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Showing results for tags 'Game'.
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There is a new game from the Japanese coder Inufuto, also for the TI99: Cracky. You can download also from the official page (Cracky). cracky_bin.zip
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'Clear for Action in the age of Sailing' is a game of strategy pitting you against the computer in a pitched naval battle in the age of the great sail battleships of the 18th century. Originally ported to the TI-99 by Walid Maalouli from the TRS-80 I have now ported thst 99 version over to the Geneve. This is a really terrific program and I have made some modifications to better run on the Geneve and take advantage of it's features. The program is now one large program. Malllouli had to break up the program to get it fit on the 99, on the Geneve there is more than enough memory to fir the whole program at once. Also switched some of the menus to 80 column and added more info in the program. there's a run-able version on a single DSK1 that runs from A: and, if you have Geneve MAME package download from my site https://ti99resources.wordpress.com/emulation/, a set of HDs you can just replace the SOFTWARE files with the new SOFTWARE files and execute ABGAMES at the Geneve prompt for the menu to run CFA. To change to run from another source change the variable on line 100 to the new default SAVEFILE area. Lot's of fun and challenging. enjoy CFA10a-UPDATED.zip
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Hi guys. I'm working on a remake of Let's Compare ( Donkey Kong ). The original video is out of date & I need to upgrade it. I'm looking for either the ROMS or good clean video footage of all 4 levels from the updated Intellivision version & The arcade version for the colecovision. The new video will be hi def & 60 fps. Any help would be greatly appreciated & I'll include any help in the credits. Thanks guys. Gaming History Source
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Announcing - Hammer of the Gods! Features: - Up to 3 layers of high color parallax scrolling backgrounds - Transparent shadows, lightening effects in CRY color mode - Large sprites - Individual palette fades per game character Credits: Programming: @phoboz Art, Music & SFX: @Eternal-Krauser You judge yourselves which genere this game belongs to?
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Feed the rat enough tacos to keep tacobot from trapping you. Simple game in cc65, learned a lot by writing it. Still needs art and sound, this is the first playable complete. https://github.com/marianodominguez/taco-game
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Hello fellow Atarians! Our game "Adam Is Me" as Christmas gift is available to download for free! ? http://aim.atariscene.pl/ If you have any feedback, comments or questions, do not hesitate to ask. Wishing you all the best, Jakub 'Ilmenit' Dębski + the rest of the team!
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I am not promising a game, BUT I am playing around. Just getting around the did it hit or not was a issue... "Shit, I need to do that more often, to keep the "programming mindset" from dying!" 😛 hehehe Finally, figuring that CALL COINC had to be inside to loop to work. Ohhh, that stupid computer! Questions... I see that the "bullet" continues and comes out on the other side. I guess that is the time it takes to get the message that it is to delete the "bullet", in line 460? Am I wrong in presuming that to move that hole animation around as a sprite is not possible? To @SteveB: "Uppercase Beautifier", I wrote. "Call screen", when beautifying, it only change it to "CALL screen" (ver. v24), Same with xpos, it kept it lower case. Is this how it should work? PS! What about a short cut to that "Beautifier", Ctrl-U? Also... what about if I Export from SXB to XB. What if I could in pref. say to TiCodEd, ALSO copy the text in XP. So I can paste in right into Classic99? (save me some steps). I made a mistake and put the Characters from 32 and up... (Char page) In Extended Basic, Can I move it to XB256 or Auxiliary And can I move it from 32 and start it all from some-place higher, like Char 60? I was using Display at and I only got my Char and not numbers. So I wish to move Char above numbers so I can get values from Display at. "code completion feature" is it gone? I tested the "animation" function on the Char page, very nice function! Can you also do that with a 4*(8*8) Sprite? PS! I did this animation, first in another program, but your Char page was more useful when I knew how it was supposed to be.
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If you have not kept up with Malban's VIDE site for the #Vectrex video gaming console, now is a good time to check back in. Build a Vectrex game without coding? A dream that might be a reality soon enough. 10th of January 2023 – building games? http://vide.malban.de/10th-of-january-2023-building-games .
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This game was created mainly for my needs, but because @bocianu (who also likes brain games) made a great title screen for the game then the idea of sharing this game was born - maybe some of you also like to stack barrels in the warehouse? Programming for Atari OS and floppy disks was not as easy as I originally thought Thanks for @tebe for his great tools (Mad Pascal & Mad Assembler) and @xxl for xBootDOS Thanks to everyone who contributed to my first Atari 800XL game! ProHiBan (v1.0 final).atr ps. game sources will be public as soon as I clean them up
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After several years I have updated my Parsec 2600 to v1.7d and I am releasing as a free download. Of course I reserve all distribution rights and rights to the code but it can downloaded for private use from here. What I have added in v1.7d are some improvements, better play and a BOSS level. Here is a brief look at the manual (full version included in download). ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- Introduction It's 2600 AD and you are the pilot of the Star Fighter PARSEC patrolling the alien planet of Irata. Suddenly, Maria, your onboard computer, announces that you are about to come under attack from alien fighters, large cruisers, killer satellites, a meteor shower and the strangest thing you ever seen! The Parsec 2600 Game Cartridge is packed with thrills, danger and excitement. Waves of attacks from four different types of ships and a thing(?). Challenging flights through the refueling tunnel. Avoid the dangerous meteor shower just feet above the ground. Start from any level and number of ships from menu. Getting started Insert the Parsec 2600 game cartridge in your Atari 2600 and turn the console on. On the screen the Parsec fighter is seated on its landing pad ready to begin battle. Press the controllers trigger button and the Parsec will rise up and the game will begin. Optional choose your level By pressing down on your joystick at the beginning of the game you can choose your starting level and number of ships. You are presented with a screen where at the bottom, where the score will be, is the number of the starting level which is, in this case, one. By pressing up and down with your Joystick you can change the starting level up to 30. When finished press the trigger to move on to changing the number of ships. Now at the score area is the number four showing you can only start with a minimum of four ship (normally it’s eight). You can have as little as four with the maximum being 254 ships. When you have chosen your number of ship press the trigger to return to starting the game. The screen On the bottom right is a timer. As the line shortens, your time shortens. In each wave level of ships you will be given a limited amount of time to clear the screen. When time is up you lose a ship. As the wave goes up levels the time will shorten. On the bottom left is the number of ships you have left. Each pip marks one ship. The maximum number of ships shown is four but you may have more. In the middle is your score. Option Switches Switching to B/W at anytime during the game will pause the game. Switching back to Color will continue the game. Press the reset button will reset the game to the beginning. Operation Press the Joystick up and down to move the ship. In the meteor wave you can also move back and forth. Press the fire button to fire except in the meteor stage where you can only dodge. Waves of ships and danger! The Swoopers The first wave of ships is the Swoopers. They swoop down and you must clear all of them from the screen. As each level progresses you will need to hit the Swoopers more times to clear them and less time will given to do it. The Beamers These ships move in and fire on your ship. As with the Swoopers you will need to hit them more than once in later levels with less time. Refueling tunnel Time to refuel. Navigate the treacherous refueling tunnel to refuel your ship. As the levels progress the tunnel gets longer and your ship will go faster through the tunnel. The Killer Satellites Randomly the refueling tunnel will be replaced with the Killer Satellites. They may seem easy to hit with their ziggy pattern, but watch out. Backwards Swoopers Watch out! These ships come from behind. Play is same as Swoopers otherwise. Invisible Beamers The Beamers become invisible in later levels but are still lethal! Play is the same as other Beamers. Meteor Shower Avoid the meteors just feet above the ground. You can't shot them so move fast to stay out of their way! The BOSS! Replacing the meteor shower in levels 3,6,9 and randomly after level 12 is the Boss and watch out, he’s out to get you! At each wave the time gets a little bit shorter, the ships get faster and need to be hit more often. So shot fast and shot often. The world depends on you! After the games end your ending score will be displayed for a few seconds before the game automatically restarts. Parsec 2600 v1.7d.zip
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As I have reported here in the forum regularly, I am currently working on the port of the VCS classic Haunted House. It is not the original code, but the game was 100% reprogrammed with my own code. For this I only used information I learned by playing and watching the VCS original. My goal is to reproduce the original as 1:1 as possible and I hope I succeeded so far. In this first playable beta version you can play the game completely like the original, but only in the first game level. So with visible walls, without locked doors and with 3 enemies. Of course I will continue to work on the program and implement all of the 9 game levels if possible. I would appreciate feedback, especially from those who have already played the game on the VCS. Currently the program only runs on PAL machines due to a very long VBI routine. In the final version it will also run under NTSC. The game is started with START (even during an already started round). HauntedHouse_Beta_0_1.atr Manual-Short.txt
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2019.12.29 I've found a bug, that only shows up in the disk version here at my end. I forgot to clear a memory location used for scoring. Files updated. blockc.bin block.dsk Filename: BLOCK blockbuster.instructions.pdf - - - - - The idea will be to insert pairs of colored blocks into two piles, one on either side of the screen. Create a group of three or more adjacent blocks of the same color and they'll disappear, gaining you points. Pile up too many and you lose the game.
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We are looking for betatesters for our upcoming point'n'click adventure game. Here are the requirements: * Be fluent in English, native speakers preferred. * Use both emulation (for easier debugging / sending savestates) and native hardware (for checking compatibility). The game requires a 48K system and a multicart with support of 1MB cartridge images. * Respond to communication within a day. Preferred channels are e-mail and Discord. * Do not share the binary or screenshots with anyone. The objective of the betatesting is to find any remaining bugs and language mistakes. Both PAL and NTSC compatibility needs to be tested. Applicants may reply via PM or in this thread.
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♪ "Who's the leader of the club That's made for you and me O P C O D E G A M E S... Yeah, Opcode, yeah, Opcode Yeah, Opcode Game Club, yeah" ♫ COMING SOON...
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For those who don't frequent the 8-bit programming forum, the following was found in the "Mad Pascal Games" thread. ----------------------------------------------------------------------------------------------------------------------------------- Michael Jaskula: @Mikeee76, of Wasteland & Angry Betty fame, has release a new game written in Mad Pascal. It's a colorful platformer titled Betty's Issues.
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Hey folks, Stumbled across a post on Reddit about an unidentified game in the 1981 Atari catalog. The game in question is the pink/magenta box to the right of Dodge ‘Em on the bottom row on the left. Redditor /u/HKT-3020 skewed the image from a higher resolution source giving us this image. The layout of the art is similar to Slot Racer, with an arc in the bottom left and some sort of sphere or orb in the upper left, but definitely not Slot Racer. The letters themselves are impossible to read but it almost looks like a hyphenated title. Does anyone have any ideas? I checked the box scans for all the games in the catalog and nothing matches up.
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The game "OPERATION SEA WOLF" looks to be missing lines. The games comes from "Computer & Video Games - Yearbook 1985" Did a search here and it dos not look to be present. The scan was really bad, I know there are a few lines that are bad. As it is now, it is missing data for some sounds. Dos anyone have a good copy/scan of it or a complete listing of the game? https://archive.org/details/ComputerAndVideoGamesYearbook1985/page/n127/mode/2up
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A new VIC20 port of the classic Atari 2600 game H.E.R.O. was released yesterday. https://kollektivet.nu/hero/
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snakec.bin - - - - - Origin https://en.wikipedia.org/wiki/Snake_(video_game) Back in 2005 I did a routine for scrolling a line of text. Added a few bits to make a demo. It scrolls the text and reacts when you press fire, but otherwise stalls / stalled (wasn't brought any further).
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Hola. Este sábado 8 de octubre se celebra el BRCDEvg Retro Game Fest de 10am a 7pm en la Ciudad de México. Voy a estar presente es un stand con exposición de consolas, y venta de algunos libros y juegos. Se presenta la versión física de la suite 240P de Artemio Urbina y asisten coleccionistas (incluyendo a Leex y Zeus) para exposición y venta. Compra y venta de videojuegos, intercambios, conferencias, talleres, subasta, exposición y más sorpresas 🎮 🗓️ Sábado 8 de octubre 📍 Versalles 113 ⏱️ 10 am a 7 pm ➡️ Https://retrogamefest.boletia.com
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Game I made with my children. All information in txt file. Game won 1st place at Silly Venture 2021WE. Simple text adventure game made in Atari Basic and compiled. Troll's Treasure.ATR Troll's Treasure.txt
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Here's another copy of Eastern Front (1941). I'm using the same photo I used for the first one -- once you've seen one copy of Eastern Front (1941)... This too is shrink-wrapped, but I'll break the shrink-wrap and autograph it is you wish. I'm asking $85 for this one. That includes domestic shipping.
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This my new game for Colecovison. It's inspired from The Electric Yo-Yo, a arcade game Taito. Use controller to move your hamster, collect all snacks, and avoid ennemies. Have fun. hamster_with_wire.rom
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I just released a new game called Break Free, a kind of Break Out game. In this variant one can move the bat around up, down, left and right and the aim is not to break all the bricks but to break enough to find a key which will open the gate to break free to the next level. The game has 6 levels with 3 difficulty levels for each level. Powerups help you clear the level faster and the ball will not break if it hits the ground, it only breaks if it hits the pointy ground. A boss level spices up the end of each phase before moving to a harder level. In the harder levels the key will be hidden in a different tile every time. You can post your High Scores on a dedicated facebook page : https://www.facebook.com/BreakFreeHOF/ To give you an idea please follow : It took me almost a year to complete and had to engage a proper composer for the music pieces which I could not compose otherwise. Games is written in 100% GPL. Have Fun and comment... I plan to keep writing games and hopefully be a net contributor to this TI community.
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