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Blogs

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  • keilbaca's Blog
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  • Old School Gamer Review
  • The Mario Blog
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  • Blogpocalypse
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  • creeping insanity
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  • Syntax Terror Games
  • NCN's Blog
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  • Robert @ AtariAge
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  • That's what she said.
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  • The (hopefully) weekly rant
  • Goochman's Marketplace Blog
  • Marc Oberhäuser's Blog
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  • Atari 2600 for sale with 7 games 2 controllers
  • A Ramblin' Man
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  • Markvergeer's Blog
  • GEOMETRY WARS ATARI 2600
  • LEW2600's Blog
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  • Bri's House
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  • The P3 Studio
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  • POKEY experiments
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  • Brain droppings...
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  • Maybe its a Terrible Tragedy
  • Guru Meditation
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  • The 12 Turn Program: Board Game Addiction and You
  • Tezz's projects blog
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  • DJT's High Score Blog [Test]
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  • Partyhaus
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  • ¡Viva Atari!
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  • The hunt for the PAL Heavy Sixer
  • Liduario's Blog
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  • HSC Experience
  • people to fix atari Blog
  • Gronka's Blog
  • Joey Z's Atari Projects
  • cncfreak's Blog
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  • 8BitBites.com
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  • Lynx Links
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  • CorBlog
  • My Ideas/Rants
  • quetch's Blog
  • jamvans game hunting blog
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  • jetset's Blog
  • wibblebibble's Basic Blog
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  • The Golden Age Arcade Historian
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  • Bergum's Thoughts Blog
  • marminer's Blog
  • BubsyFan101 n CO's Pile Of Game Picks
  • I like to rant.
  • Cleaning up my 2600
  • AnimaInCorpore's Blog
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  • ianoid's Blog
  • HLO projects
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  • matosimi's Blog
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  • Make Atari 2600 games w/o programming!
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  • Gernots A500 game reviews
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  • Zsuttle's gaming adventures
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  1. From the album: My Collection

    This box was never for sale. Nobody knows how it came to be. But now I own it. Tee hee hee hee!
  2. Hello all - I am wondering what years and what models of Atari 2600 systems came bundled with the Combat cartridge. I know their are two versions of labels and the one I remember was the label with text only. Or was it the only cartridge that ever came with it? Thanks, just trying to remember fuzzy memories.
  3. Does anyone on Atariage know when Othello was released
  4. Play online or download the ROM below. Simple fun colorful game for one or more players that is timeless! One or more players create increasingly larger patterns of any complexity constructed from primary colors and chromatic chord progressions. Who can build the largest pattern? Simple Instructions: This simple memory game starts immediately, reset will restart the game. One or more players create increasingly larger patterns using only up, down, left and right. Purple screen filter shows when it is the next turn to match the pattern Klaxxon noise and screen shake showns when a mistake occurs (unlimited turns to match the pattern). Score (version 2) progress bar at the bottom of the screen shows how big the pattern gets. Computer AI (version 3) press the button anytime (even mid turn) and the Atari 2600 will take a turn! Streamlined design optimizations for this genre: Computer opponent - press the button for the computer to go. TouchMe assistant - press the button anytime and the TouchMe assistant will help complete your turn. Party play considerations - There is no time delay penalty for composing and matching patterns. Intuitive audio visuals - color cues, tones and filter transitions are used to recreate the tactile feeback best implemented in Simon with it's four directional colored buttons rather than side-by-side buttons of Atari Touch Me. I set the buffer at 54 92, it could easily be expanded but I haven't seen anyone get 1/3 of that. Any Simon and Touch Me experts out there want to give it a go? New! Version 5 with chord progressions: SimonSays_TouchMe_V5.binSimonSays_TouchMe_V5_AFP.bin SimonSays_TouchMe_V5.wavSimonSaysAtariVCS_v5_AI.txt Version 4 with AI and more features crunched to fit in 10 lines of BASIC: SimonSays_TouchMe_v4_AI.bin SimonSays_TouchMe_v4_AFP.bin SimonSays_TouchMe_v4_AI.wav SimonSaysAtariVCS_v4_AI.txt New! Version 3 with AI, play against the VCS: SimonSays_TouchMe_v3_AI.binSimonSays_TouchMe_v3_AI.wav SimonSaysAtariVCS_v3_AI.txt SimonSays_TouchMe_v2.binSimonSays_TouchMe_v2.wav SimonSaysAtariVCS_v2.txt SimonSays_TouchMe.binSimonSays_TouchMe.wav SimonSaysAtariVCS.txt This game is only 10 lines of BASIC (a few lines more for version 3) and is competing in the 2019 BASIC Programming Contest, more info here on this Atari programming forum thread, hope to see more people writing 10 line BASIC games for the Atari 2600! EDIT: Palette adjustment, added video playing a few rounds, simple instructions and game design, v2 with a score, v3 added computer opponent, v4 added new features and crunched the code, cross-compiled an Atari Flashback Portable Version, v5 added chord progressions! TouchMe assistant inspired by Siri, Alexa and Cortana. Cover art inspired by the Virtual Reality version.
  5. Hey guys, I have a rare copy of Texas Chainsaw Massacre for Atari 2600 up for auction. Check it out. http://rover.ebay.com/rover/1/706-53473-19255-0/1?icep_ff3=2&pub=5575378759&campid=5338273189&customid&icep_item=352613704903&ipn=psmain&icep_vectorid=229529&kwid=902099&mtid=824&kw=lg&toolid=11111&fbclid=IwAR30jZDhubK1JVPzzZMj7DZknlU3EoEgajcjQLCNlK85she5KBqu4hAscdo
  6. Hello there! I'm new here, and I came to ask few questions to the mighty atari fans out there! I'm from a scoring website https://www.video-games-records.com/home.html (which I highly recommend you if you want to show your scores on every atari systems, or more), and I was wondering what was the main differences between games that are in all these platforms (2600/5200/7800). Let me explain you: when I propose a new game on the website, the game will be tidy with games from the same system (2600, jaguar...) but sometimes you can link some games when they are the same (for instance, games that are on PS3 and PS4 will be both add on the same platform, together). So, I was wondering what was the differences between the games that are on 2600, 5200 and 7800, and especially, what are the differences in the SCORING itself? For example, Joust or Ms-Pac Man both came on the 3 systems. Are they the exact same game? Or are they different? What about the gaming itself, is it easier to score/play on a 7800 system or 5200 than on a 2600? It's confusing, because you can play your 2600 games on the 7800. To conclude, my major question is: are the games different? Does something change in the way of playing (with the controller for instance) ? And if not, should I regroup both games (for instance Moon patrol) in 1, or add 2 on differents platforms? Thanks for clarifying this, if you know more! I have all these systems, but I can not fix my atari 7800, for a reason I ignore (even if I follow every tutorial out there to clean/repear it), and my atari 2600 is still functional. Great to see so many still pationated guys here! Cheers!
  7. Hello everyone! After my other post I made about a year or two ago, I have been taking apart and reassembling my Heavy Sixer. I have been inspecting the switch board and motherboard, and noticed something very strange. The logic board itself (the board inside the metal RF case) has a drastically different layout than most heavy sixers. It has a more simple, greenish color than other boards, and looks like the one I will show below (picture from a different atariage user). From what he said, the serial number sticker on the back of the console was missing, just like mine. In addition, there are two stickers on the metal casing inside the console, unlike his, however. I will attach a picture of this as well. Perhaps this is a reconditioned unit? There is no sticker on the back labeled "factory reconditioned". I am very confused. Also, there is a label on the back that reads: "REV 1" and "c012173". What do these mean?
  8. Hello Fellow Members, Well, there are a few Atari 2600 clones I'm looking to find. (1) is the CCE Supergame VG-2800 System, complete with all cords & a controller. (2) Atari 2600 Polyvox Video Game System, complete with everything & (3) Atari 2600 Apple Vision Video Game System, complete with everything. I hope these systems are out there to buy & if you do have one of these you would like to sell, then please pm me!! Thanks a bunch!! Adam
  9. From the album: My Collection

    Formerly of 8_is_enuff thanks M8
  10. Hey there everyone, I just started learning to program the Atari 2600 in Assembly recently and I think that I have learned a great deal. However, I seem to have hit a road block. Initially, when I first started programming playfields and backgrounds, I plugged the values in line by line like this: .fctbNone{ color:#e0e0e0; }.fctbStyle0{ color:#adff2f;font-style:oblique; }.fctbStyle3{ color:#ffd700; }.fctbStyle5{ color:#ee82ee; }.fctbStyle4{ color:#00bfff; }.fctbStyle2{ color:#ffa500; }.fctbStyle1{ color:#00ffff;font-weight:bold; }.fctbStyle1Style3{ color:#00ffff;font-weight:bold; }.fctbStyle2Style3{ color:#ffa500; }.fctbStyle6{ color:#ff6347; }.fctbStyle0Style6{ color:#adff2f;font-style:oblique; }; < GAME TITLE >; < AUTOR > processor 6502 include "vcs.h" include "macro.h" ;---------- LABELS ----------;---------------------------- SEG ORG $F000Reset; Initialize TIA/RAM; ------------------ LDX #0 LDA #0 Clear STA 0,X INX BNE Clear ; Initialize Labels; ----------------- COMPILE_VERSION = NTSC NTSC =#1 LDA #%00000001 STA $82 LDA #$BC STA COLUPF LDA $82 STA CTRLPF ; Start Game; ----------StartOfFrame LDA #0 STA VBLANK LDA #2 STA VSYNC ; VSYNC Signal STA WSYNC STA WSYNC STA WSYNC LDA #0 STA VSYNC ; Vertical Blank LDX #0 VerticalBlank STA WSYNC INX CPX #37 BNE VerticalBlank ; Scanlines LDX #0IDIOT INX LDA #$C4 STA COLUBK STA WSYNC CPX #40 BNE IDIOT LDA #$C4 STA COLUPF LDA #$0 STA COLUBK LDA #%11111111 STA PF0 STA PF1 LDA #%10111111 STA PF2 MORAL INX LDA #$CA STA COLUBK STA WSYNC CPX #42 BNE MORAL LDA #%11100000 STA PF0 LDA #%11001111 STA PF1 LDA #%00011111 STA PF2CORAL INX LDA #$CA STA COLUBK STA WSYNC CPX #44 BNE CORAL LDA #%11000000 STA PF0 LDA #%10000111 STA PF1 LDA #%00001111 STA PF2NORAL INX LDA #$CA STA COLUBK STA WSYNC CPX #46 BNE NORAL LDA #%10000000 STA PF0 LDA #%00000011 STA PF1 LDA #%00000111 STA PF2STEVE INX LDA #$CA STA COLUBK STA WSYNC CPX #48 BNE STEVE LDA #%00000000 STA PF0 LDA #%00000001 STA PF1 LDA #%00000011 STA PF2PTEVE INX LDA #$CA STA COLUBK STA WSYNC CPX #50 BNE PTEVE LDA #0 STA PF0 STA PF1 STA PF2BIGB INX LDA #$CA STA COLUBK STA WSYNC CPX #110 BNE BIGB BIGBB INX LDA #$2E STA COLUBK STA WSYNC CPX #130 BNE BIGBB BIGBBB INX LDA #$2C STA COLUBK STA WSYNC CPX #150 BNE BIGBBB FED INX LDA #$0 STA COLUBK STA WSYNC CPX #192 BNE FED EndScreen LDA #%01000010 STA VBLANK ; Overscan LDX #0Overscan STA WSYNC INX CPX #30 BNE Overscan ; Next Frame ; ---------- JMP StartOfFrame ORG $FFFA .word Reset .word Reset .word Reset END Thanks all! But while I was continuing in the tutorials, I found that my original methodology isnt really going to work (or will it? please let me know!) especially working with a great deal of sprites and backgrounds. So, I have found that most people tend to do play fields more like this: .fctbNone{ color:#e0e0e0; }.fctbStyle0{ color:#adff2f;font-style:oblique; }.fctbStyle3{ color:#ffd700; }.fctbStyle5{ color:#ee82ee; }.fctbStyle4{ color:#00bfff; }.fctbStyle2{ color:#ffa500; }.fctbStyle1{ color:#00ffff;font-weight:bold; }.fctbStyle1Style3{ color:#00ffff;font-weight:bold; }.fctbStyle2Style3{ color:#ffa500; }.fctbStyle6{ color:#ff6347; }.fctbStyle0Style6{ color:#adff2f;font-style:oblique; }; < GAME TITLE >; < AUTOR > processor 6502 include "vcs.h" include "macro.h" ;---------- LABELS ----------;---------------------------- SEG ORG $F000Reset; Initialize TIA/RAM; ------------------ LDX #0 LDA #0 Clear STA 0,X INX BNE Clear ; Initialize Labels; ----------------- COMPILE_VERSION = NTSC NTSC =#1 LDA #%00000001 STA $82 LDA #$BC STA COLUPF LDA $82 STA CTRLPF PFG0 .byte %10101010 .byte %10101010 .byte %10101010 .byte %10101010 .byte %10101010 .byte %10101010 .byte %10101010 .byte %10101010 .byte %10101010 .byte %10101010 .byte %10101010 .byte %10101010 .byte %10101010 .byte %10101010 .byte %10101010 .byte %10101010 .byte %10101010 .byte %10101010 .byte %10101010 .byte %10101010 .byte %10101010 .byte %10101010 .byte %10101010 .byte %10101010 .byte %10101010 .byte %10101010 .byte %10101010 .byte %10101010 .byte %10101010 .byte %10101010 .byte %10101010 .byte %10101010 .byte %10101010 .byte %10101010 .byte %10101010 .byte %10101010 .byte %10101010 .byte %10101010 .byte %10101010 .byte %10101010 .byte %10101010 .byte %10101010 .byte %10101010 .byte %10101010 .byte %10101010 .byte %10101010 .byte %10101010 .byte %10101010PFG1 .byte %10101010 .byte %10101010 .byte %10101010 .byte %10101010 .byte %10101010 .byte %10101010 .byte %10101010 .byte %10101010 .byte %10101010 .byte %10101010 .byte %10101010 .byte %10101010 .byte %10101010 .byte %10101010 .byte %10101010 .byte %10101010 .byte %10101010 .byte %10101010 .byte %10101010 .byte %10101010 .byte %10101010 .byte %10101010 .byte %10101010 .byte %10101010 .byte %10101010 .byte %10101010 .byte %10101010 .byte %10101010 .byte %10101010 .byte %10101010 .byte %10101010 .byte %10101010 .byte %10101010 .byte %10101010 .byte %10101010 .byte %10101010 .byte %10101010 .byte %10101010 .byte %10101010 .byte %10101010 .byte %10101010 .byte %10101010 .byte %10101010 .byte %10101010 .byte %10101010 .byte %10101010 .byte %10101010 .byte %10101010 .byte %10101010PFG2 .byte %10101010 .byte %10101010 .byte %10101010 .byte %10101010 .byte %10101010 .byte %10101010 .byte %10101010 .byte %10101010 .byte %10101010 .byte %10101010 .byte %10101010 .byte %10101010 .byte %10101010 .byte %10101010 .byte %10101010 .byte %10101010 .byte %10101010 .byte %10101010 .byte %10101010 .byte %10101010 .byte %10101010 .byte %10101010 .byte %10101010 .byte %10101010 .byte %10101010 .byte %10101010 .byte %10101010 .byte %10101010 .byte %10101010 .byte %10101010 .byte %10101010 .byte %10101010 .byte %10101010 .byte %10101010 .byte %10101010 .byte %10101010 .byte %10101010 .byte %10101010 .byte %10101010 .byte %10101010 .byte %10101010 .byte %10101010 .byte %10101010 .byte %10101010 .byte %10101010 .byte %10101010 .byte %10101010 .byte %10101010 .byte %10101010; Start Game; ----------StartOfFrame LDA #0 STA VBLANK LDA #2 STA VSYNC ; VSYNC Signal STA WSYNC STA WSYNC STA WSYNC LDA #0 STA VSYNC ; Vertical Blank LDX #0 VerticalBlank STA WSYNC INX CPX #37 BNE VerticalBlank ; Scanlines LDX #0 ;THIS AREA IS ENCLOSED FOR THE PASTEINGLDY #0Woah LDA PFG0,X STA PF0 LDA PFG1,X STA PF1 LDA PFG2,X STA PF2 INX STA WSYNC cpx #190 bne Woah;FINISH AREA LDA %00000000 STA PF0 STA PF1 STA PF2FED INX LDA #$0 STA COLUBK STA WSYNC CPX #192 BNE FED EndScreen LDA #%01000010 STA VBLANK ; Overscan LDX #0Overscan STA WSYNC INX CPX #30 BNE Overscan ; Next Frame ; ---------- JMP StartOfFrame ORG $FFFA .word Reset .word Reset .word Reset END So once I tested this I found that I only got some of the playfield filled, the other parts are random. why is this? Can it be fixed?
  11. From the album: My Collection

    That's one sexy lookin' box.
  12. DoctorSpuds

    Ram It (Telesys)

    From the album: My Collection

  13. From the album: My Collection

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