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Blogs

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  • Kelp Entertainment
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  • THE 1 2 P's Demo/Import/Gaming Blog
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  • The Word Of Ogma
  • GC's blog
  • nanobug's monument of geekiness
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  • Cheat Blog
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  • Old School Gamer Review
  • ...
  • Rybags' Blog
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  • grafix's Bit Mouse Playhouse
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  • hackerb9's blog
  • EricBall's Tech Projects (PRIVATE)
  • MagitekAngel's Blog
  • I created this second blog on accident and now I can't figure out how to delete it.
  • keilbaca's Blog
  • TestBot4's Blog
  • Old School Gamer Review
  • The Mario Blog
  • GideonsDad's Blog
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  • Horst's Blog
  • JIMPACK's Blog
  • Blogpocalypse
  • simonl's Blog
  • creeping insanity
  • Sonic R's Blog
  • CebusCapucinis' Blog
  • Syntax Terror Games
  • NCN's Blog
  • A Wandering Shadow's Travels
  • Arjak's Blog
  • 2600Lives' Blog
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  • Kiwi's Blog
  • Stephen's A8 Blog
  • Zero One
  • Troglodyte's Blog
  • Austin's Blog
  • Robert Hurst
  • This Is Reality Control
  • Animan's Blog Of Unusual Objectionalities
  • Devbinks' Blog
  • a1t3r3g0's Blog
  • The 7800 blog
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  • The Wreckening
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  • lost blog
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  • Robert @ AtariAge
  • otaku's Blog
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  • edweird13's Blog
  • edweird13's Blog
  • That's what she said.
  • Hitachi's Blog
  • The (hopefully) weekly rant
  • Goochman's Marketplace Blog
  • Marc Oberhäuser's Blog
  • Masquane's AtariAge Blog
  • satan165's Dusty Video Game Museum
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  • Retail hell (The EB years)
  • Vectrexer's Blog
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  • Retro Gaming Corporation
  • Hulsie's Blog
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  • Dryfter's Blog
  • Why Are You Even Reading This?
  • Xuel's Blog
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  • Atari 2600 for sale with 7 games 2 controllers
  • A Ramblin' Man
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  • Justin Payne's Blog
  • ebot
  • Markvergeer's Blog
  • GEOMETRY WARS ATARI 2600
  • LEW2600's Blog
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  • Bri's House
  • Les Frères Baudrand's Blog
  • Secure Your E-Commerce Business With ClickSSL.com
  • raskar42
  • The P3 Studio
  • Bydo's Blog
  • defender666's Blog
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  • Chuplayer's Blog
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  • POKEY experiments
  • JPjuice23's Blog
  • Gary Mc's Blog
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  • The Social Gamer
  • Ping. Pong. Ping. Pong.
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  • Nerdbloggers
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  • Brain droppings...
  • Sandra's blog
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  • polo
  • VectorGamer's Blog
  • Maybe its a Terrible Tragedy
  • Guru Meditation
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  • The 12 Turn Program: Board Game Addiction and You
  • Tezz's projects blog
  • chonglily's Blog
  • masseo1's Blog
  • DCUltrapro's Blog
  • Disjaukifa's Blog
  • Vic George 2K3's Blog
  • Whoopdeedoo
  • ge.twik's Blog
  • DJT's High Score Blog [Test]
  • Disjaukifa's Assembly Blog
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  • Pandora Jewelry's Blog
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  • Adam24's AtariAge Blog!
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  • Computer Help
  • Chris++'s Blog
  • an atari story
  • JDRose
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  • The Forth Files
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  • A.L.L.'s Blog
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  • Partyhaus
  • kankan313rd's Blog
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  • ¡Viva Atari!
  • FujiSkunk's Blog
  • The hunt for the PAL Heavy Sixer
  • Liduario's Blog
  • kakpu's Blog
  • HSC Experience
  • people to fix atari Blog
  • Gronka's Blog
  • Joey Z's Atari Projects
  • cncfreak's Blog
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  • 8BitBites.com
  • BrutallyHonestGamer's Blog
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  • Lynx Links
  • bomberpunk's Blog
  • CorBlog
  • My Ideas/Rants
  • quetch's Blog
  • jamvans game hunting blog
  • CannibalCat's Blog
  • jakeLearns' Blog
  • DSC927's Blog
  • jetset's Blog
  • wibblebibble's Basic Blog
  • retrovideogamecollector's Blog
  • Sonny Rae's Blog
  • The Golden Age Arcade Historian
  • dianefox's Blog
  • DOMnation's Blog
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  • Gnuberubs Sojourn Dev Journal
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  • iesposta's Blog
  • Cool 'n' Crispy: The Blog of Iceberg_Lettuce
  • ahuffman's Blog
  • 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
  • Space Centurion's Blog
  • Coleco Pacman Simulator (CPMS)
  • ianoid's Blog
  • HLO projects
  • Retro Junky Garage
  • Sega Genesis/Mega Drive High Score Club
  • Prixel Derp
  • HuckleCat's Blog
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  • Tales from the Game Room's Blog
  • VVHQ
  • Antichambre's Blog
  • REMOVED BY LAW AUTHORITY
  • Synthpop Universe
  • Atari 5200 Joystick Controllers
  • Top 10 Atari 2600 Games
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  • Buying Atari on Ebay
  • matosimi's Blog
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  • Diamond in the Rough
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  • MegaData Manifesto
  • Selling Atari on Ebay.
  • Unfinished Bitness
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  • eshu's blog
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  • Bio's Blog of Randomness
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  • Paul Lay's Blog
  • Make Atari 2600 games w/o programming!
  • Rudy's Blog
  • kenjennings' Blog
  • The Game Pit
  • PShunny's Blog
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  • Atari 2600 game maps
  • Crazy Climber Metal
  • Keith Makes Games
  • A virtual waste of virtual space
  • TheHoboInYourRoom's Blog
  • Msp Cheats Tips And Techniques To Create You A Better Gamer
  • Tursi's Blog
  • F#READY's Blog
  • bow830
  • Gernots A500 game reviews
  • Byte's Blog
  • The Atari Strikes Back
  • no code, only games now
  • wongojack's Blog
  • Lost Dragon's Blog
  • Musings of the White Lion
  • The Usotsuki Crunch
  • Gunstar's Blogs
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  • --- Ω ---'s Blog
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  • Zsuttle's gaming adventures
  • Doctor Clu's Space Shows
  • TWO PRINTERS ONE ADAM
  • Atari Jaguar Game Mascots
  • Learning fbForth 2.0
  • splendidnut's Blog
  • The Atari Jaguar Game by Game Podcast
  • Syzygy's Story Blog
  • Atarian Video Game Reviews
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  • player1"NOT"ready's Blog
  • Alexandru George's Blog
  • BraggProductions' Blog
  • XDK.development present Microsoft Xbox One Development
  • Song I Wake Up To
  • Jeffrey.Shamblin's Blog
  • Important people who shaped the TI 99/4A World
  • My blog of stuff and things
  • David Vella's Blog
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  • CyranoJ's ST Ports
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  • Star_Wars_Collector
  • Alp's Art Blog
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  • Retro VGS Coleco Chameleon Timeline
  • Geoff Retro Gamer
  • Geoff1980's Blog
  • Coleco Mini
  • Coleco Mini
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  • Fultonbot's Atari Blog
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  • Kaug Neatos Crash Bandicoot Bandwagon
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  • Atari 2600JS
  • Doctor Clu's Dissertations
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  • Atarimuseum.nl
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  • Arcade Attack - Retro Gaming Blog
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  • GG's Game Dev, Homebrew Review, Etc. Log
  • dazza's arcade machine games
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  1. Hey Guys! I want to prepare an article about the demo scene of the Atari 2600 and I need your help! I need a list of the various demogroups or people which released the demos for the machine. Or maybe is someone of them online here? Would be great if you could help me
  2. If any of you missed SvOlli's post, there is a 512 byte demo competition at the Nordlicht DemoParty this year. I have been working on an entry for the past couple weeks, and it is very close to being finished. The original plan was to have colorful dots slowly raining down the screen with some peaceful sounding music, but I needed something a little more interesting, so I added text as well. As of now, there is no music, but I have 45 bytes of ROM left to work with, plus plenty of unused bits from another table. I will do my best to add a 2-voice soundtrack, and if I have a few bytes leftover, I will try to fix the "R" character. (That might give you a hint to how I am doing the character graphics). I am posting the current .bin here, but I won't be posting any source code until after the contest is over. Any feedback is appreciated! If you have a PAL system and a Harmony cart, please test it out for me, since I don't have a PAL setup. I specifically am curious about whether or not the top of the kernel is aligned properly. demo2018.bin
  3. Hello, 10 years ago the guys from the demogroups wAMMA and Trilobit tried to build a cartridge that runs 6 different already released demos together with a newly coded menu. 9 years ago they gave up and released their stuff unfinished as a cry for help. 5 years ago I was asked, if I could try to fix it finally. I succeeded, but for other reasons it never was completed. Well, until now. The whole story is available at https://xayax.net/nonxayax/triptych/, including an option to run the demo in an emulator running in your webbrwoser. The coolest part about it: a cartridge will be available in the AtariAge store soon. Have fun! ("demo" in this case demonstrates cool coding skills as a non-interactive animation, and not some kind on unfinished game)
  4. Hello there! From 20th to 22nd of July there will be the Nordlicht demoparty in Bremen, Germany. They established a quite interesting new competition for demos that are 512 bytes in size. There are also general rules that apply. But I think that's something that calls for entries done on the 2600. I plan to release something myself, but if there are more entries (something like 4-6), it might be nice to put them into in 4k ROM with a small menu. But that would be done most probably after the venue. Keep in mind that we Germans use PAL systems, so if assembling all entries into one ROM is an option we need to stick to that. If you insist on submitting an entry that runs on NTSC only, please let me know, so that I can provide an NTSC system for the the orgas there. And for the ones that are so close to the hardware that they need to know: the PAL system that will be definitely there, is a Junior, the NTSC system that I will take the if needed is a light sixer, both modded with a composite output. So let's make sure that the compo gets a significant share of VCS entries.
  5. Today an entry from Sillyventure 2017 was finally released. When I saw it on the stream I was pretty sure this could have been done in rb+. And it is actually written in it! I'm really glad people find rb+ useful and make things in it, especially when they come out of the blue with a release! Will update this post with a video when there's one available, for now head over to pouet.net and grab the rom yourself!
  6. EDIT1: - before reading all of this below, you can find Version two of the demo further down at this link - http://atariage.com/forums/topic/273950-classic99-versus-classic99-head-to-head-turn-based-game-demo/?p=3928868 I can confirm it works classic99 vs classic99 (over a network share) as well as classic99 vs Real Iron TI-99/4a equipped with TiPi. EDIT2: Video of DEMO2 here: Classic 99 vs Classic99 and also Classic99 vs TI-99/4a TiPi Console EDIT3: Slightly optimized code available HERE. EDIT4: Latest and probably last version Number Guessing Console Vs Console Demo 2 v 3 (NGCVCD23) with updates and information can be found HERE. Hi! In chatting it up with the TiPi crew I decided to jump the gun and try something out. My basic understanding of TiPi is that it allows real iron consoles to use shared folders on a raspberry pi to use as DSKx. That's virtual disk drives on a network share. The team is hard at work to bring better capabilities and more options than I am going to demo here (when ever the video is done processing so I can upload it someplace. EDIT: WMV Video attached in this zip file = ngcvc-1.zip(NO AUDIO - Something went wrong - but video yes). But I thought, well, classic99 can use network shares as well. Now this demo is not using network shares but it easily can. For simplicity this is what I did. DISCLAIMER: My code is ugly and not optimized at all - if you destroy planet earth running it, I deny any responsibility, use at your own risk. It's just a demo after all to illustrate where my ideas are in turn based head to head gaming we can all enjoy in emulation right now. And on Real Iron once TiPi becomes available sometime in the next year or two (hey, I'm not putting any undue pressure on these guys, I think it'll be out sooner that but i also don't want to make enemies of them). Anyway - I created a simple number guessing game that you run in two different classic99 sessions. For the time being I used a local folder but it can easily be done with a shared network folder on two different computers. But for simplicity, do this: Step 1: Create a folder on your computer. Step 2: Download the attached ngcvc XB file (Number Game Console Vs Console) and save it in that folder you created in step 1. Step 3: Open a classic99 TI-99/4a v1 emulation session and point DSK1 to the file in the folder using FIAD. Step 4: Open another classic 99 emulation session just like before (while leaving the other up and running) and make suere DSK1 is configured to look at the same file/folder using FIAD. Step 5: place the two screens side by side and resize as needed. Step 6: Type the following line on one screen then press enter. OLD DSK1.NGCVC Step 7: Once the game asks if you are player 1 or not (DO NOT ANSWER YET) - repeat step 6 on the other screen. Step 8: Decide which one will be player 1 and type Y then hit enter. On the player 2 side type N and hit enter. Don't forget you have to click on the appropriate screen to activate it. Step 9: play the game going back and forth between screens. If you want, try it over your LAN making sure both computers running classic99 are configured for the same exact DSK1 location (a shared folder someplace) and give it a go. THIS IS ONLY A DEMO: What I'm doing is creating a file with only a single record in each file. There are 6 files altogether. They contain the only information that needs to be shared between the console and they are access via Disk IO functions. I think this is a pretty good way to make simple turn based head to head games NOW via classic99 and more robust games later using TiPi and better functions that may or may not be implemented. (see disclaimer and fill in the blanks) Here is the DEMO: NGCVC.zip Here is the Original buggy Source Code: ...
  7. I think I've achieved horizontal playfield scrolling with via bus stuffing and the Strong-ARM driver. If you have a harmony cartridge please try it out. Current Version: Cherry-Tree-Scroll3.bin - 1/25/18 Optimized driver with lookup table and self modifying ARM code, fixed graphic data glitch Past Failures: Cherry-Tree-Scroll2.bin - 1/6/18 disables VBLANK during stuff detection because collision registers won't be set if VBLANK is enabled. Cherry-Tree-Scroll.bin Not supported in emulators yet. Here's what it looks like for those who don't have a harmony cart.
  8. Here is a ROM that uses the power of the Harmony cart to display 10 colored sprites per line. It uses a prototype driver that isn't supported in emulation so you'll have to put it on a Harmony cart to run it. I'd like to get some feedback on how well this works on different systems. I've tested on a NTSC JR and 7800 and the results were good. Thanks to rbairos for providing the converted audio and graphics. Current Build: back-to-the-future4.bin Edit: 12/18/2017 - Uploaded version 4 with proper driver fix and an additional second of audio samples Edit: 12/16/2017 - Uploaded version 3 with extra nops to increase hold time Older Builds: back-to-the-future3.bin I've included a picture of it running for those who don't have a harmony and would like to see. There's more to it than what's in the picture though, so I'd recommend running it if you have the hardware handy. Here is the code for the display kernel. It's pretty messy due to the extreme optimization and complete misuse of the 6507 JSR instruction. In order to compensate for artifacts from the JSR instruction the ball is used to mask some pixels. There wasn't enough time to both resize it and enable it every scan line. So CTRLPF is used to do both by changing the size and the PF priority. The ball is always enabled, but it is shown or hidden based on the PF priority. Since JSR is used to write to GRP1 and GRP0 it's called a second time to write to AUDV1 and AUDV0. This allows for 5bit sampled audio, though this demo is only using 4 bits because of space constraints. After the GRP and AUD registers are written to a TXS is performed to reset the SP back to GRP1. The X register is preloaded with the address GRP1 in vblank and remains that value during the entire frame. Y is used for the color of the right most sprite and is loaded on the previous scan line. JSR values are computed by subtracting the number of bytes consumed by the instructions until the next JSR. Each JSR is effectively loading the values that will be stored in the next JSR when the PC gets pushed to the stack. The JSR must always target an address in the ROM. So D12 is always set. Because there are about 30 bytes between each JSR there are some values which require D11 to be set as well in order to avoid starting outside of ROM space. This is why 0x800 is added if D12 was cleared by the previous subtraction. This also increases the ball size to 2 so it covers both pixels represented by D12 and D11. Whether or not the ball was enabled was determined by D12 in the original value. There is a slight artifact if you have the second to last sprite with the pattern xxx1000 and the last sprite has a value less than 32 or so. In this case you end up with xxx1100. There simply isn't enough time to move the ball over one in order to mask just D11, so D11 remains visible. This is a very small percentage of the time and isn't very noticeable so it should be acceptable. It takes about 6 lines of vblank and overscan to fill the audio buffer, position objects, and initialize everything for the next frame. The 6507 runs a routine from ZP RAM for the other 64 lines. This routine updates the audio registers and performs the vsync. During those 64 lines the ARM CPU is currently idle. All the display kernel lookups are done between putting bytes on the 6507 data bus. Hopefully this provides enough time to load in more data from the EEPROM or the SD card. It at least provides ample time for some game logic and audio calculations though. Eventually I'll be posting the entire source to GitHub for everyone to enjoy, but I want to stabilize the design some more first. for(; i < 192;) { // Left group starts cycle 0 vcsJsr6(jsrl); // G, I Graphics <-e1 results in I=$ff vcsWrite5(GRP0, pGraphics[i*10]); // A graphic vcsWrite5(GRP1, pGraphics[i * 10 + 2]); // C graphic vcsWrite5(GRP0, pGraphics[i * 10 + 4]); // E graphic vcsWrite5(COLUP0, pColors[i * 10 + 0] << 1); // A color vcslda2(pColors[i * 10 + 2] << 1); // C color vcssta4(COLUP1); // C color vcslda2(pColors[i * 10 + 4] << 1); // E color vcstxs2(); // Should be 36 cycles prior to here vcssta3(COLUP0); // E color vcslda2(pColors[i * 10 + 6] << 1); // G Color - 41 // 0x20 - 23 = 0x09 => sample will offset range by 0-15 giving 0x20-0x2f vcsJsr6(0x1009 + ((sampleOffset & 1) ? pAudioSamples[sampleOffset >> 1] >> 4 : (pAudioSamples[sampleOffset >> 1] & 0xf))); sampleOffset++; vcssta3(COLUP1); // G Color vcssta3(GRP1); // Flush delay register vcssty3(COLUP0); // I Color - 56 i++; jsrr = (((unsigned short)pGraphics[i * 10 + 7]) << | pGraphics[i * 10 + 9]; // H and J graphics bytes vcsWrite5(HMP0, 0x80); ctrlpfr = ((jsrr & 0x1000) >> 10) ^ 0x5; vcssta3(HMP1); jsrr = (jsrr | 0x1000) - 33; //31 bytes between JSRs vcssta4(HMBL); if ((jsrr & 0x1000) == 0) { jsrr += 0x800; ctrlpfr |= 0x10; } vcsldy2(pColors[i * 10 + 9] << 1); // J Color vcsWrite5(HMOVE, 2); StaggeredFrame: if (i >= 192) { break; } // Right group starts cycle -1 vcsJsr6(jsrr); // H, J Graphics <-de results in J=$ff vcsWrite5(GRP0, pGraphics[i * 10 + 1]); // B graphic vcsWrite5(GRP1, pGraphics[i * 10 + 3]); // D graphic vcsWrite5(GRP0, pGraphics[i * 10 + 5]); // F graphic vcsWrite5(COLUP0, pColors[i * 10 + 1] << 1); // B color vcsWrite5(COLUP1, pColors[i * 10 + 3] << 1); // D color vcslda2(ctrlpfr); vcssta3(CTRLPF); vcslda2(pColors[i * 10 + 5] << 1); // F color vcstxs2(); // Should be 39 cycles prior to here vcssta3(COLUP0); // F color vcslda2(pColors[i * 10 + 7] << 1); // H Color - 44 // 0x20 - 22 = 0x0a => sample will offset range by 0-15 giving 0x20-0x2f vcsJsr6(0x100a + ((sampleOffset & 1) ? pAudioSamples[sampleOffset >> 1] >> 4 : (pAudioSamples[sampleOffset >> 1] & 0xf))); sampleOffset++; i++; jsrl = (((unsigned short)pGraphics[i * 10 + 6]) << | pGraphics[i * 10 + 8]; // G and I graphics bytes vcssta3(COLUP1); // H Color ctrlpfl = ((jsrl & 0x1000) >> 10) ^ 0x5; vcssta3(GRP1); // Flush delay register jsrl = (jsrl | 0x1000) - 30; //28 bytes between JSRs vcssty3(COLUP0); // J Color - 59 if ((jsrl & 0x1000) == 0) { jsrl += 0x800; ctrlpfl |= 0x10; } vcsWrite5(CTRLPF, ctrlpfl); vcsWrite5(HMCLR, 0x00); vcsWrite5(HMOVE, 2); vcsldy2(pColors[i * 10 + 8] << 1); // I Color }
  9. For SillyVenture 2K17 (Gdansk 8-10 December 2017) I made The Rocky Horror Show Demo, a "silly" demo to entertain people. Nothing special, apart Miker's Time Warp tune. Title screen has 53 colors. Most of the graphics are converted from C128 game (Janet's sprite has one additional frame and is taller and narrower). Big thanks to Grey, Homesoft, Irgendwer, PAC-MAN-RED and PPS. Many thanks to Frank Ostrowski, Ilmenit, Larek, Marok, Phaeron, Raster and Tebe, authors of used tools: Altirra, Turbo-Basic XL, Turban, Rastaconverter GUI, Atari Graphics Studio, Atari Player Editor, Raster Music Tracker, Turbo-Basic XL RMT Player. Special thanks to Richard O'Brien (The Rocky Horror Show musical's author), CRL and authors of C128 game. The Rocky Horror Show Demo (2017) (Philsan, Miker) (pal).zip
  10. I always wanted to know how software sprites worked in this demo. Here it is a dis6502 2.2.2015-04-06 zipped workspace of laser demo. I don't think i will be working on disassembling it anymore. Maybe someone will use it for something else. laserdemo.zip
  11. Hi there, the next attempt is on Kickstarter now. If you are an old scener, gamer or just an admirer of the Atari ST demoscene, come by and visit my campaign at: http://kck.st/2jNMse1 I have tons of new informations on the timespan between 1991–1993/94. It’s not exactly determined where the book will end. But I know you will be very surprised that I got another batch of secretive insights from industry guru Marc Rosocha. Other than that this volume will be the heart of the series, with actually over 30 persons take part with their memories. It will be so condensed that if it would be a zip-file and you unpack it, you suddenly would lying on the ground – buried under a wagonload of pages. Volume 2 is called BEYOND THE BORDERS and goes beyond – in every aspect. This volume not only presents some of the best artistic works on Atari’s 16-bit computers, but also gives the readers a chance to experience the downfall of the home computer industry from an Atari perspective. Come over to just have a look! Best regards, Marco
  12. I recently found this Intellivision Demo Cart.Can anybody tell me something about the rarity or the value?THX:)
  13. BinaryStar

    Zodiac

    Download : http://www.binarystarsoftware.com/?page_id=460
  14. Highly inspired by this : http://68000.web.fc2.com/bad_apple.html I decided to do my own version of this demo for the sega megadrive I initially wanted to proof it was possible to achieve full resolution video while keeping 30 FPS playback rate. After many effort i finally completed it. 4 MB version : https://dl.dropbox.com/u/93332624/dev/megadrive/demo/BadApple_p1.bin https://dl.dropbox.com/u/93332624/dev/megadrive/demo/BadApple_p2.bin 8 MB version (without bank switch) : https://dl.dropbox.com/u/93332624/dev/megadrive/demo/BadApple.bin Note that the 8 MB version can work only with Mega Everdrive or custom flash cart supporting full 8 MB mapping (without SSF2 bank switch style). Also some special emulator can support it as well as this one : http://umk3.hacking-cult.org/2.11hack.zip The good point is that it does work on real hardware exactly as on emulator
  15. Anyone feel like writing a MegaDemo? Well now you can! Here are two versions of an assembler that was used extensively for demo coding back in the day: http://www.pouet.net/prod.php?which=47999 http://www.pouet.net/prod.php?which=62372 (apparently this one includes a manual) If anyone knows of other assemblers that are good for this sort of thing, feel free to post links in this thread.
  16. Just a quick little XB thingy. 100 call clear::print "TI BASIC READY"::call newline(24)::call wait(500) 110 call reveal(24,"SOMETHING WENT WRONG... ")::call wait(500)::call newline(23) 120 call char(40,"7CFC747CFE7C7C286C",42,"",43,"")::call magnify(3)::call wait(300) 130 call sprite(#1,40,2,178,17)::call wait(300)::call hchar(23,3,32)::call wait(500)::call motion(#1,-2,4) 140 call sound(-4000,-8,0)::call wait(300)::goto 140 150 sub newline(l)::print::call hchar(l,2,62)::call hchar(l,3,30)::subend 160 sub reveal(l,m$)::for c=1 to len(m$)::display at(l,c):seg$(m$,c,1)&chr$(30); ::next c::subend 170 sub wait(n)::for i=0 to n::next i::subend Power droids are unsophisticated droids that act as ambulatory batteries, recharging vehicles and machinery. They are equipped with a small, internal power generator, and several plug-in sockets. They are commonly found on under-developed worlds that do not have an expansive power grid, or in mobile military operations. Although they are extremely important to both military and civilian life, power droids are so commonly encountered in the galaxy that they often go unnoticed. The GNK droid by Industrial Automaton and the EG-series droid by Veril Line Systems are popular power droids. Both are commonly referred to as "gonks" after the low honking sound they can emit.
  17. I have released a new demo at the Revision 2017 demoparty, this time in 4k because people kept telling me you have to do a 4k to become a "real" VCS developer. Here's the Pouet link: http://www.pouet.net/prod.php?which=69681 I've also attached the binary to this post. The dasm source can be found here: https://bitbucket.org/kylearan/catharsis_theory/overview But caution, due to a lot of heavy optimization, it might not be very readable. The readme contains a technical write-up though, in case you are interested. Now I can go back to developing Air Taxi. catharsis_theory.bin
  18. So I recently found a lot on craigslist. I've been looking for an apple II to add to my collection and this lot had that and more. After coming to an agreement on price I met with the woman to pick up everything. When I did I was blown away by how much was actually in the lot. She explained to me that she used to work at Apple and, without giving her name and actual title, I will say that she was high up in the education division at apple. She also had a big hand in the EWorld network that apple tried to get off the ground to compete with AOL. So I'm not quite sure if I've got something really good in this lot. Here is just a small list of some of the things in the lot: Apple II+ with monitor and disk drive (all work fine) Apple II GS complete setup with 3.5" and 5.25" disk drives (boots up but have not tested the drives Mac SE setup in an official apple Mac carrying bag (boots up) Hundreds of boxed software titles from games to Office programs to educational tiles. tons of sealed titles Lots of sealed titles labeled DEMO, NOT FOR RESALE, and EVALUATION COPY ONLY (games, educational titles, and office software - inlucded a sealed "Where in the world is Carmen Sandiego?" labled as a Review Copy) Apple promotional items like pins, bumper stickers, water bottles, mugs still sealed in the packaging Apple computer club shirts Apple eworld shirts Apple Employee convention lanyards Apple Employee Christmas cards and gifts Mission Impossible/Apple cross promotional posters (huge posters) Disks sealed in envelope withe "REVIEW ONLY" stickers on it (Apple system update disks for employees I believe) There were a lot of items labeled as DEMO and such because companies would send her software for her to review for Apple to give the Ok. Much of the copies here are not opened and still sealed. What's really cool to me is that I grew up using an apple II and IIGS at school. Because of her position, the computers she gave me were the ones she personally used to for work. So to think that the computers I just got had a hand in the development and review of the software I used as a kid is just really great. I paid $200 for everything. I'm just not sure if all the demo sealed items (also some not sealed) are anything special or if they are common enough. And I don't know much about the promotional items, whether they are particularly collectible or not. I will upload pictures as well bit by bit. (my computer is giving me issues with this)
  19. Hi all, I made this little new year music demo. because I always loved the music from outrun and I always felt that we Atari ST guys were cheated on. Firstly, there was a track missing. Secondly, it kept shifting between the two other tune every time one would die. Lastly, I do not think that David Whittaker did his best. The music files are YMT format running at 300hz and the reason the program file is so big. In the new year I will make a new sound format, still as fast, but be taking less space but you will need a 2mb Atari to run this. Thanks to everyone for listening and I hope you like this? Thanks, Peter. Btw there are 2 prg files, one is pack using Ice Packer and the other one is not packed. Outrun.zip Steve from AtariCrypt have uploaded a video.
  20. So a couple weeks ago Matt Scott, a friend of mine who developed Lynx music for tons of released and unreleased games sent me some Lynx ROMs he found on floppies. This stuff always gets me excited. One was the Simpsons digitized sound demo the other was 720WS.ROM. I knew that 720 was in development while I was there (the coin op was in my office) and I got very excited thinking we might have an unreleased partially done ROM but you can't just run unprotected ROMs in Handy. I asked for some help in another thread and LX.NET introduced me to Harry_Dodgson. They helped me preview the ROMS in Handy and I now understand that they are both already in circulation. The 720WS.ROM is a silent display of just the skateboard character in the center of the screen rotatable with the joypad, but what happened next was awesome... Some of you may recall that I went to great lengths to recover the RoadBlasters, Toki, and S.T.U.N. Runner source materials in 2011 (http://atariage.com/forums/topic/188836-some-pretty-awesome-graphics-for-the-lynx/page__st__25?do=findComment&comment=2413123). After recovering those materials I recovered other batches of Amiga floppies with adfread, cleaning disks with alcohol, adapting my ruby script to extract files and folders from the various versions of Quarterback used to create the opaque disk images, and after all that I had the source code and .bin files for all the technology prototypes I developed. I wanted to view the prototypes on Handy but they were in BIN format. For 22 years, the only way to see these demos was on a single VHS tape I made of them in 1991. Harry gave me a tool he wrote to convert .BIN to .O which Handy can read, but it didn't work, so he sent me the source. It was done a long time ago in a unix/mac/pc cross platform dialect of C that Visual Studio didn't like but the code was straight forward, well written and documented so I ported it over to standard C. I discovered that Handy jumps to the first byte loaded from a .O file and my code was written using several blocks with the start address typically somewhere in the middle, so I added code to patch the binary adding a 3 byte JMP START at the beginning of the code where needed (along with a couple other technical tweaks) and VOILA! My demos were now runnable on the Lynx! I can't tell you how exciting it is for me to see these demos come to life. These were all exploratory Lynx technologies I wrote for game concepts or just for fun that never found their way into released products (other than the sound drivers). Here are the highlights of my exploits... abtest0.bin.o was a true 3D drawing test (as opposed to pseudo 3D used in RoadBlasters and S.T.U.N. Runner) for a game idea called Alien Brigade, that temporary artwork is my head. The source is dated 11/20/91. fractest0.bin.o, fractest2.bin.o, and fractest3.bin.o are fractal tests. I loved Rescue at Fractalus and wanted to do a terrain based game but that code was too slow. Source dated 11/18/91 polytest.bin.o is a combination of my triangle rendering routine and my Quartet digitized sample midi music driver, press a button to start the music. quartest.bin.o is a simple sprite test and my Quartet digitized sample midi music driver, press a button to start the music. rottest0.bin.o a sprite rotation test. Sprites can be skewed vertically and horizontally which is all that is needed to pseudo rotate a sprite up to 45 degrees. it is undated but was probably done around the time I did RoadBlasters. showfroggy.bin.o shows a full color picture of a frog by multiplexing 4 bit (16 shade) red, green, and blue images. It looks better on LCD, I wish Handy had a "phosphor" setting that would simulate LCD ghosting. If I were to try to do it again, I would do it a different way. testspri2.bin is a simple sprite test with my multivoice 7 bit digitized sound driver I wrote for Al Baker 7/12/1990, either for Pit Fighter or Bill & Ted. Pressing any button plays voices saying "replay", button A plays at subsequently higher pitches, B plays subsequently lower pitches. textdemo.bin.o is a text demo I used to explore trying to improve text appearance by attempting to take advantage of the color masked pixels on the LCD to try to effectively triple the horizontal display resolution. Windows clear type does this for LCD displays now, I should have patented that one (http://www.microsoft...arTypeInfo.mspx). It is undated, I was inspired when I put the LCD into an unsupported monochrome mode - it looked terrible otherwise. :-) DScottWilliamsonLynxTechTests.zip
  21. Mad respect to Spooky Squid Games for letting me try out this demo. 12 hours left so if you like what you see back the Kickstarter! http://tinyurl.com/RussianSubwayDogs
  22. Exsqueeze me. Bugs Bunny fan art parody. Ha ha ha ...
  23. At the Amiga 30 Years event in Amsterdam last Saturday, I showed RJ Mical, one of the creators of the Atari Lynx chipset and the creator of the famous Amiga Boing Ball demo (and Amiga GUI), my two Boing Ball demos for the Lynx. He was surprisingly enthousiastic about them, which was awesome. I wrote about it here in Karri's (who I also met there) 'Lynx on the big screen' topic and was asked to release my demos here. The first demo is a replica of the original Amiga Boing Ball demo. All graphics were taken from the original demo and adapted for the Lynx, same with the sound sample. It uses multiple frames of animation for the rotation of the ball. The audio pans left and right with the ball on the Lynx II. The shadow transparency is created by drawing the shadow sprite every other frame. This will only look right on the original Lynx display, because of the slowness of the display. The second demo is also a Boing Ball demo, but updated for the capabilities of the Lynx. It uses the scaling ability of the Lynx and the multiplication ability of Suzy to calculate and draw the ball bouncing in 3D space. For every frame it renders either just the colors of the image, or just the brightness, mixing them together to create a shading effect, showing many more colors than just 16. This also only works correctly on the real Lynx hardware. Color cycling is used for the rotation effect of the ball. It draws the ball sprite from its top-left corner, which is much faster than from its center and then uses tables to adjust the position to scale from the center. It also uses a fixed point division table to calculate the perspective projection. The third 'No Game' demo uses a lot of transparency effects for the parallax background, sparks (inspired by QiX), rainbow text and 'no game' text anti-aliasing. The white flash effect fades both the palette colors and the gradients. It displays lots of colors at once and also doesn't look right on emulators. All three demos were written in assembly, using Bastian42's SDK, in 2002, for a Lynx multi-cartridge developed by Ray Ryland, which unfortunately never saw the light of day. They were to be used in empty slots of the cartridge, instead of a boring message. At the time I was also exploring tricks to make the Lynx display lots of colors at once, together with Sage. Years later I showed my demos to Lynxman and he asked me to write the small demo to be included in the Lynx anniversary edition of his excellent flash cartridge. This is the first time I'm releasing my demos to the public, they are just simple things, but I hope you enjoy them. LynxDemosByLamerDeluxe.zip
  24. Hello, I'm new to the forum, i was invited here by a friend with whom i have programmed a Sample of Artificial Intelligence for Apple ][, here you can download the .dsk disk image for emulators of Apple ii.: https://archive.org/download/ARTIFICIALINTELLIGENCEAPPLEBYM.T.ANDM.O I have also modified it to be more like an Mario and Luigi HAL 9001 artificial intelligence game, you can find it here: https://archive.org/details/HAL9001PIZZAMACHINE Thanks to Mark D. Overholser for helping programming this software. Enjoy!
  25. I have finally managed to get my Hauppauge! HD PVR (model 1212) to work correctly so that I could capture video from my Astrocade. As a test, I captured the Bally BASIC Demo cartridge in action. This is what the cartridge looks like: The three-minute video of the cartridge running is on YouTube, here: On real hardware, if you were to run the Bally BASIC Demo cart again, then it would be a little different because the video art sections of the demo are random. Neat, right? Here's what Mike White wrote about this cartridge in the Bally-Astrocade Game Cartridge and Hardware FAQ: Bally BASIC Demo By Bally Mfg. Corp. Functional Series 8K cart 1978. This cartridge has a small (about 6") chain attached to the top-front. This cartridge was made in limited quantities and only distributed to dealers, as was also done with the Dealer Demo cartridge. This 8K cartridge (a rarity in the old days) is very hard to find, but has appeared on eBay. The first 4K is a "crippled" version of Bally BASIC that doesn't have access to the keypad or hand controllers- except #3: all the inputs are disabled. The remaining 4K of the cartridge is a program written in BASIC! This was in 1978, EIGHT YEARS before Basicarts appeared! This cartridge may have sometimes been accompanied by a 300 Baud Demo Interface. This cartridge might be #6003 (it fits there), but there is no proof of this part number assignment. (Arcadian 1, no. 6 (May. 4, 1979): 39-46.) Back in 2001, Mike White sent me a print-out of the BASIC program that is contained on the Bally BASIC Demo cartridge: http://www.ballyalley.com/type-in_programs/basic/bally_basic_demo_cart.pdf For those that are curious, I captured this video from an Astrocade equipped only with RF-out. The RF-out was fed into my Ambery "Professional RF Coax To Composite Video Audio Demodulator TV Tuner For NTSC System" (model RFDM2). I highly recommend this clever device. You can buy it here: http://www.ambery.com/prrfcotocovi1.html I plugged the composite output of the Amberly demodulator into the Hauppauge! HD PVR model 1212 and captured the video as 720x480 at 30fps using Hauppauge! Capture. I then trimmed the M2TS video to its current length using the freely distributable Videopad by NCH. I exported the video (as an mp4) from Videopad, in the process trimming some of the overscan area that was originally captured. The final exported video is 640x480, and it looks pretty good considering that the video is plain RF and not true composite or S-Video. As for this BASIC demonstration that someone may have seen running in stores in 1978/79, it only shows the most rudimentary features of BASIC. Realistically, what more could you expect in 1978? Now that I've been able to capture video, maybe I'll learn how to make a video review. That's something that I've wanted to try doing for quite a few years. I've always wanted to review Bally BASIC with the tape interface and also review "AstroBASIC." Maybe I'll do that over the next few months. Adam
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