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Showing results for tags '5200 conversion'.
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Drelbs is one of my favourite 8-bit games but I couldn't find a 5200 version. This is a port of what I think must have been the cassette version as it ran in 16K. There was no title screen so I've added one with a speedy rendition of Wilder Reiter. I've changed nothing in the game itself other than to remap the keyboard controls: START - restart game (at any time) # - press this for difficulty selection, then press * repeatedly to select difficulty, then press START PAUSE - pause game, press RESET or 0..9 to resume drelbs.bin
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One of the very first A8 games. Instructions as per the original (below) except that it is the port 1 controller start to begin and reset to select the number of players. http://www.atarimania.com/game-atari-400-800-xl-xe-basketball_529.html I only have 2 controllers but I am told 4 work ok. Interesting backwards shooting quirk under Altirra but it does this with the original A8 version too (which goes away if I set port 2 input to none). cxl4004.bin
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Always 'up there' in the lists of top Atari 8-bit games and no wonder, such a slickly produced game with a fair amount happening on the screen! A quick turnaround on this port, about 1.5 days, as the code and data in the game was nicely arranged and so could be re-positioned to the cartridge area fairly easily. There could be potential for making a few tweaks, for example - see how you get on with the Analogue stick without re-centring control of the player could be tricky. If so I can look at using the keypad. Therefore feedback welcome. Best wishes, Mark RainbowWalker5200.zip
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http://www.atarimania.com/game-atari-400-800-xl-xe-sea-dragon_4559.html START = start PAUSE = pause/resume RESET = reset * = number of players/stick selection # = difficulty selection There are two cart images: sea16.bin is a single chip 16K image, sea64.bin is a 64K image using the M.U.L.E. bank switching scheme - the game is the same in both, the bigger one contains an Aking splash screen. Thanks to Aking and Official Ninja for testing. I have kept the cheats the same as the original... hint: 2-port owners will be kept honest. sea16.bin sea64.bin sea16_source.zip sea64_source.zip
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This is a 5200 version of Alien Swarm with JAC!'s fixes as described here: http://atariage.com/forums/topic/224914-alien-swarm-hack-request/ Instructions can be found here: http://www.atarimania.com/game-atari-400-800-xl-xe-alien-swarm_202.html JAC! provided me with the source code which I've modified for the 5200 and tested on my 4-port with Atarimax Ultimate SD. Edit: updated version below
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This is another of my old magazine games, STAR RIDER, from Page 6 issue #36. Unbeknown to me until about 6 months ago, was that it was also published in A.N.A.L.O.G. issue #69 which I assume must have been an exchange deal between the two magazines. I can't say this filled me with joy since A.N.A.L.O.G. never paid out the prize money for the 1986 ST programming competition. However they did publish the source code on an issue disk which means I've been able to do this conversion using the original source instead of a disassembly (although my younger self didn't comment the code very well, it might as well have been a disassembly). This is a single chip 16K ROM image and uses analog controls by default. If you want to play it with a digital controller (or the standard controller in digital mode) you can press * to toggle between analog and digital mode. Below is what it looked like in the magazine but with the controls altered for the 5200. STAR RIDER Admit it! Paul Lay's latest space shoot out is just too fast for you - you are doomed! Your planet is being attacked by hordes of alien space craft and it seems you are the last hope of survival. You sit behind the controls of a Surface Runner vehicle which glides over the surface of the planet at an incredible speed. You are protected by a force field and armed with a limitless supply of photon missiles. You are the STAR RIDER. The object is to blast as many of the alien spacecraft as you can, without letting them get past you. Every time you hit an alien your score is increased and your shields are boosted, however when an alien gets past you it zaps your shields making your Surface Runner vehicle shudder. The game is over when your shields have gone. You will find STAR RIDER fast and furious especially at the higher levels, if you ever get that far! STAR RIDER CONTROLS START begins a game at wave 1 1, 2, 3, 4, 5 begin a game at levels 10, 20, 30, 40, 50 respectively # begins a game continuing from the previous level * toggles between analog and digital joystick control RESET aborts the game PAUSE pauses/resumes a game Use a joystick in port 1 to manoeuvre the crosshair sights and press the trigger to fire a photon missile. HIGH SCORES If you manage to survive that far, you will be able to enter your name on the high score screen. Moving the joystick left and right will move the cursor in the appropriate direction and moving the joystick up and down moves forwards and backwards through the characters. When your name is complete, press the trigger and your name will be entered. On subsequent high scores, the name entered appears as a default to save you entering your name each time. starrider.bin star_source.zip
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Another of my old magazine games converted for the 5200. hm.bin hm_source.zip I had to create a bigger dead-zone than normal on the analogue stick to make it easier to stop moving. I suspect this will play better with a digital stick. Amazingly Scalak and therealbountybob were able to complete the 8-bit version of this when they played it as a bonus game in the HSC. Scalak has a good level map available here: http://atariage.com/forums/topic/199594-hsc9-round-10-crystal-castles/?p=2555405 Page 6 Magazine Issue 33 May/June 1988 HEAVY METAL Thirty five screens, evil ball bearings, slime and much more in this machine code extravanganza by Paul Lay Your mission is to recover the seven lost jewels which have been scattered throughout the deadly mazeworld of rooms that you inhabit. You control a spinning ball-bearing with a joystick in port 1. Move the joystick in the appropriate direction you wish to move. You may climb walls that are low enough and you may also fall off walls, although you'll die if you fall too far! Hold the trigger to put the brakes on and stop your ball-bearing from moving. In each room there may be a number of teleports which will transport you to another location. These are marked by a diamond floor pattern. Simply stop on the transporter then press and release the trigger to energize! In your quest you will encounter a stomping boot, an evil black ball-bearing and a nasty piece of slime. Contact with any of these is fatal. To collect a jewel simply move over it. You have a certain amount of time and your game is over when you run out of time. Getting killed simply costs you time and you'll start that room again. Use START to begin a game at the first location. Use * to begin a game from the last location visited, however you lose any jewels previously collected and so you'll have to go back for them. Use PAUSE to pause, then any key to resume. Use RESET to abort a game in case you get stuck somewhere!
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Deluxe Invaders http://www.atarimania.com/game-atari-400-800-xl-xe-deluxe-invaders_1573.html START = start PAUSE = pause/resume RESET = reset * = difficulty level # = number of players Thorn EMI Pool http://www.atarimania.com/game-atari-400-800-xl-xe-pool_4060.html START = start RESET = reset * = SELECT # = OPTION 0 = N 1 = Y 2 = CURSOR UP, 4 = CURSOR LEFT, 6 = CURSOR RIGHT, 8 = CURSOR DOWN Additionally, if you hold the upper fire button while moving the joystick it slows the movement of your cursor. Note that the 128-in-1 cart incorrectly identifies pool.bin as a 16K two chip image - it is a 16K one chip image (thanks ON). di.bin pool.bin di_source.zip pool_source.zip
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This is a conversion of Laser Hawk by Andrew Bradfield with graphics by Harvey, first published by Red Rat in 1986. You may recognise the design on the splash screen if you played through the last ATARI BLAST! demo. This is the first conversion I have done of an 8-bit game which needs more than 16K to run (so I had to do a full disassembly, no being lazy this time). Excluding the splash screen, Laser Hawk has 37K of code/data and requires 10K RAM for the screen buffer, player/missiles, character sets and variables. As such I have created a 64K ROM image which uses the same 32K bank switching scheme as M.U.L.E. This is supported by the Atarimax Ultimate SD cart and Altirra. I have mapped the controls: START = start PAUSE = pause/resume RESET = reset # = select level * = select number of players 1 = toggle beginner mode (on the title screen, you get a "B") 3 = toggle engine noise You can see the original Red Rat packaging here: http://www.atarimania.com/game-atari-400-800-xl-xe-laser-hawk_2903.html And other re-releases here: http://www.atarimania.com/game-atari-400-800-xl-xe-laser-hawk_7028.html http://www.atarimania.com/game-atari-400-800-xl-xe-laser-hawk_25151.html http://www.atarimania.com/game-atari-400-800-xl-xe-4-star-compilation-volume-1_6831.html It was played in the 8-bit High Score Club where there are links to Harvey's web pages with some discussion about the program and graphics design: http://atariage.com/forums/topic/123246-hsc5-contest-7-laser-hawk/?p=1496950 lh.bin lh_source.zip
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To fully complete the Caverns saga... Start = begin game Pause = pause game Reset = select level There is a cheat in the A8 original where shift + control + tab takes you to the next sub-level (A..P). I have remapped this to the * key. phobos.bin
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Tested on my 4 port using an Ultimate SD with standard controller. Instructions: http://www.atarimania.com/game-atari-400-800-xl-xe-protector-ii_4155.html Key mappings: Start = start Pause = pause (press trigger to resume) Reset = select number of ships * = select level p2.bin p2_source.zip