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I am working on an open-source homebrew adaptation of "Alice in Wonderland" for the 2600. I had posted my first demo on Facebook, but now I'm finally here! So, here's an update of my game with some new gameplay elements implemented: Alice 2600 Demo #2 - Down the Rabbit Hole! If you have any ideas about what could go into an Alice game, please feel free to reply to this thread or comment on YouTube. Thanks!
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Good Deal Games has the second batch of War in the Machine available. Technically it's version 1.1 since I added a new control mode that uses plain old UP and DOWN for player controls. Makes things more familiar but now your player and launched projectile ships move up and down simultaneously. Same neat features as before. I made the bosses and enemies all randomly generated. You can move vertically and have a temporary invincibility shield. Weapons consist of three mini ships that can be rammed into the enemies. If one meets a quota of kills a boss will appear. Defeat the boss and the next round gets faster with slightly tweaked baddie AI. Oh, and with chromadepth glasses it's in 3D!
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Game Panic 3 is a "Game & Watch" inspired sequel to Game Panic. If you wanna try the early demo ROM please read the instructions below. My games can be confusing and weird DEMO INTSTRUCTIONS A new batch of games arrived at Retro Tower only to be incorrectly delivered to random floors! Corral the carts whilst avoiding invaders and dodging death. When enemies warp in they pause and can be safely avoided. Crouch to avoid flying foes. Grab Guess Boxes to meet your quota too (always a surprise inside!). Elevators open and close intermittently. A clever retro enthusiast can climb up ladders and even vines when needed. Some ladders are one way. When enough carts/guess boxes are collected the player is placed far left or right on the elevator and moved to a new set of 5 floors. Contact with invaders, roving skulls or running out of time loses a life. Run out of lives and it’s game over. SCREEN LAYOUT Guide your player through 5 floors of fun top center. Lives are displayed as carts bottom left. The count down bar is located bottom right. Current score is centered below the play area. When all lives are lost the current score is displayed in blue while the high score color cycles. GAME CONTROLS Continue by pressing FIRE at title or game over Move horizontally via LEFT and RIGHT Move vertically on elevators and climbable surfaces via UP and DOWN Duck for cover on floors via DOWN. Does not work on climbable surfaces Reboot clearing score using the RESET button A or B switch to PRO sets the quota of carts from 3 (easy) to 6 (hard) SCORING 50 points per cart collected 10-100 points randomly from guess boxes HELPFUL HINTS * You skip every other space compared to enemies. This allows you to bypass them with timing. * Elevators are safe but can push you out. * When enemies warp in they are grey and harmless. Use this time to position yourself. * If a climbable surface does not extend out of the top of the floor then you cannot climb back down it. * Avoid long hallways with no vertical egress as the elevators can close while enemies encroach. * When clearing a level watch the bottom far left and right sides as you may start at either end. * Crouching can avoid flying invaders but watch out for their intermittent lightning strikes. * Cheat warp into next level in early demo via FIRE EARLY DEMO (Not feature complete or bug free) gp3earlydemo.bin
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Previously I programmed simple Lunar Lander's genre games for C64 and Atari 8-bit. I have done a version for Atari VCS console too. This game is a sort of "Hello Word" for me... Other videos: ArcadeUSA ZeroPage Homebrew Retro Bliss Gaming 1 2 I want to thank Fred Quimby for awesome batariBasic and Harmony cart, Jeff Wierer for Visual batariBasic (it's a pleasure to program with his IDE), Duane Alan Hahn for batariBasic manual, music and high score code, Mike Saarna for Titlescreen kernel, title screen's L.E.M. and score custom fonts all-in-one file, Steve Engelhardt for his code snippets and Stephen Anthony, Bradford Mott, Eckard Stolberg, Brian Watson (Stella multi-platform Atari 2600 VCS emulator). Game's size is 4KB but I switched to 8KB when I added title screen's music and to 16KB when I added a bitmap title screen. In November 2020 it became the first batariBasic game that saves scores online with PlusCart(+). Virtual patches are awarded if you score 100,000 or more points. In December 2020 it was added to Argon, an Android console emulator. Special thanks to Brian Ostrowski for box, label, manual and patch design, Scott Lawrenz for English manual, Mario Caillahuz Aramburú, Gunnar Kanold, Jean-Christophe Ville for manual's translations (French, German and Spanish) and to Walter Lauer for patches production. The game is reviewed in Brian Matherne's The Atari 2600 Homebrew Companion: Volume 1 (standard/ebook edition - deluxe edition). A collectors edition of the game is available on AtariAge store, with a 28 pages five languages manual. Package renderings: Actual photos: I attach zip files with NTSC, PAL50 (slower so easier) and PAL60 versions together with code (scroll for latest version). L.E.M. v01.zip L.E.M. v02.zip L.E.M. v03.zip L.E.M. v04.zip L.E.M. v05.zip L.E.M. v06.zip L.E.M. v07.zip L.E.M. v08.zip L.E.M. v09.zip L.E.M. v10.zip L.E.M. v11.zip L.E.M. v12.zip L.E.M. v13.zip
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It's been a few years, but BitJag is finally back, in partnership with AtariAge, to announce a new homebrew cartridge release for the Atari Jaguar. Odd-It has returned to the Crescent Galaxy to make sure that the adventures of Trevor and Friends never end. Whether it's dodging pipes as a disembodied jaguar head in Flappy McFur, playing space tennis with a friend in Odd-Ball, or surviving on a merciless planet in order to see another day in Odd-It Will Be Watching, Crescent Memories is sure to bring a little bit of something for everyone to enjoy. https://www.youtube.com/watch?v=zZHv5TLGWoM Crescent Memories will include 3 games packed into 1 cart. Flappy Mcfur, Odd-Ball, and Odd-It Will Be Watching. Flappy McFur is based off the unexpected hit Flappy Bird, with some additional gameplay modes and elements to add to the already addictive nature of a modern classic. Flap your way to the Crescent Galaxy dodging pipes and collecting coins. Odd-Ball is a new twist on the familiar table tennis format. With holes at the top and bottom of the screen, and obstacles with game altering pickups that traverse the center of the screen, be ready to create unfamiliar strategies in order to beat the CPU or your human opponents. Odd-It Will Be Watching pits you against the environment of an unmerciful far flung planet. You must survive 64 days trying to keep your crew warm, their belly's full, and sane enough to not give up hope of rescue. If you are going to Portland Retro Gaming Expo this weekend, be sure to swing by the AtariAge booth to play the demo for Odd-It Will Be Watching. Crescent Memories is still in production with no definite release date yet. All three games are in a playable state with only a couple major elements left to be implemented (EEPROM support for hi-scores and rotary support for Odd-Ball). Other than that, ancillary graphics and audio work still needs to be done, along with play testing. Because we are fitting work on this project into our free time, we can't give a definite release date at this point. We will keep everyone updated when we get closer to development finish line. We want to thank Albert here at AtariAge for being our publisher. Making sure that the game is available for the foreseeable future for anyone to buy is something that I personally would have never imagined would happen for Jag games a few years back. Not to mention this allows us to focus more on making the game instead of making cartridges. Also, thanks to Seb, CyranoJ, Shamus, Matthias Domin and many, many others on this forum for the amazing tools, feedback, help, and inspiration they have given us and others over the years. Without these people new games on would only be dream for our little dev team. Thank you!
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SCRAMBLE is cming to a ColecoVision near you!!! 1744567429_ScrambleAdTeaser.mp4
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Adam is Me, port of the puzzle game released three years ago (for free and in a beautiful boxed version) for Atari 8 bit computers. Download and more infos in txt https://demozoo.org/productions/325838/
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Hello all, After completing Super Cobra Arcade, the CHAMP Games dev team has been busy working on our next project: A port of the Namco classic Mappy. It's been a game I've been thinking about making for over 10 years, and with the advances in technology I've finally moved forward with the development. Nathan Strum is doing an amazing job with the graphics (as he does with all my games, thanks Nathan!) and Mike Haas (ieposta) will be following up his fabulous work in Super Cobra Arcade to provide the music and sound effects (he has already posted some amazing music demos for Mappy, which in part inspired me to finally take on this challenge). I would estimate the game is about 50% complete, with all of the game physics done (walking, jumping, hopping, scrolling, platforms, trampolines, doors, bells, trap doors), all levels implemented (12) plus the bonus stage is playable, and basic collision detection (prizes, walls, balloons). Still plenty of work to be done, most notably the enemies (cats, Goro, etc) and all the no-so-fun stuff like title screens, menus, etc. There is no timetable for a release but I thought I'd share some screen shots of the progress. I'm hoping to have a playable demo done available sometime after the new year. Level 1: Jumping on a trampoline: Bonus stage: Mappy in the attic: Bells: Level 14 (trap doors, not shown correctly because of Stella screen capture): Keep an eye out for updates in the near future!
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Alright, I think it time for one of these threads again. So let's start off with Intellidiscs beta 1. The game is now feature complete, and there are no bugs that I'm currently aware of. There's a version identification string 256 bytes from the end of the ROM that says Beta 1, 4/11/2021. This beta is mostly silent. I've been working with @Synthpopalooza to get some sound here, and there's a cool little tune on the title screen that should be familiar to Tron fans. Just a warning, many emulators can't handle the stuff he's doing with POKEY, so the title may sound weird on certain systems. On real hardware it sounds fine. I've incorporated his sound engine into the game, and I had to scrap the garbage sound effects I had before because they wouldn't have worked with the new sound code. Future test releases will have more and better sound. I'm going to continue to test this build and work on getting the rest of the sound in there. The finish line is in sight! Once I've got a build that I'm happy with, I'll release the source code with the 1.0 release. I'm sure someone will do an A8 port pretty quickly. intellidiscs.bin
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*** Tomy Tutor/Pyuuta/PyuutaJr: Games & Homebrews MegaPack for MiSTer and MAME - by TMOP *** Due to the recent release of the beta core for Tomy Tutor for MiSTer FPGA (see MiSTer Tomy Tutor Core) I decided to prepare a MegaPack to have in one .zip all the released games and homebrews. I've also included a Excel file in which, for each game/homebrew, there are the tests results and some additional information. If you have some carts/homebrews not in this pack, but in the list, please share them, so can be included in the next update! Have fun! ? TomyTutor_Pyuuta_MiSTer_FPGA_Core_v1.0.0_08052022_by_TMOP.zip TomyTutor_Pyuuta_SW_List_V1.0.0.xlsx
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I've been working on an updated design of Karri's programmer board and discussed making more of these with him, he's given me the go-ahead. This version is a "Pi Hat" design. It slots in on top of a Raspberry Pi 2 GPIO connector and has standoffs to secure it in place. The board uses a proper Lynx cartridge connector, not pogo pins. In addition there are a couple of indicator LEDs to show activity/error status. The board is compatible with Karri's cart PCBs (read/write) and it can read other carts, including carts that make use of SWVCC for power. You can purchase a set of 10x blank cart boards from Karri here - http://www.whitelynx.fi/shop/#!/Atari-Lynx-boards/c/15290050/offset=0&sort=normal. Note that you will need cart shells to make use of these, one white shell will be supplied with each board but you can purchase more if you like. Requirements: Raspberry Pi with a 40 pin GPIO header Linux knowledge Please see the Atari Gamer Online Shop for pricing and availability. Useful links: Atari Lynx Cart Reader/Writer (Programmer Pi-Hat) Installing the Atari Lynx cartridge reader/writer board onto your Raspberry Pi Atari Lynx Cartridge Reader/Writer Board Software Photos (2020 production board) Photos (2019 production board left, pre-final board right)... You can use a Raspberry Pi Zero with this board, but be warned that it runs significantly slower vs a Raspberry Pi 2, 3,4 or 400. These are the curved lip 3D printed cartridges that are available for purchase. This is the 3D printed case for a Raspberry Pi, it's custom made to house the Pi Hat and will work with Raspberry Pi model 2/3/4 (any Pi with a 40 pin GPIO adapter except the Pi400).
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I figured out why using the TASM .TEXT command was producing junk at times. It was because the 'pretty font' I used with Adventure II XE, font1.s, had the characters switched around and some were actually replaced with custom chars. Standard ASCII and ATASCII has lower case letters from $61 to $7A, and upper case letters from $41 to $5A. But this font1.s had upper case in the range $21-$3A. I had a temporary programming fix which got the upper case letters to work, but I kept noticing other problems. This character set uses descenders, requiring the use of Antic Mode 3. I then edited the charset with Notepad, and carefully swapped upper case letters and the numbers rows back to where they should be to match ATASCII (and what the TASM .TEXT command was programmed to assume). So that's done. Back in 2011 or so, when I started to use that new charset for Adventure II XE, I must have figured out where the character ranges were and adapted. Until now I wasn't aware font1.s didn't match the 'customary' ATASCII character locations. (I didn't use the .TEXT command with Adventure II, instead I used the .BYTE command for lists for the words / rankings). The other thing I've been doing is working on the city street screens. AA user @LS_Dracon produced this Antic4 charset and 1st city screen for me back in 2010, based on some mockups I had made. So I'll use his designs from ... 12 years ago. LOL. I've started to make changes to some things and I added a few DLI color changes. Not sure if that cobbled street is too "busy" . Here is a sample of the work-in-progress city street , and I just copy/pasted the verbiage from another screenshot for now, to visualize how it would look. The Holmes text will be at top screen and is in Antic 3. The building and street graphics are Antic 4.
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I might as well discuss my plans for Lynx homebrews. -Snáwcild (Think of this as a better Ninja Gaiden 3 than the one that the Lynx actually got. As in nicer-looking sprites and sound.) -Zenithian Micro (Mega Man X with bits of Kirby Super Star.) -The Agathodaimon Mini -At least one space shooter/shmup. (Vertical/Tate mode will be supported.) -Red Wolf (FPS/Adventure) -At least one Middanyeard game. (Will be better than Viking Child.) -RC Car Combat. -Possible Castlevania clone -Gyaru Knight (G'nG clone with a wacky twist.)
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4Ttude is my personal entry for the Atari Lynx 30th Birthday Programming competition. At the end of July the core of Nutmeg (the other entry of mine, made with Retroguru team) was almost completed and all the technical problems solved, so decided to go with a personal work, but with only a month for doing it had to find something simple. The only option was to make an advanced version of the barebone tic tac toe POC I did to test my comlynx lib. The core engine is taken from open source code on github, but since the original code uses the terminal as output, it wasn't a trivial task to make it something playable on the Lynx. My first version of the game was reaaly basic in terms of GFX and Musics. Thanks to the work of @marss 4Tude during the last day had a very nice new dressing (GFX rework is not finished at the moment) and in the future I'll try do the same for the musics if I find a help. The game is a classic 3D tic tac toe played on a cube of 4x4x4 spaces, displayed as 4 layers of a 4x4 grid. To help the players, on the right side there are alternate views of the same cube and of its four diagonals. I think that these alternate views are an innovation respect to a lot of other versions of this game you can find online. The player can remove this alternate views from the board with the game options or pressing Opt1 during game. The last move is displayed with a yellow border and also this mark can be hidden from the options or with Opt1. To learn the game it's possible to play against the CPU selecting a difficulty level from 0 to 10. The CPU is very strong, so to master this game the player has to spend some time learning. If you beat the CPU yor rank rises and the records of yor last ranks is mantained in the game internal save state (only if played with a cart with an EEPROM chip, on a HQ SD cart, or on an emulator with EEPROM emulation). You can also play unranked games that don't change your rank. Think at them as Training Matches. During an unranked game versus the CPU you can use some training tools pressing B: you can undo your last move (only if the game is not over) or ask an hint to the CPU (the CPU will give a hint according to it's difficulty level, at level 0 it will be a random move ? ) When you'll be good enough at this game you can play with other players. There are 2 multiplayers mode: turn based on the same console or with two Lynx connected with a comlynx cable. Thats all, if you like board games this little work will give you a lot of hours of fun. You can find attached to this post the game instructions (sorry for the typos and the bad english, maybe someone can help me checking the file, I'm busy tuning the new game GFX). Here are the game controls: DIRECTIONS KEYS: Navigate menus or move on the board A KEY: select an option on the menus or place you move during the game B KEY: access training tools during an unranked game PAUSE: pause / unpause the game OPT1: rotate board visualization options (only during a game) OPT2: rotate musics (during game) and mute unmute it PAUSE+OPT1: Back to game menu PAUSE+OPT2: Rotate the screen OPT1+OPT2: clears the internal EEPROM (only when the game is paused) 4Ttude.txt
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Halloween special 😈 New Game (WIP): SplatterVania! Credits: Game Design: @phoboz Art & Music: @Eternal-Krauser Enjoy 😉
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** The latest demo ROMs can be found in this post. Have fun! ** Hello all, Now that Mappy is almost complete and awaiting it's release at the Portland Gaming Expo in a few weeks, Champ Games would like to announce our next game... Wizard of Wor Arcade! For those who may not know, Champ Games started a Wizard of Wor rewrite back in 2007 that was never completed. That code has been resurrected and the current version takes full advantage of the latest technology, including CDF bank-switching for enhanced graphics (created by Nathan Strum) and all the arcade mazes, arcade-like sound effects and speech (created by Mike Haas) using the AtariVox+ (over 50+ phrases!). Additionally, it will support Nathan Tolbert's re-vamped multi-joystick adapter which will allow 2 joysticks to be plugged into one port while leaving the second one free for in-game speech with the AtariVox and high score saving! Special thanks to CDS Games and Nukey Shay for their blessing and amazing work on the Wizard of Wor 2: The Arena hack which provided the inspiration for some of the cut scenes and mazes, and it was also the game that Mike's AtariVox speech were originally developed for. The game is about 95% complete and and will available to play (with Nathan T's multi-joystick adapter and AtariVox+ speech) at this years Portland Gaming Expo. My brother Paul and I will be on hand if you're up for a challenge! Here is a screenshot of the title screen. I will be posting more info as the PRGE approaches, with a playable ROM to be posted sometime after the expo.
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I started learning batari Basic in June and have been playing around with it on my free time when available. Here is my first Atari 2600 work in progress. It's an action/adventure game based around trying to escape a zombie outbreak. The game is currently a 32k ROM but at least half is unused as I went for a larger ROM file so I could include more screens later. The current game only includes the first section of the game. The goal of each area is to get the gas can to fuel the car enough to keep going to the next location. The very rough "story" I have for this game: You finally took the long road trip up to Cranberry Lake, NY to pay your respects to your parents who passed years prior in an accident. You haven't visited their graves in many years and the guilt of never having the time to go finally caught up to you. While walking to the graveyard, you meet up with an old man who was your parent's friend and neighbor. He is happy to see you and lets you know he's going fishing at the lake just north of the cemetery and that you should come seem him after your done with your folks to catch up. While at the grave site you notice that the ground at another grave appears to break apart as a hand reaches through the soil.... Controls: Joystick moves Button fires (once you find a gun) Color/BW switch pauses game Left Difficulty in A Position: Lose all items and progress on game over. Left Difficulty in B Position: Items and progress is saved on game over. (Until a reset) Right Difficulty in A Position: Full Speed Monsters and Full Damage (v02) Right Difficulty in B Position: Half Speed Monsters and Half Damage (v02) On title screen, button starts the game. On "car" screen, button drives off. Tips: Colored barriers require keys to unlock them. Treat the gun as a machine gun. Hold the button down when firing otherwise some enemies will take forever. Boss of area one is vulnerable on the right side. The forest is a maze and not all screens will make sense. Don't be surprised if you're turned around there. "Thin" ghosts are only easily hit from the the left or right side. Screen shots: ROM attached to post. Please let me know any issues you may have. I've played it on my 4 switch and 6 switch using the harmony cart and haven't noticed any flickering or issues but if you see anything, please let me know. Thanks! Update 2021-02-10: Added NTSC & PAL60 version of v0.3a zombie_crisis_v01.bin zombie_crisis_v02.bin zombie_crisis_v02_PAL60.bin zombie_crisis_v03a.bin zombie_crisis_v03a_PAL60.bin
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I picked up an Odyssey and all 10 additional games. I'm starting to research the homebrews and see what is out there. If anyone has any information on any of these homebrews, I'd appreciate if anyone could link me to reviews, screenshots, auctions, etc. If you own any of these games and want to just say how fun it is, I'd appreciate knowing that as well. I'd also like to know if I'm wrong about the status on any of these or if there are more that I don't know about. Released Homebrews: Odball by Revrob Mentis Cohorts by Revrob (I know there's been a dispute about people not getting this one. Did anyone actually get a copy?) Red vs Blue by Revrob Dodgeball by Atariland2600 Odyssey Evil by ManCaveArcade Captain Bruce by Atariland2600 Tannhauser Gate by zhorton Fukushima by zhorton Super Cat and Mouse: Cheesy Castle by zhorton Hunting Adventure by ManCaveArcade Soccer (reproduction) by zhorton Team Volleyball by zhorton Danceoff by zhorton Peacekeeper Command-o by Revrob Spacewar by Mikebloke Odysim Exclusives: Santa's Gift Hunt Spot Hunter Jack-O-Lantern Odyssey Midway's Haunted House Frogger Pac-Man: Eat & Run Space Invaders Unreleased Homebrews: Yar's Revenge by Atariland2600 (Announced 2011) Stomach's Revenge by Atariland2600 (Announced 2011) six² by Atariland2600 (Announced 2019) Trumpocalypse by zhorton (Announced 2019) First Fantasy: Tales of Odyssey by Mikebloke (Announced 2019) The Semi-Impenetrable Fortress of Doom by Atariland2600 (Announced 2019) Zombie Outbreak by ManCaveArcade (Announced 2020) Donkey Kong for Odysim (Announced 2020) Gosub for Odysim (Announced 2020) Squares of Tron for Odysim (Announced 2020) Burgertime for Odysim (Announced 2020) Carnival for Odysim (Announced 2020) Asteroids for Odysim (Announced 2020) Presumed Abandoned: Lava Monster by TheMichaelLant (Announced in 2014. Confirmed Pending in 2015. TheMichaelLant could not be reached for comment in 2019.) Hadeaus War (or War of Semmis) by djfurreh (Announced in 2015. Confirmed Pending in 2017. Currently trying to reach djfurreh for comment.) Hide and Seek by djfurreh (Announced in 2016) Dragonhunt by djfurreh (Announced in 2016) I'm really interested in learning everything that there is to know about the Odyssey and I appreciate anyone giving me anything that can help.
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Hi, Here is the first WIP version of my attempt for a blocks/sudoku puzzle game named Bloxudoku. It is not an original idea, but yet another variant of the many and popular blocks/sudoku games out there for mobile devices and online. Making games for the Atari 2600 in assembly was a challenge by itself, much harder than playing a puzzling sudoku or tetris; trying to squeeze in the correct operators on a single scanline while counting cycles up and down and checking for page boundaries. OMG what a time-consuming challenge... There are still some issues in this early version; like flickering, jumping screen/lines and bugs, but the initial version is still fully playable. For the final version I plan to do improvements with score/bonus, sound, graphics, interactions and micro animations. I have not yet tested the game on real HW, only simulated in Stella and Javatari. I am interested in any observations and strange behavior from the real device and setup. So, how to play? Place the blocks/pieces on the board in order to complete sudokuish lines/squares for them to disappear and gain extra points. It should be rather intuitive to play this game. It is not yet detected when the game is over, but that should be pretty obvious when you are no longer able to place any new pieces onto the board. Note down your score and hit Game Reset to start a new game. Easy to play, hard to master? See attached binaries for NTSC-60 and PAL-50. Happy testing! (...and a happy new year!) /Ola Lisboa bloxudoku_v0_1_ntsc_60.bin bloxudoku_v0_1_pal_50.bin
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( Latest update April 22nd 2023) CURRENT PRICE: $150 with free shipping! If you use "friends" option, otherwise it's $159. For effect, the screenshots are modified using MESS screenshots that just have been edited for retro look. You're paying for one Tetris Videocart, in box, with instruction booklet. PayPal: e5frog@gmail.com ************************************************************* ************************************************************* Four IMPORTANT details: 1. Make sure you pay in US$ (not automatic SEK by PayPal) 2. Make sure I receive the full amount, add the whole cost of fees to your payment (for most people this is a very difficult task) or use the friends-option. 3. Please make sure I know who's paying and your address, add your alias and/or send me an email about it 4. Made to order, there's waiting time during parts order/construction/assembly. Check this thread for updates. ************************************************************* ************************************************************* Swedish guys (and gals - ha ha, sure...) can pay via banktransfer or Swish as well. (It's a pay via a cell phone service - who uses cash anymore?) Feel free to ask any questions in this thread or to the e-mail address above and I'll answer. Buyers (shipping order): 1. George E. - SHIPPED 2. Ronald P. - SHIPPED 3. Blazing Lazers - SHIPPED 4. cvga - SHIPPED 5. cjherr (reg) - SHIPPED 6. atarirx - SHIPPED 7. masschamber - SHIPPED 8. Jason K. - SHIPPED 9. stupus - SHIPPED A. VectrexRoli (reg) - SHIPPED B. eebuckeye - SHIPPED C. retrogmr - SHIPPED D. lazzeri - SHIPPED E. Sean J (reg) - SHIPPED F. Rick Reynolds - SHIPPED 10. Kelseya - SHIPPED 11. HoshiChiri (reg) - SHIPPED 12. Geoffrey (reg) - SHIPPED 13. Joe (reg) - SHIPPED 14. Nathan - SHIPPED 15. SkyDivingirl (reg) - SHIPPED 16. Alaskaman - SHIPPED 17. Stefan (reg) - SHIPPED 18. Andrew - SHIPPED 19. Rick - SHIPPED 1A. Ben - SHIPPED 1B. Joe - SHIPPED 1C. Mark - SHIPPED 1D. Jason - SHIPPED 1E. Jonathan - SHIPPED 1F. Rikard - SHIPPED 20. Tommy - SHIPPED 21. Regev - SHIPPED 22. Robb - SHIPPED 23. James - SHIPPED 24. Rikard - SHIPPED 25. Phil - SHIPPED 26. John - SHIPPED 27. Johnathan - SHIPPED --- Yours next?
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Hi everyone, I'm pleased to announce that, after a successful Kickstarter, my Game Boy game GB Corp. is now available for sale to everyone. First, there is beautiful physical edition published by Yastuna Games: https://yastuna-games.com/en/nintendo-game-boy/72-81-gb-corp.html#/28-cartouche_gb-grise/33-packaging-boite_notice_insert Then, you can also get the digital (ROM) version from here: https://drludos.itch.io/gb-corp And last but not least, as usual the digital (ROM) version of the game is a gift to all my supporters of the "free games" tier on Patreon: https://www.patreon.com/posts/free-games-gb-80768610 The game is an idle management game that rewards you for playing it on several Game Boy models (DMG, GBP, GBC, SGB, GBA...). For more detail, The talented Nick from Retrobreak Youtube channel did an in-depth review of the game here: I hope you'll enjoy this quite unique game in the Game Boy library! Dr. Ludos.
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Here you see the Vectrex homebrew games VeCaves, Spike´s Spree and Vectrexagon in action:
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So, I found this programming language called NESfab. I also notice that there is a lack of discussion on it here...until now. Anyway, my opinion is simple enough so far: it looks nice and handy for an NES-based programming language. What do you guys think?