates the dots. Recently I happened to view SLACKMAN on uTube and thought that would be a fine port to the 7800. But how to do it? I thought for some time one day how to do it, and no easy solution was coming to me. Then suddenly it struck me that same night there is a relatively simple solution - in fact, so straight forward I was able to build it in one evening. Now comes HANDYMAN, only on the 7800. HANDYMAN does what handy people like me do. They want to build things. So the rack begins with zero regular/normal DOTs, and HANDYMAN builds DOTs as the Player negotiates their way around the maze. Recently working with JOYMAN (also available by Michael Ferrell on uTube), I decided to use the JOYMAN bin to create HANDYMAN since it's easy to make title screen changes - no modified bit-mapping necessary, and I love the colors and the simple Pac-man style mazes. And Ferrell unlocked the mazes so there are place-settings for up to 15 mazes in this game. In fact he entirely re-assembled the game from what I see. Phenomenal piece of work. And the "Bouncing Fruit" stays stationary below the pen, allowing me to expose other new features. Like a countdown display so the Player knows how much longer the Fruit will remain. Also, when the Player grabs the fruit, BLUETIME is activated. Also added a dots remaining counter so you know how close you are to finishing a rack (or how many dots there should have been in the first place). And other possibly subtle changes that might take a while to notice, like a dedicated rack counter for Player 1 and Player 2. Does anyone know who Michael Ferrell is or how to contact him? We hope to get in touch with him to congratulate him on his works. One of his is a game named CRACKMAN that we wish we could get a hold of. Please have him contact us at [email protected] ! Or if you have a copy, please fwd it to us! Thanks. CRACKMAN VIDEO In the Atari 7800 hacks section in February 2017, long-term blogger Joshua presented another Pac-man variety game - SLIMETIME. This game rocks! But nobody said much about it and 5 days later he departed AA.com after 13 years here! If anyone knows what's happening with his game (or him) we'd like to talk to you or him at [email protected] ! Cuz I modified that game hugely, but don't want to publish it until Joshua has a chance to finish his original game. I hope you enjoy this game! I've thought of adapting this design to a JR PACMAN game as well. It's harder to do, but the concept is about the same. HANDYMAN comes in 2 versions, the normal non-invincible game which is hard cuz you think you have all the dots but you didn't. And then you can follow up and play the invincible game. Will you get up to rack 100? Well, the rack counter runs up to 99 to help you reach that goal. HANDYMAN START-UP SCREEN, NO DOTS! HANDYMAN INV GAMEPLAY HANDYMAN NORMAL HANDYMAN_78C6.bin Handyman_32K.a78 HANDYMAN INVINCIBLE Handyman_INV_7824.bin Handyman_INV_32K.a78 Best Holidays to you all! Baby Blue Azure
  7. Not to interfere, I use the D0 0D cmd on XP, so we know what level I'm at. Here's the bin so people can run it immediately. Sorry to hear about your injury Kurt and hope all recovers shortly. Don't push it though. Just played a few minutes and amazing how well it works for me - phenomenal for a 7800 game. But I defer to the "pro's" to give final judgment. BABYPAC11072018_56CE.bin
  8. I often wonder where MINER 2049er designer Bill Hogue is these days. He's a genius, and apparently, so is his game. After spending 6 days disassembling & dissecting his game, I'm finding his game is truly phenomenal. So much so, that I found this version which 36 years later is learning to play itself! No Joystick, no Trakball, no Paddle Controller is required. This game plays itself, over and over again - still learning. I wonder if it will work at higher levels/stations as well. SELF-PLAYING MINER 2049er GAME: MINER2049er_autoplay.bin
  9. Now time for another update. A lot of progress happened this weekend, although most of the result wasn't exactly what I was looking to do. This code is a beast to read so doing what I want is done indirectly instead of directly. CAUTION: THIS IS A WIP (work in progress), so just play it on your emulator. DO NOT BUILD A CART with this code, as it's unknown what it does to real hardware. That said, here's the update: Now I know the spare lives counter is $B9. But they used $BD to do something to $B9 so it doesn't do what I want. Maybe $BD is player 2, but not sure about that yet. In fact it looks like player 2 lives uses the same code that creates player 1 lives. So I couldn't change the starting with 3 lives, but when you get a bonus life I now give you 5 instead of just 1. It appears the code only gives a bonus at 10,000 points and that's it. On Mutant invincibility, I did find something but I don't know why/how it works. You're mostly invincible with the Mutants until Station 5. At Stations 3 and 4 when you touch one Mutant it clears all Mutants with the bonus points displayed. Cute effect. In Station 5, stay away from that martini glass. You touch that and you have a fatal error and you must reset your machine and start over. Pick up another prize and touch the Mutant at the bottom and it will clear all of the Mutants simultaneously. Notice how this game has the Mutants always displaying a smile on their faces. They have no idea that Bob is mostly invincible in this game. On Bounty Bob jumping... Well first I found a way to have Bob walk off any ledge and he lives to talk about it ! Sweet! That was trick to do that, probably spent a half hour on that one. The problem is jumping. You can jump from anywhere and probably survive. But you'll be looking at a pinball game of Bob bouncing all over the place. So obviously there will need to be another solution for that to get a smooth and soft landing. With these new features I'm finally able to get past Station 3 as I can jump from the right side to tumble onto elevator 3. So last night I was able to see Station 4 and 5 for the first time. Obviously I'm a novice at this game, but love it even more now. And I share it for other novices to further enjoy this game as well! I am still using JUM52 although I have KAT5200 here somewhere. My concern is JUM may be giving me different results than you see. For instance the JUM run game starts with the maze with Bob revealing the company name, address and phone number. I found a way to have it start with the BIG 5 screen and it prompts to press start to begin. Not sure if the other emulators or the 5200 itself runs this code an alternate way. In found many other hidden features as well. Even to jump to Zone 246 and everything that moves - moves much faster! This is an example of how the new game clears all Mutants simultaneously: Station 4 with seven spare lives and 9900 timer: Station 5 with seven spare lives and 9900 timer: The AS01 2nd mod BIN: MINER2049er_AS01mod2.bin Although I'm running out of time to work this task, I can still see more improvements coming! Enjoy!
  10. Agreed, it is odd. I am using the JUM52 emulator, cuz it's quick and easy. But I kind of like the box black, so I'll keep it for now. I happened by this "fix" while I was looking for the lives counter. Now I got another one. I know how to clear the screen of Mutants, but that's not what I want, so I'm not sharing that one at this point as it's boring. This one, you can kill the Mutants as many times as you want and get bonus scoring for it as well. This is how it works: You pick up the bonus 'fruit' (pac-man terminology) and the Mutant turns green. Before he starts flashing you touch him and you get 90 points. He doesn't disappear and flashes a different color than the normal radioactive color. So you touch him again. Another 90 points, but he still hangs around. As long as you don't touch another bonus 'fruit' you can continue to touch him and grab 90 points. Once you grab another bonus 'fruit' you have to touch any Mutant while he's green and the process starts all over again. It changes the strategy of the game, sort of. Still not what I'm looking for. I want to be able to touch the Mutants without dying and get the 90 points and the Mutant dies. Now you can try this: MINER2049ER_muxMutants.bin
  11. Hi Fans, Sometimes Miner changes can be Major! I just changed gears and now working on Miner 2049er - one of my old time favorites. Spent 3 days building a raw disassembly, and today started the arduous task to find anything that makes any sense. Initially, as with Crystal Castles, I can't find how lives are determined on Miner either. How is this done? Does anyone have a version of this that actually works [on an emulator]? The countdown clock has been blacked out on every version I find. So I fixed that in this attached version. But that wasn't enough, the clock runs out too fast for me - sometimes. Then found a way to set the clock at its highest value: 9900. The bonus for us here is the time remaining bonus exceeds the 10,000 points you need to earn a bonus life at Station 1! The radioactive mutants kill me all the time, so I deleted a couple in Stations 1 and 2, but this doesn't work beyond those stages. Now I wonder if anyone has worked on this game prior to me, so I can avoid duplication of effort. Now that the clock has been adjusted, there are 4 other things I'd like to figure out. 1) As mentioned above, how number of lives are determined. 2) How to disable the death collisions with the radioactive mutants. 3) How to be able to jump from anywhere without dying. 4) Find a way to warp to higher levels. Pls contact me here or at [email protected] if you're not here. This photo shows the start of Zone 1, Station 1 with the clock enabled: MINER2049er NTSC with countdown clock enabled, using Doctorclu's AS01 new Sprite Edition of 09152018: MINER2049_AS01mod.bin Enjoy!
  12. Great job by Kurt W with continuing success. We're lucky to have you on board. This is the latest bin released today that can be tested on Cuttle Cart. BabyPac_11022018.bin /BBA
  13. The Fandal news is found at http://a8.fandal.cz/, czech it out! Not sure if the 7800 ports are capable of outputs, we'd have to czech the schematics. Educated guess is YES, but we need to check the schematics.
  14. Got it G172. Thanks for the rapid response. You're the best Stamp Collector! We are running out of time to Dark Midnight Tonight, so we will have to release what we have now and we can work on your better witch and release that later. The changes on today’s version are massive. The 2 bugs are fixed: scoring, and the ’99’ character to the upper right part of the screen have been fixed. I zeroed the ’99’ so it won’t show in the game, but will you see where else the ’99’ used to be used? I punched up the Pterry frequency so we get up to 3 Pterrys and even see some on the first wave now. The “Witch” (with animation frames) I am using was cooked up in under 4 hours including documentation and importing to the game. It’s a WIP (work in progress), and this was Wipped into shape just to support today’s festivities. We can do better, but for now I *like* this. The new witch wave is called DOOM ON A BROOM. Many of the game wave messages have been changed. The TEAM WAVE was a boring name for this game. So I was thinking GHOST, SCARY, SPOOKY and so on. Then I thought of SPIRIT. Oh, TEAM SPIRIT WAVE. Perfect. Get it, TEAM SPIRIT? This is like good old times at Atari - bad jokes reign! (pretty awful when you have to explain your jokes). HERE’S 3 PTERRY’S ON THE EGG WAVE (BEFORE I HAD THE WITCH): NEW DOOM ON A BROOM WAVE: NEW TEAM SPIRIT WAVE: THANKS TO G172 FOR HIS WITCH. HERE’S THE PROTOTYPE: JOUSTWEEN REV A BIN: JOUSTWEEN_A_INV_E9AC.bin JOUSTWEEN REV A a78: Joustween_A_INV_32K.a78 Enjoy this update!
  15. Thanks for the response Lpro. No. To my knowledge, Fandal isn't working anything supporting the 7800 at this time, but he watches our blog. I did find his e-mail address, but he may not answer. It's [email protected] If he asks you for a passcode, it's BAREFOOT. If you don't answer properly, the internet goes down on the east coast. I don't know no more.
  16. Hey guys. Well, here we are with yet another rendition. 2018 was sure the year that things forever changed on 7800 JOUST. No, GORFCADET probably won't probably be reviewing all my escapades on JOUST, or at least we hope not. This one is MONOTONIC, BORING, UNCREATIVE, and probably will only be played once, and who knows what other comments GORFCADET would dream up. Unless you hand the joystick to your little brother and they will never let go of the joystick - ever, then the game would be played alot. Cuz the game has no ending and has infinite Pterodactyls. Or so it seems. I was chasing how they controlled having up to 3 Pterodactyls and why they take so long to show up. And now we have it. I did this instead of wasting my time watching the 49ers or Dodgers do what they do, which isn't much. The game has a single control to have 1 or 2 or 3 (not 4 or more) Pterodactyls. It shows it has 3 in the game. The problem is, it takes so long to generate the new Pterodactyl the game "forgets" what it's supposed to do, which to have up to 3 pterodactyls on the screen at once. So they have an equation that subtracts '01' every time it cycles through to effectively handle the timing. I changed that to '50' and et voila we have a lot of Pterodactyls. You can use a higher number but it seems the game can't handle it and crashes from time to time (at least on the emulator). I had planned to make this game normal (non-invincible), but after adding the Pterodactyl Triple Play the game is so hard I still haven't earned the 3000 Survival Bonus. You'll see - it's challenging. I am happy to announce that finally in my life I get to see the Egg Wave have Pterodactyls flying across. One of my photos shows this! The primary change, though, is the "Eggless" gadget of this game. You touch the Buzzard Riders and they quickly release the egg - so quickly that you don't even see the egg. And instant full bonus. No fuss or muss (whatever that means) with gooey egg whites or broken egg yokes. Clean fun. You will see the eggs in the Easy Over Egg Wave (every 5 waves), but only for a short time. So quickly you gain 10,500 points for doing nothing, and the tunes can't keep up with it. I never preferred that wave anyways - so tedious. Also, be sure to activate the select button on the Titlescreen (UP cursor on the computer emulator). Then you can watch the Eggs Easy Over animation, powered by the Pete Gaston Easter Egg. Photos of the game: JOUST EZ OVER, NTSC, INV, BINARY: JOUST_EZO_NTSC_INV_2751.bin JOUST EZ OVER, NTSC, INV, .a78: Joust_EZO_NTSC_INV_32K.a78 With this, I run out of time to work on JOUST anymore, except if we can get G172 support to add witches on a broom. We just need a sprite and 3 animation frames for both left and right (given left, I can quickly do the right, or vice versa). There are 3 things I am missing at this point. (1) How to make a 8th scoring digit fully operational for both player 1 and 2. I have it mostly done, the additional slots to display are there, just a couple of housekeeping things to do and I should be able to get it eventually. (2) Make all 3 stages of lava flow occur at the beginning of Wave 1. There's a massive amount of code to process here and I know where everything is, but how to make it work is another thing. I will be seeking help with other programmers on this one. (3) Determine how the game generates the enemies on the screen. They use zero page $93 to count the wave number in hex (zero page $94 is utilized for decimal count to display the wave #) and this is used in some areas that I haven't investigated yet. Ultimately I want to place 12 eggs on the screen along with 8 buzzard riders, and when a Buzzard Rider is killed off, the next egg hatches into another Buzzard Rider for a total of 20 targets in one wave. And then incorporate all the best features I have already shared into an ultimate JOUST game that everyone will want to play. Enjoy the latest features of the 7800 JOUST game! /BBA
  17. Good idea, SG. Maybe we should call G172 to check his inventory for witches on a broom and get that implemented as a replacement to the Pterodactyl. Meanwhile, I discovered how to get 3 Pterry's on the screen at once and VERY OFTEN. Just a one byte change. I was also trying to develop a new gadget code that would make all 3 stages of Lava flow (and lava bridge opening) that currently happen at the beginning of Waves 1, 2 and 3 all happen at the beginning of Wave 1. The best I could do so far is to swap stage 3 into stage 1 and the lava bridge opens and the flames are flying in Wave 1. It looks like this: Now I will go release JOUST_eggs easy over, because the egg wave is now over easy (without doing anything) in that version.
  18. Perhaps the biggest hidden gem are all the gems in CRYSTAL CASTLES are missing and that title is completely missing as well. Instead, you could try Bob's BENTLEY BEAR. The game that shows the ultimate capability of the 7800 sprite delivery is invincible PACTRON EXTREME - a ROBOTRON whack. Nothing available in 1984 could challenge these specs. ROBOTRON was a great game as well, but a bit too challenging for the average player. PHOTO OF RACK9, packed with sprites and much more fun than the photo depicts: THE GAME a78: Pactron_Extreme_12292014.a78 Enjoy your 7800 experience! /BBA
  19. Hey fans. THIS GAME IS SPOOKED! With Halloween and the holidaze lurking, I thought I'd make an attempt to create a "newer game." The mood around here has been kind of dark just in time for Halloween, and now we can play JOUSTWEEN. Scary that I had a hell of a time putting this game together, and hopefully it won't spook ya! I'm sure you'll have a devil of a time playing this game! The features this game has is mostly to do with the changed colors. Player 1 has been changed to the pumpkin color. The ledges and volcano have a deep oak wood polish to them. I did this since I am a wood worker in real life. The Red Buzzard Riders have been changed to Green to contrast to Player 1's new color. Plus Christmas is coming so we need some Green to go along with the Red lava. The SURVIVAL wave has been changed to the SPOOKY wave. Will you earn 3000 SPOOKY points? Win all jousts and you will. Speaking of 3000 points, the Pterry kills are now 3000 points, 2000+1000, because as I said this game is spooked. Also be sure to press select (Cursor UP key on emulator keyboard). Then watch the egg "light show," powered by the Pete Gaston easter egg code. And the Egg Wave has been changed to the Deviled Egg Wave. So the eggs have a different appearance now. Scary. And you might notice the Deviled Eggs suspend in free air when the Buzzard Riders eject them. Did I say this game was spooked? Finally I left this game in invincible mode because you probably don't ever want to die in this spooky game. There could be 3 bugs in this game - the first one is you can't start the game when it is in Attract Mode, which I found now is the same problem with the prior release JOUST GTR. Also, there is a 2-byte graphics error displayed [sometimes] when the Pterry is killed in the upper half of the screen. It's displaying the same character twice but I don't know what RAM location it is. The 3rd one has something to do with scoring. But if I don't tell you what it is, you might not notice it. So we call this a WIP and hope some day it gets WIPPed into shape. Game Photos: JOUSTWEEN NTSC INVINCIBLE BIN: JOUSTWEEN_INV_F4AA.bin JOUSTWEEN NTSC INVINCIBLE a78: Joustween_INV_32K.a78 ENJOY YOUR HOLIDAYS !!! /BBA
  20. I found Fandal and he is alive and well. His latest comm came across from yesterday. Apparently he watches on us as well. He can't hide, we found him too. CZECH THIS OUT: Fandal's Atari blog Something strange happened to us ... (25/10/2018) In the late 1990s, the Atari world changed once and for all. Behind the nine rivers, behind the nine mountains, in the far-away Moravian basin, my grandmother came out in front of her cottage and said, "Shit, why do I have to live so far ?!" Well, even with enthusiasts from the Atari club in Prostějov, they built a device called multijoy. So, he changed the world mainly in the Czech Republic and Germany, because elsewhere this genius invention has not yet completely tasted. They probably do not have any decent atari párties, boulders. In the USA, it's just a show of accumulated games in original unpacked boxes, and in Poland, it just boils down brutally (and then blisters). Which reminds me of a famous commentary on a Polish server, where someone commented on a photo from the American Atari party, where people had full tables of their origins and proudly looked at it with the words: "There it sounds like a competition in style 'Look, I have more games and therefore I have a bigger penis!' " Then someone responded: "But at the Polish party it's 'I drink more and that's why I'm a better programmer!'" Well, we really have a bit of a turn. How exactly multijoy originated, I do not know. From the narrative of veterans of Prostayov's Atari scene, I remembered that Raster, JirkaS, ZdeněkB and maybe Bob! K. It was hard to tell who had the lead, but since the affair had succeeded in reaching the end, Bob could not have been able to do that. Rather, I would prefer Raster, who ZdeněkB was doing. What I know, the light of the world first saw a four-port interface, soon followed by an eight-port brother. The Germans then went further and made their sixteen-year-old mastodonts. I've once seen one such brutal home-made pile of flashing diodes at Pepax. It did not work, and it looked pretty bad. Luckily, Krupkai has devised a relatively recent multijoy mushroom, so when there's a chance to find enough people for one of three games for up to sixteen players, we've got a couple of eight-eyed ones. multijoy hub Which brings me to multijoy software. Without proper program support, there is no HW and one who does not have it (and can be the best) is just a piece of dead meat. The first multijoy game was written without exception by Raster. In 1998 he launched the first Worm, three years later Multris and a year later Shot'em All. That's already added to the Germans with a couple of patches for four people from the early 1980s (Atari Tennis, Basketball, Asteroids) and even some of the original productions (Bremspunkt plus some of the most unplayable things in Turbobasic by Florian Dingler). Well, and a lot of Fandal appeared out there. This renowned crackling has begun to patch up and hack the existing games, plus he has plunged into making brand new ones. This year, I released a total of six original games (Astro4 Road, Mashed Turtles, Rubal in the Hill, Space Arena M4, Muxeso and Ate'em All) and over thirty (!!) patches or hacks. Of these all my creations is probably the most popular game Mashed Turtles of 2011. The game for her was Gamesa Bugger! for Atari Falcon we played on some historical VZAK still in Velenov near Boskovice. Originally, therefore, they did not have to crawl over the turtle road, but they should jump - like the Falcon - frogs. And in odd columns from the top down and in the opposite direction. Mashed Turtles This idea, however, was abandoned after the first betates, because the protesters claimed it was terribly unclear and that their head was moving (as if they had not normally been dumbfounded). We also did not like frogs in the Falcon version could not back off. So finally PG drew the turtles and they have their goal always up and they can go backwards. Yeah and the name of the game Mashed Turtles, it was also invented by PG. Originally, it probably meant more like a joke, but I liked it, and so it remained. And another pearl from the development of my commercially most successful game for more plejerů. Pepax, also a member of the Atari club sessions and hence one of the Mashed Turtles batetesters, demanded that a deadly tram run from time to time in the middle lane. I refused this with the argument that one rail vehicle already runs in those places, and it is a metro in the tunnel. Now, of course, we are slowly getting to see why I have a gramofony attack here today. When PCH / Unreal started organizing the Schmölmisch commodor party years ago in Frystak, somehow they were invited or perhaps invited themselves, also atarists. From the original C-64 event, it became a hurricane, hahaha, and therefore commodorers had the first hand of finding out what is multijoy and playing games in more people on one machine is simply God. True, the C-64 is a couple of games for four people at a time, but there are very few and there are several interfaces to connect four joysticks. So, PCH and Ray devised a madly expensive and madly complex interface called Inception for up to eight drivers. Among other things, because at that time it was somehow believed that the multijoy to Commodore could not join. Which I guess this year at the Atarija was overturned with the roots Bob! K. And enough resistance was enough for him. Unfortunately, commodore players do not get much to Inception. I've been talking about the interface myself since 2013, and on the principle of accidental explosions, the working duo PCH & Ray has just released one complete Schlimeisch Mania game. And if Sillicone was not, or as it was written, it could have been worse. Only thanks to his harsh methods gave P + R this year a slightly improved Schlimeisch Mania II and a somewhat unstable party version of The Walking Death. PCH and Ray are also cases for themselves. At Schlimeisch events (sometimes they do not have time) they are constantly making new and new Inception games, and the old ones somehow forget to finish. I myself know at least three of their raving multiplayer projects! In addition, PCH has - perhaps just before the launch - another thing to see for yourself as visitors to Atariády 2k18. When he saw this unfortunate mischief, Wotnau, known as the Forever entertainer and otherwise a rock commodore, decided to inject my game Mashed Turtles for Inception. He probably likes it or what. Unfortunately, he puts his head to a 1: 1 try, but the weak Commodore-C-64-pedal-ball-counter can not even dream. Atari has a higher resolution in the vertical and thirty-nine colors in the main screen, so we probably will not even have fun. However, Wotnau looked like he really meant it, and I even saw him working. And then this happened: bum and bac, a kind of Angelsoft nach Deutschland completely without warning on C-64 my Mashed Turtles transcribed !! I'm staring at it. It does not look as good as the original, and maybe, too, the boys from Germany have been able to know in advance that they are doing something like that, but still a hat down! The only thing about this is that their version is not for Inception, but for somewhat strangely involved multijoy. So, another split of the already inconsistent family of C-64 multiplayer games. Those commodorities are really a shame! Mashed Turtles on the C-64 So, to close it. I do not think it would ever happen again for some of my games to be remake on a different computer platform, or I would never even think it could happen at all. But it happened, and you can now all begin to envy silently or even loudly. That's good, huh? Year of the Year (05/10/2018) As you may have noticed, my last record of this mimic blog has been over nearly two years. When it almost does not want to believe it. That time just goes absolutely cruel. But I did not swallow the twenty-two months. At the very center of the rock Czech 8-bit atarists, united in the notorious Confederacy of the enemies of historical computing, I continue to cling to my dark sting. I listened and recorded each word, every unfinished thought, each being just a hint of some attempt at an independent opinion, and today finally came the moment when I revealed to the whole world what I found. No, dear, do not be mistaken! Proradní czech atarouňové are outwardly confronted by a group of serious people who are totally ignorant of their own thing, who sacrifice all their time, money, and often health, but in reality it is just a piece of scrupulous jokes that royal fun on your behalf. Judge yourself. In the form of a poll, I attach the selection of the most brutal, the most sarcastic and the most mysterious statements of your now unimaginably admired heroes whose posters may not be adorned for a long time in the walls of our rooms. The list is listed in alphabetical order so that some individuals do not feel pushed or vice versa. The smartest statement of the Czech 8-bit Atarist for the years 2017 to 2018 Bob! K: "This month, I will not make any other Atari project anymore." 11 Bohdan: "I'll answer your email today." 12 MaPa: "Today I played my own games for only four hours." 6 PG: "I have time." 2 R0ger: "Pumps are practically finished." 6 If you are missing some other repulsive characters of the Czech 8-bit Atari scene, then you know that I also have a lot of dirt on Fandal, Poison, Zdenka B, Krupkai, Rudla Kudla, Yamaha BaHa duo and others. However, the PHP script I use for polls and which I am not the author, and therefore I do not understand it, just over five items can not manage. So we will shine on you next time, dead! FANDAL OUT / FANDAL Hopefully we will be chatting again soon. But he says nothing about JOUST 7800. Translation, he knows nothing further about JOUST 7800 and there is no source list available. CZECH OUT / BBA
  21. Hard to believe we're still talking about this one released 35 years ago. But that's a tribute to how good this game was back in the day. I remember when it was released, but not sure I actually bought the cart cuz I can't find the cart anymore. Greetings to SoundGammon. You didn't say if you wanted the bin or .a52 file so I made both. These are completely stock except the bytes at $B811 and $B81D are swapped. Took longer to boot the machine than make the change. Not sure it makes the game easier, but it makes more sense to me as well. KABOOM_5200_REVBKT_4K.bin KABOOM_5200_REVBKT_16K.bin Enjoy!
  22. Oops, forgot to attach the file. KABOOM_5200_4K_DC07_Disassy5a.pdf
  23. I have updated the Disassembly 5 PDF file so now it can be read more easily. OSX 10.10+ doesn't know how to properly left-justify PDF conversions. So I took my RTFD file back to OSX 10.8 and now it works right. It's now Rev 5a. If anyone ever has an update to this, I'd love to see it either here or at [email protected] if you're shy or not on here. Thanks, BBA BE SURE TO CHECK OUT MY LAST FILE POST> KABOOM5200_DEMO_1bucket.bin . It's pretty trick. You just press start and the demo runs forever. Or does it?
  24. Good Job Kurt W. True, it's a ton of work you're doing, and it's well appreciated. 12 downloads already so the word is out that there's an update. Good you're doing this and I can simultaneously work my next version of JOUST EGGS EZ OVER. It's hilarious. Hope to have that released within a few days. I tried the pin portion and I'm not very good. On the emulator the ball trigger is cursor down and keys Z and X for flipper control. No points so far, but I guess nobody can get points yet. Seems that the spread between flippers could be too wide for the profile of this game, but that's my opinion so far and I've only tried it for a few minutes. I hope that you don't have to redo the flippers which forces redoing the play field. So you might look real careful at this now to avoid what could come later. Just a suggestion, not trying to tell you what to do. Not to have too many cooks in the house but for those who want to jump into the pinball game straight out, go to address $8CF9 and change A9 02 85 6E to A9 00 85 6E and the play type is set to PIN ONLY at the start of your game. Hats off to Kurt W. You're doing real well !!! /BBA
  25. Sorry 1 file got lost. Here it is: KABOOM5200_DEMO_1bucket.bin
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