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Found 531 results

  1. From the album: My Collection

    Two stickers same serial number each The serial Number is A1 791329004 bottom sticker has whole sn printed top has first two numbers stamped onto sticker
  2. Small Atari lot that I have sitting around that I'm looking to get rid of that averages out to just $1 a game. I understand I'm not selling gold here, but I thought at a decent enough price someone might be interested? If you want to buy it please just send me a private message as I am far more prone to seeing it (especially in a more expedient fashion) than a comment on the thread. Thank You
  3. Got a 1984 Vader 2600 set with a Sword Quest poster. This might be my fave model vcs. Rockin some Phoenix on the Panasonic beast.
  4. Hi, For offer is my Exus Foot Craz Controller + both original games. Offer includes: Exus Foot Craz Controller - Boxed (in ok condition, please check the pictures) - Original box - Game Mat (like new) - The manual is missing Exus Video Jogger - Original cartridge (label a bit worn, please check the pictures) - Custom manual - Custom box Exus Video Reflex - Original cartridge (label a bit worn, please check the pictures) - Custom manual - Custom box Shipping & Payment - EURO 1.000 - free worldwide shipping (insurance/tracking) - Payment Paypal only (if you are located in Germany a back transfer is fine) - Payment has to be in EURO - Exchange rate EURO 1 is about US$ 1.20 If you have any questions please drop me a line. Thanks for reading, Marc.
  5. In Session 7 of "Atari 2600 Programing for Newbies" I learned that 50Hz PAL has up to 242 lines of actual picture. However, the Stella Programmer's Guide says to use 228 picture lines when doing a conversion from NTSC to PAL (see screenshot below). Which one would make most sense to use? I guess when converting an NTSC game to PAL50, it would be even easier to use 192 visible scanlines (just like NTSC) and increase the number of lines in VBLANK and OVERSCAN accordingly. Or would that cause issues? (other than not using the full screen estate). Are there any best practices to follow when creating a game that should run on NTSC, PAL60 and PAL50?
  6. From the album: My Collection

    I'm running out of real estate Please ignore the bed.
  7. Note: I couldn't figure out how to change the title of an existing topic, so sorry for starting a *third* topic on basically the same homebrew game... Anyway, I'll be using this topic to keep you posted about new releases of... Amoeba Jump - I promise this will be the final name :-) I already got a lot of useful feedback in the old topics and on the ZeroPage Homebrew Twitch stream, but please continue to give me feedback on any bugs and/or suggestions. Downloads (last update on 05/11/2018) Latest versions: Amoeba Jump v1.3 NTSC.bin Amoeba Jump v1.3 - NTSC version Amoeba Jump v1.3 PAL.bin Amoeba Jump v1.3 - PAL60 version Amoeba Jump - R77.bin Amoeba Jump - RetroN 77 version Older versions: Amoeba Jump v1.2 NTSC.bin Amoeba Jump v1.2 (release candidate #2) - NTSC version Amoeba Jump v1.2 PAL.bin Amoeba Jump v1.2 (release candidate #2) - PAL60 version Amoeba Jump v1.1 NTSC.bin Amoeba Jump v1.1 (release candidate) - NTSC version Amoeba Jump v1.1 PAL.bin Amoeba Jump v1.1 (release candidate) - PAL60 version Amoeba Jump v0.1.bin Amoeba Jump v 0.1 amoeba_jump_NTSC.bin - NTSC version amoeba_jump_PAL50.bin - PAL 50Hz version amoeba_jump_PAL60.bin - PAL 60Hz version Changelog [v1.4] VBlank optimization for AA release version [v1.3] Title music is now playing a tad louder (sound level conform other homebrews) [v1.2] Returns to the title screen if the game has ended and left idle for more than 21 seconds [v1.2] When a new game starts and the joystick isn't moved yet, the score bar shows the score and high-score alternating. Note: saving your high-score on SaveKey/AtariVox is only supported in the cart version. [v1.1] Changed the acceleration curve for the amoeba a tiny bit so it feels close to the original controls, without being "too sensitive". And in the NTSC-version the red springs are now slightly darker red. [v1.0] Added a title screen with music, where the Amoeba is bouncing on the big "AMOEBA JUMP" title. [v1.0] The grey springs have been replaced by red and green spring-buttons, which I think look better on the screen. The red spring-buttons give you the normal boost, while the green ones boost you even higher! [v1.0] Jumping from spring to spring (i.e. a "spring run") will give you extra bonus points and you will hear a higher-pitched sound effect. [v1.0] When your score gets beyond 1000 points, little oval-shaped bacteria start appearing on the platforms, which can be eaten by the amoeba. Each bacteria holds one of the six letters from the word A-M-O-E-B-A. Collect all six and the single next time you jump on a spring, you will get a super long boost. While doing this super boost, the amoeba will show all kind of rainbow-colors, which is done by using code-bytes as colors (just as in Yars' Revenge) [v1.0] I did some (minimal) changes on the controls to give you more precision. You can now move the amoeba just a tiny bit my moving the joystick left/right briefly. On the long jumps, the deceleration is stronger when you stop moving the joystick, hopefully resulting in a better precision. Also, moving in the opposite direction while in mid-air works much better now, which makes it easier when you’re stressing to find a good landing spot for your amoeba. [v1.0] The all-white and all-blue screens are now half the size, which makes it a bit more doable - or less brutal :-) [v0.1] Unified NTSC/PAL version. Use the 'TV TYPE' switch to choose between NTSC colors (=switch set to 'COLOR') or PAL colors (=switch set to 'BW'). Both versions run at 60Hz now; 50Hz PAL is no longer supported, as most PAL CRT TVs support 60Hz. 07/11/2018 - Moved the "press fire" message *below* the playfield to better support older versions of Stella (like 3.7.5, which is used in the Retron 77) 07/10/2018 - After amoeba dies, the message "press fire" appears above the score bar 07/05/2018 - Added a PAL 60Hz version 07/04/2018 - As requested, an extra challenge: screens with all white or blue platforms! 07/02/2018 - Blue platforms now move independently from each other 06/29/2018 - Springs are no longer guaranteed on each screen but now appear randomly, which improves the game-play and makes "combo spring-jumps" more special. But don't worry speedrunners: 2- or 3-combo jumps are still possible now and then 06/26/2018 - Renamed game to "Amoeba Jump" and updated the graphics and animation About Amoeba Jump is a homebrew platform game for the Atari 2600. It's the first Atari game developed by me, Dion Olsthoorn (or Dionoid as I'm known on the AtariAge forums). I initially planned to build this game for the Commodore 64, but after reading the book "Racing the Beam" I decided to buy an old Atari VCS and challenge myself to write a game for this strange, limited but wonderful machine :-) The game is free for personal usage, and available in both NTSC and PAL versions (see downloads). An extended version of the game will be available in the AtariAge store somewhere early 2019 and features alternating 2-player mode (introducing Ms. Amoeba) and SaveKey/AtariVox support for saving your high-score! The game will be available on Hyperkin's Retron 77 as one of the pre-installed homebrew games (I think it will be part of the next batch of systems). Objective The aim of the game is to guide the amoeba (a single-celled creature) up a never-ending series of platforms without falling. The higher you get, the higher your score will be. There are three different platform types: Yellow - these are the basic, stable platforms White - these are unstable platforms that disappear after you bounce off them once Blue - these platforms are harder to hit because they move back and forth horizontally Jumping on a red or green spring-button will give you a short boost and some bonus points, but best of all: it makes the little amoeba rejoice! When your score gets beyond 1000 points, little oval-shaped bacteria start appearing on the platforms, which can be eaten by the amoeba. Each bacteria holds one of the six letters from the word A-M-O-E-B-A. Collect all six and the single next time you jump on a spring, you will get a super long boost. While doing this super boost, the amoeba will show all kind of rainbow-colors, which is done by using code-bytes as colors (just as in Yars' Revenge) The screen wraps around, which means that the Amoeba can leave one side of the screen and immediately reappear on the opposite side. You're going to need this to reach some platforms! Controller This is a single-player game which uses a joystick as controller. Support for the Driving controller (the one used in Indy 500) is in development. Videos Recorded livestream showing the latest build of Amoeba Jump on ZeroPage Homebrew stream:
  8. As I am continuing to develop my first game, I ran into an issue that I couldn't find any information on. I would like to have the system detect the controllers on startup. This way, I can support multiple controllers in the game without using the difficulty switches or some other U/I system to select controller types, simply plug-and-play. I first had the idea of using the fire button to get past the splash screen of the game. However, moving the joystick instead could put the game into paddle mode, which wouldn't be good. So instead, I discovered that you can simply dump the capacitors for the paddles, wait long enough (512 scanlines works), and then read INPT0 (and INPT2). And that's it. Here's the code I wrote, which works perfectly. If a paddle is connected to the left I/O port at startup, the screen will be red. Otherwise, the screen is black. CLEAN_START sta WSYNC ; ensure a whole scanline is spent dumping capacitors lda #$80 sta VBLANK ; dump paddle capacitors to ground WaitLoop sta WSYNC stx VBLANK ; (X=0) stop dumping capacitors sta WSYNC ; waste 2 scanlines per iteration dey ; Y starts and ends as 0 bne WaitLoop ; wait 512 scanlines in loop (511 after grounding caps) lda INPT0 ; D7 set if left paddle is connected, clear otherwise bpl Joystick lda #$46 ; set bg color to red to signify a paddle, else black sta COLUBK ; in a game, you would set a bit in RAM, instead Joystick I attached a .bin and the source code. Obviously, try it on a real system if you can, but it works in Stella, as well. paddletest.bin paddletest.asm
  9. From the album: My Collection

    These four consoles are by far the cheapest to buy and easiest to collect for. If you want to collect for Studio II, Astrocade, Channel F, Arcadia 2001 (Why are there so many of these?), APF-MP1000, Creativision, Adventure Vision, 5200(?), or vectrex (Sadly) you are a bit crazy perhaps. I'm looking at the Wikipedia page for second generation consoles... Why are there so many?!? No wonder the market crashed There were like... 18 different consoles worldwide... and that's just silly.
  10. From the album: My Collection

    These four consoles are by far the cheapest to buy and easiest to collect for. If you want to collect for Studio II, Astrocade, Channel F, Arcadia 2001 (Why are there so many of these?), APF-MP1000, Creativision, Adventure Vision, 5200(?), or vectrex (Sadly) you are a bit crazy perhaps. I'm looking at the Wikipedia page for second generation consoles... Why are there so many?!? No wonder the market crashed There were like... 18 different consoles worldwide... and that's just silly.
  11. Found all of this through Facebook a few days ago, all for $35 (the Wii wasn't mentioned in the ad, but it was in the bag). The PS2 (model number 79001) didn't have any cables, so I tested it with my own. Disk didn't spin at first, but that was because a piece of plastic broke off the lid, so it wasn't hitting the trigger. Fixed that and it works great. Haven't tried the Wii yet, but inside is an official 2 gb SD card. I'm going to clean them both up and remove the stickers. I'm probably going to sell them cheap, since they are duplicates. It's nice to find some Atari 2600 games, even common ones like these. I've always wanted Lost Luggage, heard it was fun!
  12. I've got some CIB games, CIB homebrews and sealed games on eBay if anyone is interested. https://www.ebay.com/sch/i.html?_nkw=&_in_kw=1&_ex_kw=&_sacat=0&_udlo=&_udhi=&_ftrt=901&_ftrv=1&_sabdlo=&_sabdhi=&_samilow=&_samihi=&_sadis=15&_stpos=98020-4507&_sargn=-1%26saslc%3D1&_salic=1&_fss=1&_fsradio=%26LH_SpecificSeller%3D1&_saslop=1&_sasl=danagret&_sop=1&_dmd=1&_ipg=100 Colecovision CIB homebrews: Ninja Princess Pooyan Remember the Flag Roller Ball Sudoku Traffic Jam Zombie Incident Intellivision CIB games and repro boxes: Game Factory Hotel Bunny Triple Challenge Truckin' Worm Whomper Ms. Pac-Man box Rocky Battles the Champ box Action Force (GI Joe) box Strawberry Shortcake box Deadly Dogs box Atari 2600 sealed games and CIB homebrews Crack'ed Crazy Balloon BMX Air Master (sealed) Bump 'n' Jump (sealed) Burgertime (sealed) Froggo games (sealed) Atari 7800 sealed games Ace of Aces Fight Night Food Fight Mat Mania Challenge Super Huey UH-IX Tower Toppler Winter Games Astrocade sealed games Amazing Maze/Tic-Tac-Toe Bally Pin Dog Patch End this weekend - thanks for looking and PM or eBay message with questions! Dana
  13. So I recently played through some Star Wars games on the Atari 2600 in my YouTube series RETRO BUFFET. Now the games were released in 1983, 3 years before my birth and I had a thought - it is quite challenging, with the mindset of modern gaming expectations, to imagine what these titles would have been like for the average gamer back in 1983. Was it an awe inspiring experience? Did it blow people away at the time? Or was it more of a representative experience that would be augmented with the imagination of the player? Im keen to hear from those of you who played these titles at launch, at the time, and how you found the experience?
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