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About ArcadeAction

  • Rank
    Star Raider
  • Birthday 05/25/1979

Profile Information

  • Custom Status
    You know what they say, all toasters toast toast!
  • Gender
  • Location
    Utrecht, The Netherlands
  • Interests
    Atari Jaguar and Atari 7800. My favorite genres are classic arcade (machine) games and adventure games, including interactive fiction.
  • Currently Playing
    Contradiction (PC).
  1. I got a FB 9 Boom this weekend as my birthday present Played a small game of Stellar Track already. As a FB Portable user, I'm quite interested in putting ROMs on it (I wish AtariAge would sell ROMs, so some money would still flow to both the game author and AA staff, but that's another story...) My question is: can the update on the front page safely be applied on European models? (I just tried Atgames' AFZ site. It accepts the serial number of my model and offers the official 20190226 update, but it's hard to tell from the URL whether it's a special version for Europe or not) Thanks for any help!
  2. Hello gauauu, I'm a Dutch reader of your blog, have been following for a few years now I think. As someone who is planning to do a homebrew game (Atari 7800) for some time now, it's really inspiring. This conversion looks excellent and seems a perfect fit for the 2600. Can't wait to play it myself. Keep up the excellent work, Vincent
  3. Hi, I always read mostly negative feedback on the NOAC usage of the Flashback 1, but hardly read about the games on it. For example: did anyone bother to compare its Planet Smashers port with the original 7800 version? How faithful was this port, did both versions contain the same levels, enemies and enemy AI (behavior)? Or was it just a game that somewhat resembled the original and didn't they bother with the details? Also, was its Adventure port fully playable and finish-able, like the original game (assuming the original game could be finished , I never had an Atari 2600 back in the day...) and did it have the same number of screens, objects and enemies? Best regards, Vincent
  4. Great, thank you. I concluded the same after some more testing on my part (with a map with more characters)
  5. Hello, Now that I have a concrete idea for a relatively small game that I would like to play on the 7800 (way too early to reveal, I'd hate to end up on Trebor's Atari 7800 Homebrews and Hacks Thread "dormant" list ), I've picked up 7800 programming again. To see if I can wrap my head against MARIA's indirect character mode, I'm trying to hack Dan Boris' sprite demo code into a tiled mode demo (without sprites). The 7800 programmer's guide says this (I've checked two versions): When I setup the CTRL register with CW=1 (Single byte character): lda #%01010011 sta CTRL I get the (unexpected) output as attached (7800_cw_1.png) While when I set it CW=0 (Two (2) byte characters), I get the output that I hoped to see, three smileys next to each other (7800_cw_0.png). But don't understand why CW=0 works, I had expected CW=1 to produce the right result. This is how I setup CHARBASE lda #$a0 sta CHARBASE Here's the relevant DL entry (xpos is contant with 0 value): ;Create DL entry for background ldy dlend,x ;Get the index to the end of this DL lda #$00 sta (dlpnt),y ;Low byte of data address iny lda #%01100000 ;Mode 320x1 sta (dlpnt),y iny lda #$b0 sta (dlpnt),y iny lda #%00011101 ;Palette 0, 1 byte wide sta (dlpnt),y iny lda xpos ;Horizontal position sta (dlpnt),y sty dlend,x And this is the graphic data and the tile data: ;************** Graphic Data ***************************** org $a000 .byte %00111100 org $a100 .byte %00111100 org $a200 .byte %01000010 org $a300 .byte %01000010 org $a400 .byte %10011001 org $a500 .byte %10011001 org $a600 .byte %10100101 org $a700 .byte %10100101 org $a800 .byte %10000001 org $a900 .byte %10000001 org $aA00 .byte %10100101 org $aB00 .byte %10100101 org $aC00 .byte %01000010 org $aD00 .byte %01000010 org $aE00 .byte %00111100 org $aF00 .byte %00111100 ;************** Character map ***************************** org $b000 .byte $0,$0,$0 Can somebody explain why two tiles are updated, while I tell the Maria chip that one character takes up 1 byte? I have added my modified script, but it's an experiment and messy, as I left a lot of the original code of Dan Boris' sprite code in it.That's fully my fault, do not blame Dan for this Thanks in advance for any help! background_test.asm atari7800.asm
  6. Hello, For the last several weekends, I have been studying the 7800 docs, high quality AA forum posts including (but not limited to!) "HoleyDMA & Atari 7800", "Differences between Atari 2600 and Atari 7800 sprite colors?" and played around with the MAME emulator and the well-known "Atari 7800 sprite sample" demo by Daniel Boris (this demo was extremely helpful by the way). Now that I wrote down RAM/ROM addresses, checked memory dumps with MAME's excellent built-in debugger and memory window, I finally feel somewhat comfortable about DL and DLLs, "holey DMA", storing graphics upside down, etc. I believe I finally understand these concepts and how sprites are stored, displayed and moved. Although I have tons of things to find out and research, next thing on my list is experimenting with the various graphic modes (although I plan to stick with 160 resolution for the time being) and Indirect/Character mode. I am not completely new to 6502 asm. About ten years ago, I did a very simple demo for the NES. I've always liked Atari better and while the Jaguar is my favorite Atari console, I think the 7800 is more suitable for a first project. Right now I am only experimenting and playing, hopefully this will result in a real 7800 project later on. Some random questions that popped up: 1) Sprite demo has DLs that take up to 64 (=40h) bytes for each zone, if I understand the following code correctly: DLPOINTH .byte $22,$22,$22,$22,$23,$23,$23,$23,$24,$24,$24,$24 DLPOINTL .byte $00,$40,$80,$C0,$00,$40,$80,$C0,$00,$40,$80,$C0 For the sprite demo I'd think 6 bytes would be enough (at max 1 object per zone=4 bytes + 2 bytes end DL list). Is this assumption/reasoning correct? (I did a quick test and it seemed to work, but would like to double-check if I understand these things correctly) 2) I believe the Sprite Demo is updating the DLs even when nothing's changed. I'd assume that an efficient game will only touch the DLs if something had changed to spare cycles, correct? 3) In 320x1 mode, that I believe Sprite Demo uses, sprites are stored like this: org $a000 .byte %00111100 org $a100 .byte %00111100 ...etc... I now understand why sprites are stored like this, but it still seems quite wasteful. I wonder whether (in this 320x1 case) i.e. bytes A001 to A0FF can safely be used to store game data? I have much more questions (for example, I don't know how to implement timers), but first I'll play around more first Thanks for being a great community! When I read the 7800 docs years ago, I thought I'd never master this, but I believe it is in my reach now, thanks to all great posts, articles, tools, sample code etc. on this (and other) sites.
  7. I was suprised nobody mentioned Battlezone... The 7800 couldn't probably reproduce the original arcade version, but it would have been nice if Atari had created an updated 2600-version one. I never really understood why Atari did not want to revive that franchise.
  8. I believe I just read on the official Pandora-forums (hosted on the main GP2x-community GP32x site) that it will be delayed, I believe (but not compltely sure) no official time-frame is given. Note that 'only' 3000 machines will be built in the first batch, as the interest seems to be huge, it will be interesting to know how quick it will sell out. I own a GP2x myself since 2006 (so the old black one, the F100) and quite like it. I am not in the emulation-scene, although I've played some ports. I quite like the machine, but am still thinking about buying the new F200 screen, due to its touchscreen capabilities and digital gamepad. I'm a programmer myself, so I am interested in doing some mini-games for it. The Pandora seems to be a very nice machine, but I don't think it's really fair that some of its main developer are dealers of the GP2x. They seem basically to take money from GP2x orders (but to their credit they say it's not a hot seller anymore) and build a machine that may eventually kill the GP2x and its Korean company GamePark Holding once and for all in the long term. Nobody said life is fair of course and Game Park Holdings is known for not really listening to its customers and having serious quality assurance (especially in the past) and supplying problems, but still it does not feel right to me. Plus the fact that I'm not really interested in 3d gaming (well I would be in a modern BattleZone/Hover Striker-clone of course ) and prefer the lower price of the GP2x, I will probably stay at that platform for the time being as it's a great for 2d games. I'll probably wait for the first buyers of Pandora and see how its community will develop over time and then decide if I will get one or not. It will also depend on what GamePark Holding will do. If they will go bankrupt I'll probably make the switch too, if they come with a GP2x-successor, it will get very interesting. Please note that I still have full respect for their main developer, aka CraigX, I even bought my GP2x from him and I am sure he is a hard working person that loves what he is doing. Making a portable with all the promised features will definitely be hard work. But I also have full respect for Game Park Holding. Running such company is probably not as easy as some probably think. What I like about this small open source portables scene is that it does have similarities to the early home-computing scene, when you had a lot of choice and computers of different brands in different price ranges and technical possibilities. I love the fact that those consoles are fully "open" software-wise.
  9. Hi, It's been ages ago I've been here, nice to be back! I've been reading the Stellar 7 article in the recent RetroGamer magazine (UK magazine). As the VGA CD-ROM Stellar 7 remake was a favourite game that I owned in the early '90s, I was wondering if there are any modern variations of it. For those of you who do now know Stellar 7, it's basicaly a BattleZone-clone. You are driving a tank from a cockpit and shooting at aliens, while avoiding their shots. While browsing the Atari Jaguar-section on this site, I came across Hover Striker, which according to the screenshots and video that I've seen at YouTube, is quite the game I would love to play *if* I had a Jaguar. Does anybody know similair games on more recent gameconsoles? Thanks for your time. Best regards, ArcadeAction
  10. Hello all, I am one person of the two people who are working on a The Colonel's Bequest-dedicated website (www.colonelsbequest.net , right now only with an Under Construction image, but we are working on some nice content. It's one of those games that I was really obsessed with. This game was released on the Atari ST, but I can't find much information about this release. I was wondering if there are any people here who have played this game on their Atari ST and would like to answer the following questions: - Was the graphics based on the PC MS-DOS version? (So only 16-colors?). Is anyone able and willing to provide me with a few screenshots? Even MobyGames didn't have them. - I read on this forum that the game supported the MIDI-port of the ST. Which soundmodules were supported (probably the MT-32, but were there any others?) - Where there any specific system requirements or other hardware that the game supported on ST? - Was it a direct port of the MS-DOS version? Anyone played the games on both MS-DOS and the Atari ST and noticed any differences, bugs, eastereggs, etc.? - How many disks were included? Was an harddisk required? Did the box contain any Atari-specific items? Many thanks! Best regards, Vincent
  11. Sorry for my late reply. The guy is killed randomly, just like you described on the GBC . I can't really remember the massive amount of flickering, but I was quite young back then, so maybe I just didn't want to notice this I will probably buy the NES version too. Does anyone know whether the PAL-version will run on a NES-on-a-chip famiclone with NES-connector?
  12. I LOVED this game, it was probably the first cartridge game I bought (BuraiFighter Deluxe for the original Gameboy).. it doesn't work on the GBA (original model) too
  13. I'll keep on promoting Formation Z by Jaleco (released as "Aeroboto" by Williams in the US). I don't know if this counts as a rare game though (as I know next to nothing about arcades), but I believe it is not too well known. I always was a huge Transformers fan and just having a platform game where you can transform from a 'bot to a jet (and vice-versa) by a touch of a button is great .
  14. Double-post, sorry Let me add that I also love Arch Rivals (by Bally Midway) very, very much. It's my favourite game on Midway Arcade Treasures 2 (I only play it with another player though, as a 1-player game I find it a bit boring). Not sure if this is an uncommon game though.
  15. I think my vote goes to the GameBoy Advance too, as there are currently more GBA titles that I am interested in than DS titles. But that may change of course. Luckily the DS is at least compatible with 1-player GBA titles. I wish I bought a GBA when they were still compatible with the monochrome GameBoy... I'd love to play my old carts that I still have lying around. Altough I own my GP2x for a few months, I haven't really spend much time with mine yet. I am not really interested in emulations and hope a few more original titles will appear for it. The GP2x could well become the ultimate portable in my opinion... only time wil tell if it reaches its potential, for non-emulation players that is.
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