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  1. After several hours, I present you the first beta of MAFIA for Atari 8-bit. This game is more or less a classic on the C64, and i tried to port it to A8. Clearly, as an A8 beginner, I had some problems creating a 1:1 port, thus, the map looks quite different. However, the rest should be rather close to the original (given that I had the BASIC sources available). There will be still (severe) bugs. Not even sure if loading/saving will work as expected, and since I did not play it through, I even do not know if one can 'win' this game right now. However, I am grateful for any bugs reports (here or on github). The graphics are more or less a mess. Sound is even not existing. Not sure how much I will try to polish them, help is welcome. The game is localised in german and english, however, the english part was translated quickly by ChatGPT, so it might be off here and there. Also, the text is partly not very aligned (centered or otherwise). I have no idea if this thing will run on real hardware. I was able to run it in my emulator. Hope to test it soon on an A8. Full sources and ATR image can be found here: https://github.com/drunkeneye/MAFIA.A8
  2. OldStyle

    BB

    It's time to end 2023 with a... POP! It's had a BIG update since the ZeroPage Homebrew reveal with the addition of two more rounds (8 and 9), bonus rounds, and practically ALL of the powerups have been mapped with special abilities or events. There's certainly a minor bug or two since all of the focus was on shoveling content in. The game itself is still pretty raw and not quite optimized or finished in certain areas so occasionally there will be brief slowdown and gfx artifacts when things get hot and heavy, but generally speaking it controls well, is very playable and very "BB-like". For those unfamiliar, gameplay consists of shooting, trapping, popping trapped monsters and most importantly eating as many delicious treats as you can! Popping multiple monsters at the same time is a combo, awarding more points. A combo of three or more will also spawn random EXTEND letters which go toward earning 1up or spawning staffs. Bonus point items and special/power up items spawn early in rounds. If you blaze through rounds quickly then it's possible to miss out on powerup and special items before they spawn so to get the most out of the demo just wait it out till they appear. After several play-thrus the timing and where items spawn will be seared in your brain! At the moment there's not much in the sound dept. other than the theme music, courtesy of @Synthpopalooza! One final note - the LEFT DIFFICULTY SWITCH controls how special items are dropped, so... on A: normal item mode - special/power up items spawn based on in-game happenings on B: special item tour - iterates through each item, one per round starting with the red cross I play this exclusively under emulation, however as far as I know it should work with the 7800GD and possibly the DragonFly. Even though a lot of work and content went into this, there's still a loooooooooong way to go. The next demo is likely to be rounds 10-19, hopefully with the addition of more monsters and fire, waterslide, and lightning utility. Enjoy, and Happy New Year! 🥳 BB.74.20231231.a78
  3. The Pro Strikers It's been a hot minute but I am going to be taking up a new 7800 project. After several years of fumbling about with personal life setbacks, I finally feel I can dedicate myself to a 7800 game project, which I've dreamed of doing for years. Some of you may remember my LadyLady graphics demo from a few years ago. That demo was very integral in getting me started with the 7800. Since then I have used 7800 basic to create rudimentary demos to try my hand at an actual game and not just a graphical demonstration. This new project, if the forces allow, will have my stylized art and much more refined gameplay than anything I've done so far since I started programming. This project is known as The Pro Strikers which is a little nod to the Prosystem subtitle the 7800 sometimes has. It's a pseudo-sequel/ reimagining of a game I created back in college, and will refine and expand upon the ideas in that project. Any updates will go here in this thread. This will be playable demos, concept art, music, and developer logs. Since this project is in it's infancy, a lot of the updates for the time being will be concept artwork or pixel art. To kick things off I have an early render of the game's box art to share. I hope yall like it. I can't wait to share more and explore the ups and downs of development on this exciting project.
  4. Hi all. This is a collaborative thread for listing verified and confirmed facts and features about the ATARI 2600+. It will later help Al in writing a complete FAQ. Everyone can provide one or more questions with answers that have been confirmed by Plaion/Albert. Try to systematically include the link to the source post answering the question. I will start in a short moment (i'm still at work...) Please refrain from making non-constructive comments and engaging in debates. There are other threads for that Thank you in advance to those who will help.
  5. I did not know this mobile game until lately. It soon becomes really hard, but I think it might be a good candidate for a 2600 game. A bit easier, without the bells and whistles and probably rotated by 90°, it seems quite doable. Duet (V0.1) (Thomas Jentzsch).bin Duet (V0.2) (Thomas Jentzsch).bin Duet (V0.3) (Thomas Jentzsch).bin Pas De Deux (V0.4).bin Pas de Deux (V0.5) (PAL60).bin Pas de Deux (V0.5) (NTSC).bin
  6. 🌑 Zoom zoom, boom boom! 💥 Is there anything more that needs to be said? Well, a little more wouldn't hurt.. It's quite playable, but it's early, so expect a few bugs & differences compared to the arcade. The demo is short however it will loop endlessly A-E (technically A through D, E isn't mapped) for as long as you stay alive. Each loop will decrease the time it takes for bombs to spawn. I recommend being aggressive in shooting them down because the drop trajectories aren't as wide as the arcade. 2 buttons needed! This demo is the same build featured by @ZeroPage Homebrew. I wish there was little more length to it, and of course the iconic theme music is sorely missing. The stat/bonus screens will find their way in at some point.. In due time it'll come together, with extras & more flare (space permitting), and I will share builds as they continue to grow. E-J will be up next! Currently I'm working on the cityscape for that section. Thanks to @ZeroPage Homebrew for squeezing this in, to all that took the time to catch this and the other kickass homebrews on the stream, and to those that will give this a shot. Also special thanks to @Trebor, @sramirez2008, @darryl1970, @RevEng, @TrekMD, @DrVenkman and many others behind the scenes that always have been patient and supportive. Buckle up, enjoy! Happy New Year! 🍻🥳 LunarPatrol144k25.a78
  7. 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
  8. I've been thinking about coding something in the fashion of Jeff Minter's classic VIC-20 game "Gridrunner" but not a port or cut down version or demake, just something that borrows (heavily) gameplay elements from it. So the first thing to get running in batari is the infamous X-Zapper. In Gridrunner (and Matrix the sequel), the X-Zapper sits on the bottom line of the screen and advances left to right, wrapping around when it leaves the right end of the screen. On a rhythm (*) it fires upwards and zaps out the entire column it sits at the bottom of. The effect of this is to stop you camping (it's based on Centipede after all - it serves the same purpose as the spider and probably for the same reason) and so gameplay rhythm involves you perpetually running rightwards trying to stay ahead of it and swooping back left across it's face after it's fired and before it's due to do it again. We'll charitably overlook the bug that in the original VIC game the X-Zapper can never fire into the leftmost column... Somebody else's VIC-20 YouTube video follows... There is also a Y-Zapper in Gridrunner that works in the vertical plane and fires in tandem with the X-Zapper but that was always pretty weak sauce as an enemy, I never seemed to get hit by it very often and used to just blank it out. So, fired up batari and produced this in an evening using the ball as the X-Zapper because I want to use Player1 for future enemies. The next thing is add some actual game here. At the moment I'm thinking of NUSIZ1'ing to get three enemy sprites and what I haven't yet decided is whether they will act as conventional divebombers to be shot and avoided, a formation that flies left and right and drops bombs, or something that snakes right to left down the screen in the style of Centipede and Gridrunner. Also whether the player will have u/d movement as he does here. I'm using missile0 for both the player and the X-Zapper because I don't know if missile1 will be needed for some other future gameplay element. I'd like it to evolve organically as I play about with gameplay elements so don't have very much of a plan at the moment. To be honest that's what I think Jeff did on a lot of his early games. Coop (*) A lot of people think this is random in the way it fires and thus horribly "cheap". It's not, and Jeff actually tells you that in the instructions if anybody bothered to read them lol...
  9. Dear all, A few weeks ago I started to write my first Atari 2600 game using batari Basic. "Best Friends" is a two player game that my wife and I enjoy a lot. We test and play it on a 2600 junior with a PlusCart(+) and an old TV that I rescued from the basement. I run it on a PAL TV, but using SELECT provides some color combinations that will work fine for NTSC, too. I am wondering how a one-player version of Best Friends would be possible - that might be a challenge for later. Best Friends When the new next door neighbors moved in next a few weeks ago, it looked like a pretty normal family. The young daughter and the two adorable dogs seemed like great playmates for your kids. But somehow things are a bit different at your neighbors‘… You couldn’t quite believe your eyes when you noticed that the cute poodles sometimes looked like ghosts wandering around the yard. They were also constantly digging for giant, strange dinosaur bones in the backyard. But what bothers you the most is: The little girl next door CONSTANTLY plays on her recorder. Day in, day out she plays the SAME song and it is driving you crazy! The music only stops when you start playing with the dogs. Then the little musician watches her two BEST FRIENDS play and forgets about her music for a moment. There is hope! However, you have to find a second player for this game. At the moment Best Friends is a two-player game only. Game Play Goal of the game: The winner is the player who is the first to: Score 21 points and has pushed the dinosaur bone in the color of their character completely out of the yard. Game Begin/ Start of Game By pressing FIRE you exit the first screen and the music stops! You and your opponent can each choose a character (dog, ghost or smiley) by pressing FIRE. As soon as you have both chosen a character, the game can begin! Count to three and then start. Scoring points The player who reaches the ball first is awarded a point. Following this, the ball is immediately and randomly placed on the field and the chase for the ball continues. On the way to the ball, the player can cross their own bone; they can only shove the opponent’s bone to the side (sideways). If the ball is behind the opponent’s bone, it will be hard to be the first one to reach it. Moving the ball Once per turn it is possible for the players to move the ball by pushing the FIRE button. If a player sees that the ball is in a difficult spot, they can push FIRE and hope that the ball is randomly placed somewhere better. This can only be done once per ball. Decide quickly if you want to move the ball! When the score is 0:0 at the beginning of the game, it is not yet possible to move the ball. If a player is more than two points ahead, it is also not possible for them to move the ball to a different spot. Pushing the bone out of the yard In order to push your bone out of the yard, you have to repeatedly move your character over the bone. Piece by piece, the bone gets pushed out of the yard. But watch out: if you don’t move your bone for a certain amount of time, it slides back into the yard. The bone needs to be completely pushed out of the yard. Only then does it not slide back. To win the game, you need 21 points and have the bone completely removed from the yard. Pushing the opponent’s bone back into the yard By touching your opponent’s bone you can push it back into the yard. Make sure you attack your opponent’s bone before they have pushed it out of the yard. By pushing the opponent’s bone to the side, it makes the open playing field larger and makes it easier to get to the ball. Levels of difficulty At the beginning of the game (score 0:0), you can choose a character by pressing FIRE. The characters have different sizes. This can balance out the game if there are differences in skill. In addition, you can adjust the ability level on the back of the console. For each player, you can choose „Beginner“ and „Advanced“. In Advanced-Mode it is more difficult to push the bone out of the yard (one has to touch it more often and it comes back faster) Colors The Select-Button switches between various color combinations. You should be able to find an ideal color combination for both NTSC and PAL. BESTFRIENDS.bin
  10. I present to you "BOB TEABAG TOURNAMENT", a 4K arcade game (this may change in the future) in which you do a "teabagging" race against a second player or the AI. The game is currently mostly feature complete but I want to use it as a test bed to learn more advanced batari basic features so changes will probably happen, however it is already fully playable in real hardware without bugs or issues of some sort (thx vhcz for the advices). Rules The player(s) race the opponent by executing correctly a full teabag move (up, mid, down, mid, up, mid, down....), every 69 points (green score) you get a sequence point (cyan score), wins the player that first reach the winning amount of sequences (10 or 69 based of the color switch setting). The game also features a combo system so players can get 2x, 4x or 8x multiplier (big pink numbers) for each teabag but if you move incorrectly you will lose the combo. There's also a special combo bonus, POW!, which allows you to block the other player and make him lose his current combo. Controls Joystick: UP, FIRE, DOWN Color switch: COLOR 69 sequences, BW 10 sequences (short play) Difficulty switches: BB two player mode BA easy AB medium AA hard "The FAQ" Q: How did you come up with such meme idea of a game? A: A friend of mine (BOB) was teabagging all bosses in Castlevania NES during a live stream, I said (joking) I was gonna make a 2600 game out of it, he and the audience challenged me to make it real so he could bring it live, 24H later the 1.4 was already out. DOWNLOADS 28/05/2021 1.6 CHANGELOG: no more screen rolling going in and out of the POW bonus mode, added sound effect when scoring, various optimizations BTT_1.6_PAL60.binBTT_1.6_NTSC.bin OLDER RELEASES
  11. I am developing a new game "Space flies attack" for Sega Genesis and Mega Drive. This is a clone of "Space Invaders" and "Galaga". You can play together at the same time. Or with one AI partner. More than 90 colors on the screen.
  12. From the album: Lynx Graphics

    A Frame of Snáƿcild running.
  13. 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
  14. Updates Playfield is now 1/3 wider (24x16) and the maximum snake length is more than double at 200+ segments, all thanks to @Andrew Davie's very cleaver storage optimisation idea (I am now using just 2 bits for each segment by storing movement values instead of locations). Known issues / bugs Random number generator does not yet cover the extra screen area (it still works with a 16x16 grid). The score will now wrap around if you exceed 99 ? Hi, I'd like to share my first Atari project which is a little snakes game. I'm sure this has been done before, but as I wrote one years ago for Windows it seemed like a good place to start. The major challenges were finding enough memory to maintain a long (ish) snake and having to manipulate the playfield registers on every scanline whilst also drawing a couple of sprites. I originally started using a linked list to maintain the snakes body (requiring two bytes per segment), but quickly started running out of RAM. This is the most obvious algorithm for a computer, but clearly not for the 2600. I now just use an ordered list (one byte per segment) which is reshuffled whenever the snake moves to maintain the order. This is very inefficient, but the CPU has nothing else to do at the end of a frame so actually makes sense. I'm starting to get into the mindset of programming this thing! The playfield is limited to a 16x16 grid for obvious reasons (4-bits for X and 4-bits for Y allow any position to be represented by 1 byte). The maximum size of the snake is around 75 segments long which makes things reasonably challenging I hope. I've not added a proper "Game Over" or "You Win" sequence yet, but it will re-start if you die and stop moving if you win (by scoring 70 points). Just push the joystick to start the game! ROM file attached and also available on my github page with the source: https://github.com/RobinSergeant/2600-Snakes Comments and suggestions welcome. It's been a fun learning exercise for me and I've really enjoyed doing some retro coding. snakes.bin
  15. UPDATED .bin 8/28/2022! Code optimization and reworking difficulty progression. GAME: Crossdock Play the sensational supply chain simulation, where you are Dock Boy, the dedicated depot worker who diligently disperses delivered product from the designated area onto pallets, piled perfectly and primed to be packed into waiting trucks. There is no rest for Dock Boy. The conveyor belt never shuts down so you must keep loading those pallets into the open bays before the time runs out so no dillydallying! GAMEPLAY: The game has 5 gameplay options that you can select from the title screen by having Dock Boy use a jack to grab a pallet and put it into one of the five bays above. They are in the following order, from left to right: 1. Throw boxes - This allows you to toss a box that is in your possession onto the ground. If it touches the ground the box becomes damaged and cannot be put onto the pallet. 2. Random jack - This randomizes the pallet jack placement after each time a pallet is loaded into a bay. 3. Smaller pallets - This reduces the maximum size of pallets from 10 boxes to 5 boxes. 4. No obstacles - This eliminates the spawning of the obstacles. 5. Bays in order - This requires the bays to be loaded in order, from left to right. The switches can only be accessed from the title screen (except the reset switch). Reset - Resets the game back to the title screen. Game Select - This allows you to increase the number of starting lives. Color/BW - This does... something... ? Left Difficulty - A: Faster conveyor belt speed. B: Regular conveyor belt speed. Right Difficulty - A:Faster Dock Boy speed. B: Regular Dock Boy speed. These options can be chosen in any particular order in any particular combination. As the game progresses there are 3 different obstacles that will appear during a stage. These are as follows - Swipe - A bar will move from left to right and then back again. If it hits dock boy or the pallet it will push it in the direction it is going. Following Swipe - Just like above but now as you head to the bay doors it will move up or down with Dock Boy. Bouncing Ball - This will ricochet off of walls and boxes. If it touches a box in your hands the box will disappear. If it hits the pallet it will start reducing the number of boxes on the pallet. There is a way to destroy the bouncing ball though... The conveyor belt and Dock Boy's speed will eventually get faster. Right now those two things will occur at 500 and 1000 points. Also, after an interval of time you will get an extra life. Have Dock Boy pick up one of the boxes that come off of the conveyor belt and put it on the pallet. When the pallet is full (as indicated by a change in the jack color), push the pallet into one of the open bays up top. Each time a bay door is closed you will get a little time added onto the timer and some bonus points. Close all the bays and you get even more bonus points. The faster you go the quicker you build the timer back up. Attached is the latest .bin file. Enjoy! CROSSDOCK_16k_08_10_21_aa.bas.bin CD_16k_2022_08_28.bas.bin
  16. Hi All, It's been over a year since my last post about the development of this game, and just thought I'd update you, development is still going strong. Over Christmas I took the decision to completely overhaul the engine after running out of Sprite ROM, which put the whole project at risk! Luckily, rewriting the engine after proving the concept of an actual, working, turn-based JRPG on the 2600 has freed up enough space to bring it to completion. I'm hoping this will be the first of a trilogy about the land of Gaia, dpending on how successful the first one is. We are being published by AtariAge, who demoed the proof-of-concept build at PRGE, and the new engine should hopefully be unveiled in alpha demo form on ZeroPage this week (or next). The game should be a decent number of hours long. You will have multiple dungeons, over-world, shops, itinerary, inns, turn-based battles with a large selection of baddies, a story, text, cut-scenes, environmental music, player leveling, Armour and Weapon leveling, elemental spells, animations and save feature. All these features have been built and work! The engine works, it's smooth, it's easy to use.... its just a case of filling up with content now. Finally, genuine JRPG is 100% coming to Atari 2600 on a physical release, very soon!! Please get involved on our Facebook Page, http://facebook.com/generation2games or http://www.generation2games.com This will be released AFTER Panic! Rooms (April), I am aiming for PRGE for this one, but we shall see, it's a rather large game! Could take some time.
  17. From the album: Lynx Graphics

    Snawcild sprite construction. If there are any proportion mistakes, I would like to know.
  18. From the album: Lynx Graphics

    An original Snawcild sprite since edited sprites are a no-no in homebrews. I have the .pdn file for those who want to edit it.
  19. From the album: Lynx Graphics

    WIP for Snawcild Stage Screen, made in Tiny Sprite Editor.
  20. Project Z is a mix of Zelda Diablo. The project is at an early stage of development. Demo ROMs: http://romhacking.ru/Tim/ZDATest_201219.zip Video:
  21. Hi, My new project. Puzzle with a ball. Work in progress - ~10 % complete. First game (2015) - https://megacatstudios.com/products/mega-marble-world-pal-mega-drive ($25 cart or $35 CIB) Russian language page: http://romhacking.ru/forum/14-522-1 Sequel (game engine demo):
  22. In honor of the 23 anniversary of the japanese n64, I made a joy-con grip in the style of the n64. (Why did I waste my time on this???)
  23. This is something I've been working on. It's not much. It's very basic, but the motion took way too long to get working the way I like. It's my 2nd game, so I'm still figuring things out: mostly audio and sprite positioning. It's coded in assembly. It started out as a background scrolling experiment. Then it became a kick ball game. Then I added motion acceleration. Then the player became a space ship. I suppose now it's going to be a shoot 'em up. The ground detail was supposed to be 1 line resolution, but that didn't leave enough cycles left, so it's a 2 line kernel now. The ground pattern is generated by an algorithm at compile time and repeats on a 64 byte cycle. I was thinking about doing horizontal scrolling too, but I'm not sure yet. I'm going to add some alien ships and some ground bases. It'll be about defending an exoplanet colony called Proton. It's also using my code for table driven vertical positioning. It's an algorithm that uses a generic table of offsets, which is referenced by pointers. It shaves off a couple cycles at the expense of ROM (2 x 192 bytes + SpriteHeight). All sprites share the same table, so it's not duplicated. I'll put code samples in a blog post later on. proton.bin
  24. This is very early version of my first Atari 2600 game. It is is intended be more feature filled than the Blackjack game released by Atari. My goals are accurate casino play, higher quality graphics, and supporting a true multi-deck shoe without dealing duplicate cards. Why am I making this game? I like Blackjack, and I don't like the official Atari version. The Atari 2600 is the reason I became a programmer, so I'm somewhat fond of the 2600 and 6502 programming. I made an attempt in 2008 with a different game concept, but I didn't have the time to work on it. I had accepted a new job that kept me extremely busy. The joystick controls are simple: Press down to HIT. Press up to STAY. Press fire to begin a new game. Why Theta VIII? You're an unfortunate guest of the Hotel Royale on the planet Theta VIII. Roadmap This is a work in progress, so the features are very limited. The controls will evolve as features are added. The core game play appears to be working, but it's not well tested. The status bar at the bottom displays the player's score, dealer's score, and the current game state. Those will be removed in future revisions, but the status bar will show message prompts, chip totals, and win/loss status. I'm posting on my blog to stay off the forums for now. This version is way too early for game reviews. It's bare bones. I have to return to my other work for a while, so my rate of progress will slow down for a while. I hope I can have it complete after about a year. I have plans to add many more features and user interface touches. Here's a short list in order of descending priority (although they're all important): accurate casino game play with betting, double down, splitting (only 1 split planned), surrender, insurance, etc no duplication of cards (cards are unique by deck, rank, and suit) betting mechanics and player's chip management sound effects a 2nd player: paging left and right will switch between players. I gave up my original plan to show 3 hands on a single screen. It won't be practical. support for 1 deck with 75% penetration and up to 4 decks with less penetration improving UI feedback: getting rid of the ugly Hit/Stay/Win/Lose graphics; using the bottom status bar instead lots of game options and variations (such as dealer hits on soft 17, early or late surrender, color scheme, number of decks, etc) sprite animations more graphic touches Accurate game play is my number one priority. My goal is for card counting to actually work with a single player, 1 or 2 deck game, which requires that no duplicate cards can be dealt, random numbers must be unbiased, and the deck is dealt to a realistic depth of penetration (between 50% to 75%). Technical Details I've attached the binary and some screenshots, but not the source. I'll attach the source after I've rewritten a few messy subroutines. I'm somewhat inexperienced with 6502 assembly, so there's lots of room for optimizing the code (and data). Let me know if you find any bugs or inconsistent scan line counts. I'm rendering at 262 lines. When I release the source, I hope to get some tips on better assembly programming. Until then I just really like solving problems on my own. The only problem I've been unable to solve so far is I couldn't get the joystick latches to work. I had to write my own latch logic, but I'd prefer to use the hardware latches to free up some space. You're probably wondering how I'm storing 4 decks in 128 bytes. Well, I'm not. I'm storing the cards in play (meaning they're dealt to an active hand) in a packed format. I'm currently using this format: ; Card: Single packed; deck suit rank; Bits: 7 6 5 4 3 2 1 0;; Rank: 0-13 = ranks Ace through King; 14-15 = unused The discard pile is a different situation from the active cards in play. I'm currently not storing discards. Cards shifted off screen are summed into a total, which doesn't work for preventing duplicates. A combination of strategies is what's going to work. The discard pile doesn't require knowing who has which card. It only needs to know which card is available to deal, so I could use a bitmap. Four decks contains 208 cards. If one card is one bit, then the entire 4-deck shoe can be stored in an array of 26 bytes. ; Cards 0 to 8 : 7 6 5 4 3 2 1 0; Cards 9 to 16 : 7 6 5 4 3 2 1 0; Cards 17 to 24 : 7 6 5 4 3 2 1 0; Cards 25 to 32 : 7 6 5 4 3 2 1 0; Cards 33 to 40 : 7 6 5 4 3 2 1 0; ... The average hand consumes about 4 to 6 cards, so the RAM usage is low for the average case. The trouble is dealing with worst case scenarios, which could deal 20 or more cards to a single player given multiple decks and splitting hands. The worst case contains all the lowest valued cards for both the player's and dealer's hands. I have to balance the worst case scenario of active cards in play with the format for the discard pile. If I don't go with the bitmap, then I'll have to settle for implementing a circular buffer for storing the discards. It will truncate the card history, but would only affect a very small percentage of hands. I currently have about 45 bytes of RAM free. I'm wasteful with RAM, so I have some easy optimizations to make for freeing up space. This version represents the culmination of about 1 month's work so far. I spent a week rewriting code that wasn't going to work, and then spent another 2 weeks goofing around with writing my own horizontal and vertical positioning algorithms. In the end I just ended up just using the divide by 15 method. Heh. Heh. SkipDraw is not used, because the vertical positioning in this game is trivial. Nothing moves and everything is divided into fixed size rows. Hardware Testing The game is completely untested on hardware, because I don't have a Harmony cart. I'll get one sooner or later.
  25. Hello everybody, I know that most of you, even those that play more than collect, steer away from the Intellivision Programming Forum because it's just full of nerds. However, as you may have heard, we are running an IntyBASIC Programming Contest to showcase the work of some burgeoning and veteran Intellivision programmers and everybody is invited to take a look at their work. I would like to invite you all to take a stroll down the contest thread (just ignore the nerds, and keep your hands and personal items out of reach) and see what's cooking. With two weeks to go till the end of the contest, the pressure is on to polish and clean up all entries, and I'm sure that any feedback from you will be much appreciated. After all, who knows where the next Intellivision classic gem will come from -- it may as well be from one of these works in progress, and your feedback can contribute to its success. So how about it? Want to join us and play some games? All of them are in various stages of completion, but they are all playable, very interesting, and (mostly) original. Look at the screenshots, download the ROMs, give them a spin, and let the programmer know what you think. Any feedback is welcomed (those nerds love the attention! )! IntyBASIC Programming Contest 2018 -dZ.
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