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Found 531 results

  1. iesposta

    IMG 3739

    From the album: Flappy

    Version n
  2. iesposta

    IMG 3738

    From the album: Flappy

    Version n
  3. iesposta


    From the album: Flappy

    Flappy with sound and high resolution play field.
  4. Will add more items to this thread instead of filling up the board. starting 1 dollar http://www.ebay.com/itm/121276821128?ssPageName=STRK:MESELX:IT&_trksid=p3984.m1555.l2649
  5. $1 first bid http://www.ebay.com/itm/121276773011?ssPageName=STRK:MESELX:IT&_trksid=p3984.m1555.l2649
  6. Tron Battlezone T-Handle http://www.ebay.com/itm/121275705914?ssPageName=STRK:MESELX:IT&_trksid=p3984.m1555.l2649 Guardian cart http://www.ebay.com/itm/121275587564?ssPageName=STRK:MESELX:IT&_trksid=p3984.m1555.l2649 2600 Supercharger http://www.ebay.com/itm/121275589539?ssPageName=STRK:MESELX:IT&_trksid=p3984.m1555.l2649
  7. A while ago i stumbled over The Console Living Room at archive.org. You can play Atari 2600, Atari 7800, ColecoVision, Odyssey 2, Astrocade and SG-1000 games there directly via in-browser emulation (MESS). Very handy if you wanna play a few old games without downloading emulators and roms. Have a look!
  8. Hello everyone, I've been having troubles with my 2600 for ever. It's starting to irritate me pretty badly, I haven't been able to play any those games in months. I asked around to try and figure out what was wrong, they said to replace the voltage regulator. I ran up to Radioshack, made sure I had the right part and replaced it. Anyways, before I ask anyone for advice you need to know what the problem is. The picture isn't great so I'll explain that too. Not all games do this but most. Othello, Donkey Kong, Dig Dug, and River Raid are a few that do it. I played Golf a bit earlier and I had no problems at all. It seems like games with more colors and movements are more prone to the screen being distorted. The screen starts to get blurry and it gets worse after a minute. It moves around a little bit too. If I'm not being detailed enough, please don't hesitate to ask for me to be more direct. I want this thing in working condition. Any advice is highly appreciated.
  9. This is a discussion thread on the retroness your Video Game development cycle and environment Describe the retroness of your development process: Does it have a 70's, 80's or 90's feel? If you aren't taking advantage of new technologies, why not? I like both programming languages (BASIC and Assembly) but I don't use GUI's, scripting languages or debuggers. I prefer to use a text editor and just write straight code like I did in the 80's; I think basic "write the code" setup's are more fun and difficult to eclipse with a modern IDE.
  10. Activision made some of the BEST Atari 2600 games & here is my Top 10 favorites. What other 2600 game developers did you also enjoy? Imagic, Parker Bros, Froggo, etc...
  11. Anyone has an original Atari Game Center (not Sears or Generic) to be shipped to Brazil? Can pay money or trade for boxed stuff (have a spare King Kong and Miner 2049er CIB among other stuff). Cheers,
  12. I'm a little late to the retro gaming and homebrew party, and will slowly but surely be building my collection of these amazing games I'm seeing. I would really love to get my hands on a copy of Evil Magician Returns by Byte Knight. Specifically I'd like the whole package (box, manual, cart, map) If anyone has one they are willing to offload.. Please let me know!
  13. Maybe you guys remember Debbie, she has listed some nice stuff on GameGavel recently, such as Rescue Terra I and Tigervision games, among others. Well, she is back listing several boxed items that will go untill November 24th. You can see Xonox and Zimag stuff there, and she is currently listing many more for a total of almost 200 games. Check it out! http://www.gamegavel.com/listview.cgi?seller=djmc1962
  14. Dodge It Panoramic Adventure DodgeIt_PA_RC1.bin Basic Gameplay Dodge an increasing number of blocks while competing head to head with KC Munchkin to catch fast moving dots in the arena of a large virtual world ten times the size of the screen! You have 10 minutes to collect as many dots as you can. You get a point for each dot collected and lose a point every time you are hit. If your score drops below zero you lose and the game goes into attract mode. Unique Off Screen Interaction All of the character sprites utilise soft collisions to interact in the distant planes of the virtual worlds; this adds an interesting depth of complexity and randomisation! Game Changes over Time Every two minutes the screen changes to “RF Blue”* and the blocks, previously restricted to the upper level, can traverse the level below. This lasts about 20 seconds and then things return to normal. Every 15 seconds, sssnake will draw a Fort for you somewhere near the middle of the virtual world; this can give you temporary protection from the traveling blocks. Further downwind, sssnake likes to draw a patch of alternating patterns of blocks (inspired by Archraxar Defense). Cast of characters and the game changes driven by them: The Blocks The blocks can crush you, and they can grab KC and the dots and swing them around, changing their direction anywhere in the virtual world. The Dots The Dots are cool, they travel around the world and you and KC try to catch them. KC KC is bad; try to avoid him! Sssnake Sssnake draws stuff in lazy languid patterns while the fast action is going on; sssnake is activated to draw things by time driven events and also by other characters, like the Score. The Score Don’t underestimate the score as a character in this game! 50 foot high numerals that carve passages you can walk through to reach the lower level (sometimes) comprise the score. While sssnake draws the score and the scoreboard, the score in turn causes sssnake to draw and erase different maze elements in various parts of the virtual world that change as the score does. Strategy Try to collect as many dots as you can when the game first starts and there is still only one block on the screen – this can help keep you from losing the game. When the second block joins in from below it often leaves a tunnel; even if this tunnel is just partial you can usually wait in it for a bit to either take refuge from the blocks until they start moving farther away, or it may align with the score passages, which you can use to enter the level below. Until you get good at somersaulting around the blocks (360 degree Joystick move), you may want to reload the game rather than pressing reset – reset ups the difficulty level on all subsequent games, you start with two blocks right away. Multiple Attract Modes There are two attract modes, one if you lose the game and another more interesting adventure attract mode you are rewarded with when you win that can last up to several minutes and grows more interesting over time: Adventure attract mode starts out showing the characters and scrolling down to display your score just like when you lose the game, only it does not keep resetting, instead the game slowly lowers your score point by point and the characters in the game eventually break free and begin to interact more and more as this happens. Your character cannot be controlled in attract mode but depending up on the attract adventure (it’s different every time!) you may even see your character break free of Master Control and start walking about catching dots on it's own. The length and complexity of the attract mode adventure is dictated by how well you do in the game; bigger score = a bigger attract mode adventure! Party Play Dodge It PA is tremendous fun with one player or as a collaborative party game; the extended periods of both furious and lower paced action allow players of different skill levels to share in the adventure! *About RF Blue: RF Blue is awesome – when the blocks rain down below you will feel as though you can see the fabric of the Matrix, the underlying gamegrid if you are playing on real hardware with a Radio Frequency connection to a tube Television Note: If you play in Stella, install the glide wrappers for OpenGL for better graphics performance with this game! *** ...Older stuff with early prototype below: Dodge It Panoramic Adventure Dodge It on the Fairchild Channel F is an awesome addictive action game that has never been ported to the VCS; until now! Dodge It Panoramic Adventure was inspired by themes from Dodge It, Berzerk, Pitfall, Adventure, Breakout and other classic video games Basic Gameplay Your Berzerk inspired character must dodge an increasing number of blocks and avoid the electrified walls while adventuring along the scrolling panoramic. In the original Fairchild Dodge It the blocks created entry tunnels; in this version the blocks will eventually create exit tunnels for you at the far end of the panorama. Goal Enter the tunnels to reach the level below to find Treasures that must be returned to the Vaus; that’s your Spaceship, you start out next to it! Pitfall style reset If you hit a wall or get smashed by a block you will get fried and transported back to the beginning; if you’re carrying treasure with you you’ll have to retrieve it again. Breakout is Happening You’ll notice a giant Breakout game is going on all around you the whole time! Once you’ve returned all of the treasure to the Vaus it will power up for another round. Under Development Dodge It Panoramic Adventure is still under development but here is a release of the Prototype for now: DodgeIt_PanoramicAdventure.bin You can use the Tunnels to explore the level below but there is no Treasure to retrieve yet. This game uses a remix of the awesome soundtrack Der Luchs wrote for Scrollout with some additional effects filters. Additional soundtracks may be added for the different stages. Looking forward to hearing ideas and feedback about the game!
  15. Looking for the following games one each system- Make sure the labels are in great condition (No rips, discoloration, peeling, or fallen off) Sega Genesis- *Games MUST come with case and must be in great condition. Manual is optional though. *Also no Mega Hits versions Pac Mania $6 Chakan $6 Mutant League Football $8 Thunder Force II $12 Ghouls N' Ghosts $13 Phantasy Star 2 $15 Phantasy Star 3 $15 Phantasy Star 4 $15 Mystic Defender $7 Nintendo 64- *No Players Choice versions, please. *For Star Fox 64, please make sure the back labels say "Patents issued and pending" instead of the newer ones that say "More patents issued and pending" Gauntlet Legends $15 Star Fox 64 $10 Robotron 64 $10 Glover $10 Mortal Kombat 4 $10 Yoshi Story $10 Mario Golf $15 Ogre Battle 64 $30 Extreme-G $5 Sega Saturn- *All games must come COMPLETE IN BOX (Manual and Case), no broken hinges please. In the Hunt $25 Tempest 2000 $25 Mass Destruction $25 Clockwork Knight 2 $30 Ultimate Mortal Kombat 3 $30 Astal $30 Atari 2600- *Asking prices are 4 dollars for each Chopper Command Circus Atari (I will trade you my text label version for the picture label version) Demons to Diamonds (Picture Label Version) Jr. Pac Man Return of the Jedi Robot Tanx Star Wars Video Pinball (Lower Case Version) NES- *Make sure the contacts are clean - they are VERY difficult for me to clean for some odd reason. The Legend of Zelda 2: The Adventure of Link (Gold Cartridge) $15 Kirby's Adventure $15 Donkey Kong $10 Donkey Kong Jr. $10 Donkey Kong 3 $10 Balloon Fight $10 Mario Bros. (NOT Super Mario Bros.) $10 Castlevania 3: Dracula's Curse $15 Ducktales $15 Mega Man 1-6 $15 each PlayStation 1- *No greatest hits variants, please. Make sure disc and case are in great condition. Jumping Flash 2 $15 Wild Arms $25 Crash Bandicoot 2: Cortex Strikes Back (I will trade you my greatest hits version for this one) Spyro the Dragon $10 (I will trade you my collector's edition version for this one) Spryo 2: Ripto's Rage (Disc Only, Original Version please) $10 Devil Dice $10 Doom (Longbox) $20 Die Hard Trilogy (I will trade you my greatest hits version for this one) Rayman $20 Pac Man World (I will trade you my greatest hits version for this one) Mortal Kombat Trilogy $15 Master System- *Complete in Box, please Alex Kidd in Miracle World $20 Rampage $10 Ghostbusters $15 Fantasy Zone $20 Penguin Land $10 Dreamcast- *No re-issues, please Outtrigger $15 Crazy Taxi 1 $10 Jet Grind Radio $15 Sonic Adventure 2 $20 Super Nintendo (SNES)- Killer Instinct $15 Super Mario RPG $40 Yoshi's Cookie $10 Tetris 2 $10 Tetris and Dr. Mario $15 Mortal Kombat 2 $10 Super Metroid $30 Secret of Mana $40 Super Castlevania IV $25 PM me if you have an offer and be sure to include pictures as well. Thanks!
  16. From the album: QbBertari

    September 9 work in progress.
  17. I'm looking for one or two Sears Video Arcade II, preferably with controllers, no need for power supply. Seller must ship to Brazil, I look for a reasonable price. Anyone? Please PM!
  18. The Atari 2600 has a huge library and many a really good. But there are some games who did not use the full potential by far and wasted a good game idea. Name your top 3 (or less) of existing Atari 2600 games who deserve a remake most. Mine: Miner 2049er (both!) Zaxxon BTW: I got the idea from the Videogamecritic when he complained about Miner 2049er's speed.
  19. I need some advice, I have a new Atari 2600 that was given to me it appears to have never been used (the woman bought it for some reason even though she had no kids or grandkids) I would really like to sell it but would like to get a good value for it. Anyone have any opinions or advice on what I should do with it? Thanks C Photo Notes: The Combat game box has been torn on the top right, it looks like someone tried to open it. The Moonsweeper game is still wrapped in shrink wrap. The box looks like there is a water stain on the bottom right.
  20. Yes I know there is a game out there about that, but sorry Snider, in my opinion it's crap, I know you had a lot of enthusiasm to make the hack but still. In my opinion, changing the surroundings to your basic forest features, taking away the usual haunted house random encounters, adding random scary sounds here and there like tress rustling and people screaming, adding just one random encounter of the blair witch, and so on! I created this thread because I am interested in people's different variations in creating Blair Witch project Atari 2600 games. I am right now programming my own version based on Haunted House. I am adding a few graphical and gameplay style changes. ( Think of this thread as a community thread for members who want to post their horror games for the Atari 2600 )
  21. After a (too?) long break after the first release candidate and a lot of extra Hard WorkTM of many people, we proudly present you: The first beta release of Star Castle Arcade for the Atari 2600! The attached zip file contains two ROMs, one for Stella (suffix ".bin"; make sure to get the latest version, always a good idea!) and one for the Harmony cart (suffix ".cu"; BIOS 1.05 required!). The game is 99.9% done, so what this version needs most is some extensive play testing with fresh eyes. The difficulty starts too high or ramps up too fast? The homing mines become too aggressive? The sounds are not well balanced? The controls feel sluggish? You found a bug? ... Eagerly awaiting your feedback! The changes done since the last release are too long to list them all here, you will notice the most relevant ones anyway. Here are the more important ones: To allow better maneuvering, the vertical size of the play field area has been increased, the ships size has been decreased. You got a 3rd bullet to fire simultaneously. How great is that? Difficulty now ramps up with the score, not the castle. Sounds and graphics have been added or greatly enhanced. Thanks to Nathan Strum and Ivan Machado (LS_Dracon)! For your pleasure, the rings are now more nicely animated. They also now behave more like the arcade version. Many, many small changes to make the game more close to the arcade version Improved high score saving For some more details, please visit my blog. Switches: RESET (during the game): abort game SELECT (at the title screen): change palette (NTSC, PAL, B/W) Setting the LEFT DIFFICULTY to A will cause game to start at a higher difficulty (~50% of the maximum difficulty). Very helpful for testing, too. Setting the RIGHT DIFFICULTY to A will cause the ship to be destroyed by the rings (instead of bouncing off). This is nasty! Note: You must start a new game to make difficulty switches changes become effective. No cheating for high scores! The game now maintains one high score per difficulty setting. Besides the palette, the initials are saved now too. So, except when playing against your friends, you never have to enter your initials again! Note: Note that the high score table is not stored to your Harmony in this version, so it will be deleted when you switch off your Atari. But it works with Stella. UPDATE#1: Added revision 133 (Final Beta) UPDATE#2: Added revision 140 (another Final Beta ) (fixes rapid shooting and mine wrapping bugs) SCA_124.zip SCA_133.zip SCA_140.zip
  22. Hey everybody, I decided, since I was between work contracts, and had a little time after putting the little one to bed, that I wanted to experiment with glitch art in the same vein as the Wallflower experiments made popular on the C64, Atari 8-bit, ZX Spectrum, and other machines, and am deciding to try my hand at it with the VCS. I love the glitch scene (Alva Noto, et al), and wanted to produce something worthy of being part of this subculture. What is it? The goal is to produce a simple art piece, with soundtrack, that evolves organically over time, using purely 6502 code, in essence, producing algorithmic art. It will probably take me a considerable amount of effort to refine the piece, to where I see fit, but I will be posting my progress and code here for all. The current version is attached to this thread. So far, the current challenges revolve around timing and trying to produce stochastic but interesting effects on a system with very little video abstraction, one instruction change can drastically alter the video and sound output, and the RAM is part of the same page as the hardware, so trying not to make state matter so much, much less stomp all over it, is proving to be interesting. Let me know what you think. -Thom transmat-130625.zip
  23. Hello, y’all A2600 fans! Would y’all like a nice challenging HORSE RACING game for your A2600 VCS?!?! Are you somewhat bored with Sears’ Tele-Games Steeplechase? I came up with an idea: Make a new ported version of Intellivision’s successful Horse Racing game for the A2600 for y’all Atari fans! The working title name is Plympton Downs Thoroughbred Horse Racing (sounds like an M NETWORK game title). What controller(s) would you propose to use?! Either the joystick or the paddle ones would do for the racing portion, but how about for the betting side?! Would the keypad controller that comes with Star Raiders do (it has a bunch of keys that could be programmed to function like on INTV or ColecoVision). The colors would look quite differently than on INTV and CV (the TIA palette issue), while the lettering would be more blocky than on INTV. It would also need a nice title screen.
  24. Welcome everyone! I hope y'all enjoy my very first post to atariage.com While there are a few hacks for the original 2600 Pitfall, I haven't seen one that changes the map Pitfall uses. That in mind, using modern random number generation techniques that did not exist when David Crane wrote the original 2600 Pitfall in the early 1980s, I have created a version of Pitfall with a new map. I have not fully play tested this map, but simulations indicate it should be possible to finish the map in under 20 minutes (just like in the original Pitfall). A download is here: http://samiam.org/pitfall/ I have also attached the files available there. This doesn't have the actual final rom; to play this new map, download the pitfall.xor file as well as the public domain xor.image (source code for Linux and Mac users) tool, and invoke the tool in the same directory as a ROM image of the original Pitfall game: xor.image pitfall.rom pitfall.xor pitfallX.rom (Note: pitfall.rom, the original Pitfall game ROM, may have the name pitfall.bin. If so: "xor.image pitfall.bin pitfall.xor pitfallX.rom") This will create a ROM image—pitfallX.rom—that can be played in Stella or any other 2600 emulator (it is probably also possible to burn a EPROM and play it on a real 2600). The resulting pitfallX.rom has the following cryptographic sums: md5 5ed1d839f908f580220d6cf487633f90 sha1 fcb9b2068e05017e98c6502e0cb685f1aee3b6db sha2-256 fe6be7879e58cc29e1fbbf6008a69244004c2b6b6c477d92a8b960d65503b7b7 All of the files attached to this post are donated to the public domain. I hope people enjoy this hack of Pitfall as much as I enjoyed seeing how much of a modern ranom number generator I could squeeze in to a 35-year-old 2600. I am also working on a series of blogs looking at and exploring the pseudo random number generator (PRNG) Pitfall uses: http://www.samiam.or...g/20130606.html David Crane did agressively optimize the PRNG and made best use of the then state-of-the-art PRNG techniques of the early 1980s. While the generator I use is a little smaller and more flexible than the "LFSR" he uses, it does require more cycles to generate a decent map--cycles which Pitfall thankfully has during the vblank. I hope to have time in the coming days to explain iin my blog just how clever Crane's optimizations were (the 16 bytes of 6502 code that is the core of his RNG is brilliant, taking me hours to fully understand), and to explain what PRNG I am using (it’s something called add-rotate-xor which, while used as early as 1987—five years after Pitfall—did not see widespread use until the late '00s). Pitfall-newmap.zip
  25. Hi everyone I'm proud to present the MidiBox TIA Cartridge! This is the first FULL midi synthetizer based on the TIA chip and cartridge cased. This is a DIY project, the firmware is opensource. It was not easy. Not because of the technical issues, just bad karma. In 2011/2012 I made a working firmware and a manager under Max/MSP. Because of personal reasons, I put the project on hold. End of 2012, I received a message from Eptheca who asked me the status of the project. With his help we decided to print 3 PCB’s. Unfortunately during this period, the hard drive of my computer suddenly decided to leave me, and I lost all my work: (( I sent the drive to Shanghai to try to recover my data, but of course my disc was one of the non-recoverable 10% (always this bad karma). So now we had the box and the electronics but nothing to put in it. In February I decided to rewrite everything but it took me some time. ... Done! We've now got a new firmware and the application to manage the box. I am inspired by the version 1 MB-SID. I kept all the features of this engine. I improved the management of banks, I dedicated two envelopes to the voice of the TIA which is free, and a few small details that might please you. Here is the features of it: 1 dedicated envelope for each voices(so 2) with optional non-linear curve and Sync which can be assigned to Amplitude and pitch. 3 specifics Mode to mix Modulation matrix and this env Env+Mods, Env*Mods, Env+(Env*Mods). 2 additional envelopes with optional non-linear curve and Sync which can be assigned to Amplitude and pitch. 4 additional LFOs with different waveforms and Sync which can be assigned to Amplitude and pitch. Pitch Bender Portamento/Glide function with Optional "Constant Time Slide". Delays 1 Arpeggiator for each voice(so 2) with optional Sync. Poly, Mono and Legato Mode Separate keyboard zones for each voice (key splitting) allows to play voices separately Extended Mode for keys(all note reponse) or non extended with offset and length. 1 velocity response for each voices (so 2) with optional CC assignment Free controller assignments to Modulation Wheel and Aftertouch LFOs, Envelopes, Arpeggios optionally syncable via external MIDI clock (one for each;) Bankstick support (4 banks of 128 sound patches per stick, up to 8 can be connected) so 32 banks. And much more. Coming soon: wave and CC sequences which allow more percussive sounds (Wavetables) with dedicated banks. Drum or Fx Kit Presets with dedicated banks. 8 Analog I/O 4bit sampling Atari 2600 Joystick and Video touch pad support. There's no CS on the cartridge version, but there's enough room in FW to add it. If someone wants to create it, you are welcome. This firmware is only for 18f4685. You can add MB-Link too if you need it, PORTA.0-7 and PORTB.0-3 share 8 I/O on the AUX connector. No CS; but I designed a Max/MSP Application (windows and Mac compatible): And it has iDevice support(sorry for those who boycott Apple products): I'm trying to finish a Max4Live version, with a common file between both applications that will retrieve the names of banks, patches and all parameters without having to open the input of the midi track and make a CC request (there's no SysEx in Ableton Live). Now i suppose you want to hear it: http://soundcloud.com/bdupeyron/mb-tia-mantua-preset Voilà!!!
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