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Hello, I'm Pazur from Zelax demoscene group and I wanted to share news about a new game that we are developing for Atari - Cosmic Hero 2. We've just released the first teaser of the game together with some information about the game and a couple of screenshots. Cosmic Hero 2 Teaser on YouTube Download the first Cosmic Hero game (2004 release) The hero who saved the Earth returns after 30 years to help the mankind again! Cosmic Hero 2 is a logic and arcade game based on mechanics similar to the well-known Sokoban and at the same time a continuation of the first Cosmic Hero from 1993. The sequel retains the basic rules of the game (collecting scattered "blobs" of liquid energy and laying out a wire to open the exit from the map), but adds many new, unique elements that provide a variety of logical and arcade challenges. During his mission, the player will visit several planets differing in graphics and music. The game is being created by the Zelax Group with the same team as 30 years ago. Pazur is the author of the game as well as its prototype programmer, graphic designer and the gameplay content creator. The Atari coding (in 6502 assembly) is done by Święty @Saint (Swiety) and the music is composed by Foster @Foster_MSX. Cosmic Hero 2 is currently in active development and is being developed using modern development tools. The prototype, which is an almost 1:1 representation of the future game, is developed using the Unity engine. The prototype also includes a map editor. Once all aspects of the project are worked out, porting the prototype to Atari will begin. The sound is created in RMT and recorded by Foster from a real POKEY. Main features of the game: larger than screen maps with horizontal and vertical scrolling, full screen gameplay area, refined, detailed graphics in carefully selected color palettes, rich sound design in the form of experimental music that makes the most of the capabilities of the small Atari sound chip, the effect of the shadow cast by objects on the ground calculated in real time, moving objects for an arcade gameplay elements, rich game mechanics allowing for complex interactions between objects, 3 types of ground surfaces affecting the gameplay, varied maps, this time with more initial ones, introducing the player to the rules of the game Greetings, Pazur/Zelax
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Hello, I have scoured the web and even SoulSeek for these...I tried to buy on eBay but the seller is not responding (I guess he was in the hospital?). For whatever reason, I cannot find free labels ANYWHERE online...Would anyone be so gracious as to send me print quality PNGs or JPEGs of the HERO and BEAMRIDER labels for activision 2600 carts? I would really appreciate it. Would be nice to have them spec to size to be ready to print. If not, could someone kindly give me the correct print dimensions for these labels as well? truly grateful, thanks! Frank
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In case you missed Brett Walch's announcement in the "Vectrex fans unite!" Facebook group, below is a cross-post of his announcement for "Turkey Hero". Below that is a URL to play the game online. "[NEW GAME] Happy Thanksgiving 2021, everyone! I'm starting an annual tradition of spending the day before Thanksgiving to write a holiday themed game for the Vectrex. So now we have 2 Thanksgiving games... Turkey Pop from last year, and now Turkey Hero! Everything you need to understand how to play is included in the game. There's currently no end screen, but I'd love to see some of your high scores posted ? I have a few more things I can add to this game if y'all think it's fun... https://playvectrex.com/games/turkeyhero_v093.zip" ONLINE Emulator Play for Turkey Hero v0.93 (c) Brett Walach: Press the [Escape] key after the emulator starts to continue. https://drsnuggles.github.io/jsvecx/?rom=https://playvectrex.com/games/turkeyhero_v093.zip
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H.E.R.O..zip
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The Heathkit Hero Jr robot came out in 1984 as a more home friendly version of the original Hero 1 robot, but was still equipped with multiple sensors, speech and programming capabilities albeit without a robotic arm attachment. I bought my robot on Ebay and upgraded it with extra memory (24K), an updated ROM, serial communication and a multi-cartridge which combined all of the cartridges produced for the Hero Jr into one master cart, as well as a beefy 10Ah battery and full documentation. The Robot Workshop (https://www.robotworkshop.com/robotweb/) still has most parts, upgrades and documentation for the Hero Jr at very reasonable prices. Manufacturer Heathkit Type robot Release date 1984 Introductory price Kit US$599.95, Assembled US$1000[3] Discontinued Before October 1987 (Assembled)[15] 1995 (Kit) Units sold 4000 (across 8 years) CPU Motorola 6808 1 MHz Memory RAM: 2 kB, expandable to 24 kB Monitor ROM: 32 kB Display 9 LEDs Sound Votrax SC-01 speech synthesizer[5] Input Hex keypad with 17 keys Power Batteries:6 V 3.8 A·h x2, x4 optional Dimensions 19 inches high[16] Mass 21.5 pounds[16] The interesting thing is that all the electronics are located in the "head" of the robot and under the front panel, while the drive mechanism and battery are in the bottom part, leaving most of the mid-section open, which was very inviting for modifications and modern upgrades. And while I dabbled with this idea for a while, I ended up deciding not to modify the robot from its original condition and opting to experiment with using the serial port as the only means of communication with it. The Hero Jr is capable of baud rates from 300 to 9600 with Even parity and 7 data bits. An early experiment I did involved a wired serial connection to a Raspberry Pi Model B where I had a Pi camera recognize a ball using the OpenCV framework running on the Rpi, and the result was communicated to the Hero Jr who in turn verbalized it using its on-board speech synthesizer: This served as a proof of concept, but I really wanted to ditch the serial tether and go completely wireless. I also wanted to use the TI 99/4A computer, and I already had quite a bit of experience with wireless serial communication on it from my previous wireless weather station project: The main problem I ran into was the the Xbee transceiver I used for that project did not support 7 data bits, only 8, and it turned out that almost all available modern transceivers had the same issue!. Luckily, I finally was able to find a very cheap Chinese transceiver called the HC-12 which costs less than $5 per module and supports a wide range of communication parameters. It's really designed for use with an Arduino, but with the addition of a GPIO to serial converter, one can connect it to a standard computer terminal. From there, I went through a couple of experimental tests as shown below. The main difficulty encountered was the very short range of the coil antenna that comes stock with the HC-12 module, and so this required upgrading it to beefier coax antenna. From there I was finally ready to put the project together using the TI 99/4A computer. I opted to use RXB on the TI side because it allowed low-level access to the serial card using the CALL IO command, something not available on other Basics. This was necessary because the HC-12 was not very reliable in its wireless transmissions and communication was frequently dropped, thus requiring a form of communication time-out feature in order to resend dropped data packets. Here's the code for the TI. You might note that there are a lot of repetitive routines which could not be consolidated into subroutines because the ON ERROR command in Extended Basic does not work within subroutines. // HERO Jr remote exploration program // November 2019 // INITIALIZATION CALL CLEAR OPTION BASE 1 DIM MAP(23,32) HOMEX=16 HOMEY=12 PRANGE=0 TCOUNT=0 DIR=1 !1=N 2=E 3=S 4=W OPEN #1:"RS232.BA=9600.DA=7.PA=E.EC",UPDATE CRU=2464 !CRU ADDRESS OF TMS9902 (>1340) DIVIDED BY 2 // CHECK IF ROBOT IS READY PRINT "CHECKING ROBOT STATUS" CheckStatus: CALL IO(3,1,CRU+18,0) PRINT #1:65 GOSUB BytePresent IF FLAG=0 THEN CheckStatus Status: ON ERROR Status INPUT #1:ANS$ ON ERROR STOP IF VAL(ANS$)<> 1 THEN CheckStatus ELSE PRINT "ROBOT IS READY!": : PRINT "PRESS ANY KEY TO START" GetKey: CALL KEY(0,K,S) IF S=0 THEN GetKey // SET UP DISPLAY CALL CLEAR // CHARACTER DEFINITIONS CALL CHAR(104,"FFFFFFFFFFFFFFFF") !BLACK LEVEL 0-20 CALL CHAR(112,"FFFFFFFFFFFFFFFF") !GRAY LEVEL 21-100 CALL CHAR(120,"FFFFFFFFFFFFFFFF") !WHITE LEVEL 101-255 CALL CHAR(105,"FFC3A59999A5C3FF") !OBSTACLE CALL CHAR(106,"183C5A9918181818") !UP ARROW CALL CHAR(107,"080402FFFF020408") !RIGHT ARROW CALL CHAR(108,"18181818995A3C18") !DOWN ARROW CALL CHAR(109,"102040FFFF402010") !LEFT ARROW DIRSPR=106 CALL COLOR(10,2,16,11,15,16,12,16,16) CALL SPRITE(#1,DIRSPR,9,(HOMEY-1)*8+1,(HOMEX-1)*8+1) // START EXPLORATION RX=HOMEX RY=HOMEY Explore: TCOUNT=TCOUNT+1 IF TCOUNT>10 THEN Home // GET LIGHT LEVEL LightInput: CALL IO(3,1,CRU+18,0) !CLEAR RECEIVE BUFFER PRINT #1:6 !Read light sensor GOSUB BytePresent !WAIT FOR BYTE TO COME IN IF FLAG=0 THEN LightInput Status1: ON ERROR Status1 INPUT #1:LIGHT$ ON ERROR STOP IF VAL(LIGHT$)<21 THEN CALL HCHAR(RY,RX,104) ELSE IF VAL(LIGHT$)<101 THEN CALL HCHAR(RY,RX,112) ELSE CALL HCHAR(RY,RX,120) CALL DELAY(1) // Check for movement in front of robot MotionCheck: CALL IO(3,1,CRU+18,0) ! CLEAR RECEIVE BUFFER PRINT #1:8 !Read infrared sensor GOSUB BytePresent IF FLAG=0 THEN MotionCheck Status7: ON ERROR Status7 INPUT #1:HEAT$ ON ERROR STOP IF VAL(HEAT$)=0 THEN RangeInput DISPLAY AT(24,1)BEEP:"MOTION DETECTED!" Speak1: CALL IO(3,1,CRU+18,0) !CLEAR RECEIVE BUFFER PRINT #1:9 !Speak CALL DELAY(1) PRINT #1:1 !PLEASE MOVE CLEAR OF ME GOSUB BytePresent IF FLAG=0 THEN Speak1 Status8: ON ERROR Status8 INPUT #1:ANS$ ON ERROR STOP IF VAL(ANS$)<>89 THEN Speak1 DISPLAY AT(24,1):" " GOTO MotionCheck // Check for obstacles RangeInput: CALL IO(3,1,CRU+18,0) !CLEAR RECEIVE BUFFER PRINT #1:7 !Read sonar GOSUB BytePresent IF FLAG=0 THEN RangeInput Status2: ON ERROR Status2 INPUT #1:RANGE$ ON ERROR STOP IF VAL(RANGE$)>40 AND ((DIR=1 AND RY>2) OR (DIR=2 AND RX<31) OR (DIR=3 AND RY<22) OR (DIR=4 AND RX>2)) THEN GOTO PathClear IF DIR=1 THEN CALL HCHAR(RY-1,RX,105):: MAP(RY-1,RX)=1 IF DIR=2 THEN CALL HCHAR(RY,RX+1,105):: MAP(RY,RX+1)=1 IF DIR=3 THEN CALL HCHAR(RY+1,RX,105):: MAP(RY+1,RX)=1 IF DIR=4 THEN CALL HCHAR(RY,RX-1,105):: MAP(RY,RX-1)=1 Speak2: CALL IO(3,1,CRU+18,0) !CLEAR RECEIVE BUFFER PRINT #1:9 !Speak CALL DELAY(1) PRINT #1:2 !OBSTACLE DETECTED GOSUB BytePresent IF FLAG=0 THEN Speak2 StatusObs: ON ERROR StatusObs INPUT #1:ANS$ ON ERROR STOP IF VAL(ANS$)<>89 THEN Speak2 //Back up Reverse: CALL IO(3,1,CRU+18,0) !CLEAR RECEIVE BUFFER PRINT #1:2 GOSUB BytePresent IF FLAG=0 THEN Reverse Status3: ON ERROR Status3 INPUT #1:ANS$ ON ERROR STOP IF ANS$<>"89" THEN Reverse IF DIR=1 THEN RY=RY+1 IF DIR=2 THEN RX=RX-1 IF DIR=3 THEN RY=RY-1 IF DIR=4 THEN RX=RX+1 CALL LOCATE(#1,(RY-1)*8+1,(RX-1)*8+1) CALL DELAY(2) //Check for surrounding blocked path IF DIR=1 THEN CALL GCHAR(RY,RX+1,BLOCK):: GOTO Turn IF DIR=2 THEN CALL GCHAR(RY+1,RX,BLOCK):: GOTO Turn IF DIR=3 THEN CALL GCHAR(RY,RX-1,BLOCK):: GOTO Turn CALL GCHAR(RY-1,RX,BLOCK) Turn: IF BLOCK<>105 THEN Go_Right ELSE Go_Left //Turn right Go_Right: CALL IO(3,1,CRU+18,0) !CLEAR RECEIVE BUFFER PRINT #1:4 GOSUB BytePresent IF FLAG=0 THEN Go_Right Status4: ON ERROR Status4 INPUT #1:ANS$ ON ERROR STOP IF ANS$<>"89" THEN Go_Right DIR=DIR+1 DIRSPR=DIRSPR+1 IF DIR>4 THEN DIR=1::DIRSPR=106 CALL PATTERN(#1,DIRSPR) CALL DELAY(2) IF HFLAG=1 THEN Home GOTO Explore //Turn left Go_Left: CALL IO(3,1,CRU+18,0) !CLEAR RECEIVE BUFFER PRINT #1:5 GOSUB BytePresent IF FLAG=0 THEN Go_Left Status6: ON ERROR Status6 INPUT #1:ANS$ ON ERROR STOP IF ANS$<>"89" THEN Go_Left DIR=DIR-1 DIRSPR=DIRSPR-1 IF DIR<1 THEN DIR=4::DIRSPR=109 CALL PATTERN(#1,DIRSPR) CALL DELAY(2) IF HFLAG=1 THEN Home GOTO Explore //Move forward PathClear: CALL DELAY(1) Forward: CALL IO(3,1,CRU+18,0) !CLEAR RECEIVE BUFFER PRINT #1:3 GOSUB BytePresent IF FLAG=0 THEN Forward Status5: ON ERROR Status5 INPUT #1:ANS$ ON ERROR STOP IF ANS$<>"89" THEN Forward IF DIR=1 THEN RY=RY-1 IF DIR=2 THEN RX=RX+1 IF DIR=3 THEN RY=RY+1 IF DIR=4 THEN RX=RX-1 CALL LOCATE(#1,(RY-1)*8+1,(RX-1)*8+1) CALL DELAY(2) IF HFLAG=1 THEN Home GOTO Explore // Go home routine Home: HFLAG=1 IF RX=HOMEX AND RY=HOMEY THEN DISPLAY AT(24,1)BEEP:"AT HOME!":: GOTO GetKey1 ELSE DISPLAY AT(24,1)BEEP:"GOING HOME..." Speak3: CALL IO(3,1,CRU+18,0) !CLEAR RECEIVE BUFFER PRINT #1:9 !Speak CALL DELAY(1) PRINT #1:3 !GOING HOME GOSUB BytePresent IF FLAG=0 THEN Speak3 StatusHome: ON ERROR StatusHome INPUT #1:ANS$ ON ERROR STOP IF VAL(ANS$)<>89 THEN Speak3 IF RY>HOMEY AND MAP(RY-1,RX)=0 THEN TDIR=1:: GOTO CheckFacing IF RY<HOMEY AND MAP(RY+1,RX)=0 THEN TDIR=3:: GOTO CheckFacing IF RX>HOMEX AND MAP(RY,RX-1)=0 THEN TDIR=4:: GOTO CheckFacing IF RX<HOMEX AND MAP(RY,RX+1)=0 THEN TDIR=2:: GOTO CheckFacing GOTO Explore CheckFacing: IF DIR<>TDIR THEN FacingTurn ForwardH: CALL IO(3,1,CRU+18,0) !CLEAR RECEIVE BUFFER PRINT #1:3 GOSUB BytePresent IF FLAG=0 THEN ForwardH StatusHF: ON ERROR StatusHF INPUT #1:ANS$ ON ERROR STOP IF ANS$<>"89" THEN ForwardH IF DIR=1 THEN RY=RY-1 IF DIR=2 THEN RX=RX+1 IF DIR=3 THEN RY=RY+1 IF DIR=4 THEN RX=RX-1 CALL LOCATE(#1,(RY-1)*8+1,(RX-1)*8+1) CALL DELAY(2) GOTO Home FacingTurn: IF ABS(TDIR-DIR)>2 AND TDIR<DIR THEN TurnRightH IF ABS(TDIR-DIR)>2 AND TDIR>DIR THEN TurnLeftH IF TDIR<DIR THEN TurnLeftH TurnRightH: CALL IO(3,1,CRU+18,0) !CLEAR RECEIVE BUFFER PRINT #1:4 GOSUB BytePresent IF FLAG=0 THEN TurnRightH StatusHR: ON ERROR StatusHR INPUT #1:ANS$ ON ERROR STOP IF ANS$<>"89" THEN TurnRightH DIR=DIR+1 DIRSPR=DIRSPR+1 IF DIR>4 THEN DIR=1::DIRSPR=106 CALL PATTERN(#1,DIRSPR) CALL DELAY(2) GOTO CheckFacing TurnLeftH: CALL IO(3,1,CRU+18,0) !CLEAR RECEIVE BUFFER PRINT #1:5 GOSUB BytePresent IF FLAG=0 THEN TurnLeftH StatusHL: ON ERROR StatusHL INPUT #1:ANS$ ON ERROR STOP IF ANS$<>"89" THEN TurnLeftH DIR=DIR-1 DIRSPR=DIRSPR-1 IF DIR<1 THEN DIR=4::DIRSPR=109 CALL PATTERN(#1,DIRSPR) CALL DELAY(2) GOTO CheckFacing // Resume exploration GetKey1: CALL KEY(0,K,S) IF S=0 THEN GetKey1 DISPLAY AT(24,1):" " HFLAG=0 GOTO Explore // Check for incoming byte over serial line BytePresent: COUNTER=0 CheckByte: CALL IO(2,1,CRU+21,BYTEIN) IF BYTEIN=0 THEN COUNTER=COUNTER+1 ELSE FLAG=1:: RETURN IF COUNTER>50 THEN FLAG=0:: DISPLAY AT(24,1)BEEP:"TIME OUT! RETRYING...":: CALL DELAY(1):: DISPLAY AT(24,1):" ":: RETURN ELSE GOTO CheckByte // Delay routine SUB DELAY(DUR) FOR I=1 TO DUR*100 NEXT I SUBEND On the Hero Jr side, I ran a very simple Basic program which accepted coded commands mapped to specific robot functions and executed them, and also sent back sensor data and communication acknowledgments. All actual control and decision making was made by the TI. 1 REM HERO ROAM PROGRAM 10 INPUT C 20 IF C<>65 THEN GOTO 10 21 FOR I=1 TO 100:NEXT I 22 PRINT 1 30 INPUT C 35 IF C<1 THEN GOTO 30 36 IF C>9 THEN GOTO 30 40 ON C GOSUB 500,600,700,800,900,1000,1100,1200,1300 50 GOTO 30 500 REM FORWARD 5 UNITS 510 FWD 5 511 GOSUB 1510 515 PRINT 89 520 RETURN 600 REM BACKWARD 5 UNITS 610 BWD 5 611 GOSUB 1510 615 PRINT 89 620 RETURN 700 REM FORWARD 10 UNITS 710 FWD 10 711 GOSUB 1510 715 PRINT 89 720 RETURN 800 REM RIGHT ROTATION 810 RIGHT 90 811 GOSUB 1510 815 PRINT 89 820 RETURN 900 REM LEFT ROTATION 910 LEFT 90 911 GOSUB 1510 915 PRINT 89 920 RETURN 1000 REM LIGHT LEVEL DETECTION 1010 L=EYE 1011 GOSUB 1510 1015 PRINT L 1020 RETURN 1100 REM RANGE MEASUREMENT 1105 R=SONAR 1110 GOSUB 1510 1115 PRINT R 1120 RETURN 1200 REM INFRARED HEAT DETECTION 1210 I=MOTION 1211 GOSUB 1510 1215 PRINT I 1220 RETURN 1300 REM SPEAK FUNCTION 1305 INPUT C 1306 IF C<1 THEN GOTO 1305 1307 IF C>3 THEN GOTO 1305 1308 ON C GOTO 1310,1340,1370 1309 REM PLEASE MOVE CLEAR OF ME 1310 SPEAK "PLEZHPA1MOO1VPA1KLEERPA1OVPA1MEE" 1315 GOSUB 1510 1320 PRINT 89 1330 RETURN 1335 REM OBSTACLE DETECTED 1340 SPEAK "OBSTAEKLPA1DE1TEH3KTEHD" 1345 GOSUB 1510 1350 PRINT 89 1360 RETURN 1365 REM GOING HOME 1370 SPEAK "GOWINGPA1HO1O1MM" 1375 GOSUB 1510 1380 PRINT 89 1390 RETURN 1500 REM DELAY SUBROUTINE 1510 FOR T=1 TO 200:NEXT T 1520 RETURN > And here's the final result: Another fun one
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Hi We are making a platformer game with jetpack in metroidvania genre. There is a downloadable game made with UE4 in just 5 days. We hope to hear your feedback on how to improve this game. It's very fun to play and a bit challenging at the moment! This game inspired by Atari 2600 game Hero. Hero was a game about a hero rescuing trapped miners. We are two brothers just started making games. We had nearly a month of self training with Unreal Engine and then made this game for unreal game jam a few days ago. You can download it here. Trailer and screenshots and download link: Download page Twitter Trailer: Herovania-Twitter-Trailer.mp4
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From the album: Atari 2600 Gameplay on YPbPr Component
My high score on Activision's H.E.R.O. played on my woodgrain 4-Switch Atari 2600 using YPbPr Component Video Output.© SavyIsJoshoArts aka Activision Man
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From the album: Atari 2600 Gameplay on YPbPr Component
My high score on Activision's H.E.R.O. played on my woodgrain 4-Switch Atari 2600 using YPbPr Component Video Output.© SavyIsJoshoArts aka Activision Man
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Could the game Hero be done with smooth vertical scrolling?. Sort of like River Raid, but backwards.