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  1. darryl1970

    RatTrap

    RatTrap Around January 6th, I plotted a mouse on-screen. I had a couple ideas in mind. I wanted to plot a 320-mode mouse, like the one on Exidy's MouseTrap. The game is pretty basic as far as graphics. The sprites are single color, and I thought it would look pretty cool on the 7800. The mouse and dog looked great. This got me wondering if I could create a similar experience to the arcade. I had a little challenge recreating the maze, followed by the challenge of getting the mouse to follow the maze. With this, I realized that the maze would need to change, based on the doors that are switched. I thought this would be a perfect candidate for the SNES controller (SNES2Atari)! At this point, I started looking at the ColecoVision port, because I figured that was the bar for home ports. I also started to think that, while 320 mode would be cool, the 7800's strength is its multi-color sprites. I decided to redraw the sprites to what I thought played to the 7800 strengths. Once I did this, I got the mouse to follow the maze. Next, I worked on the switching doors. All of the maze routines were reusable for the cats, so it wasn't really too much to get the cats into the maze. I created a few sound effects to handle eating, barking, and screeching. I decided to reuse the PentaGo music engine, built by Playsoft. I started picking out some of the tunes. The game just happened. I added scoring, lives, sound effects, high score saves, and some title screens. The game has a way to go. Since the game was brought to light in the forums, I decided to throw a demo together. Please note that it's a very early demo, and I have a lot to add. However, there is a lot here that I am pretty happy about. Game Features: 1 Player Controller Options 2-Button Joystick Left Button = Doggie Button Right Button & Left = Red Doors Right Button & Up = Yellow Doors Right Button & Right = Blue Doors SNES Controller (Only when Auto-Detect is triggered) SNES STANDARD B = Doggie Button (Start Button also works as Doggie Button) Y = Red Doors X = Yellow Doors A = Blue Doors Select = Pause SNES COLORBTN Greeen / Start = Doggie Button (Start Button also works as Doggie Button) Red = Red Doors Yellow = Yellow Doors Blue = Blue Doors Select = Pause Dual Joysticks (Will be disabled when a high score device is present, but HS saves are currently disabled for now. Left Stick moves mouse Right Stick Left = Red Right Stick Up = Yellow Right Stick Right = Blue Right Stick Down = Doggie 2 Player Controllers Shared Stick (Same as 2-Button above) Single Stick (Same as 2-Button) Share SNES (Auto-Detect) *P1 and P2 will share the SNES controller in port 1 Difficulty Levels Novice - Starts with 4 cats (1 normal and 3 slow); Hawk doesn't come out until later in the stage Arcade - Starts with 6 cats; Similar to Arcade difficulty Expert - 2 Cats are very fast. Music Has 3 BG tunes so far, 3 prize tunes (31 different prizes to collect), level clear tune, and an Intro tune. I have other tunes and sound effects in mind. Added more music and sfx in the 02-11-2023 update below. This demo allows for one or two players, and all difficulty levels are accessible. Players get two lives, but extras can be earned at 30k & 60k. However, the game ends after three mazes are cleared. This initial version may contain bugs. This is an early release for fun. RatTrap_Demo_01-27-2023.a78 UPDATE 1/28/2023 - Corrected title screen spelling & added title music. RatTrap_Demo_01-28-2023.a78 UPDATE 2/11/2023 - Major Update (See thread below for details!) Click here for update thread! UPDATE 2/15/2023 - Update (See thread below for details!) Click here for update thread! UPDATE 03/04/2023 - Update (See thread below for details!) Click here for update thread!
  2. Hello everyone! I wanted to have a lock-on cart solution for ICT4 or maybe ICT3 so you could play extra levels with ICT3 attached, or even better, other games attached to see what they would look like as level data. I had a really good idea and wanted to share: |||||||||||||||| || If pin 14 is high and pin 15 is low, bank to External. Otherwise actual CART DATA is available. This banks the External cartridge to $4000-$7FFF, leaving $3000-$3FFF and $8000-$FFFF available for the actual game. I was also wondering if it's possible to read ROM from the $1000-$17FF area. Then we could have 56K ROMs! I was mostly wondering so that games like Sonic and Knuckles could exist and if we, say, wanted to include PATCH ROMS or EXTRA LEVELS. Maybe, a YM2151! Or a POKEY for a Non-pokey game! There's endless possibilities. If you are reading this @Albert, let me know if this is viable and cheap enough that games using it wouldn't be more than $10 extra in cost. (It's ok if it must be $15 extra in cost, but <= $10 extra is the goal.) Thanks, E.C
  3. Disclaimer: This game is a sequel to ICT2 on ATARI 2600, NOT ATARI 7800. (There is no ICT2 on the 7800) WARNING: If you still decided to read the posts on this thread, realise that I made some mega mistakes. I said some less than plesant things on this thread. I'm trying to resolve the conflicts that happened. So you know. Hello Atariage! So, @ZeroPage Homebrew reviewed ICT1 on 7800 (No, ICT1 7800 and the other ICT games aren't related!) and gave me some good advice. And also, I wanted to come back to the 7800. Due to the simplicity of my level compression method, it's much easier to make levels. So this game WILL actually have something to play other than the first world. Story: After saving Princess Dililah and retreiving the first chaos diamond (Hmm, I wonder where that came from) (ICT1 2600) and defeating the Turbomachine (ICT2 2600), Turbo was fed up. He overtook the queen's castle in dreamland! The viruses continued to spread. (They aren't here yet ) Not just that, but you also must get the 5 other chaos diamonds to get the good ending!! Edit: I might not achieve all of this, but I'm going to try and get 5 zones plus a final boss room. Current development status: Player stuffs: No momentum implemented, but you can die (By going off the screen) and you can walk through ceilings. You can't walk through walls. Sunset plains: Complete minus the viruses (Enemies) and music. Grand ledge: After beating Sunset plains, this zone is skipped because minus the name and color data, it doesn't exist! Zeropage city: Complete minus the viruses (Enemies) and music. Aqua beach: Act A complete. Minus the enemies. Working on act B. The badlands: It's name is in the ROM. Final zone: It's name is in the rom. Special stage: It works, but you can't loose. It's name is also in the ROM. Here it is:ICT3 V16.0.a78; This update includes the A78 file header. Source:ICT3 V16.0 (2).a.a78; (THIS IS ASSEMBLY CODE, NOT 7800BASIC!!!) <-- This is supposed to be a .a file =/ But I don't belong here. My posting habits aren't good on forums like these and more people are getting a negative view on me like @Eagle complaining I post too much (Because I do). Anyway: Updates: V1.0: None of these (Below) V1.1: .A78 file header included as well as "real" level data V2.1: Platforming physics! V3.0: "Title screen" included. Jumping and falling speeds are doubled (2 pix per frame instead of 1) for less floaty controls until I implement X and Y momentum. V4.0: Improvements (No gfx glitch, screen moved down some) V5.0: Fixes massive level design errror introduced in 4.0 V5.5: I honestly can't remember probably improving on V5.0 (This was because I wrote this during V6.0 releasing) V6.0: The second level was added as well as intro screens (Beta) V6.5: Fixes the level increment bug present in ICT3 V6.0. V7.0: Sunset plains act 3 finished V7.5: Zeropage city (Yes, I am doing the third zone before the second) act 1 implented! V8.0: Now Zeropage city doesn't look like an eyesore. 😃👌 V8.5: Now the file has the Version number, and Zeropage city act B is in a "Sudo-complete" stage, minus the enemies. (AND DON'T SAY ADD ENEMIES, I'M GOING TO!!) V8.75: Adds hotels to Act 2 of ZPC. That's it. V9.0: Adds hearts, a counter () for said hearts, and changes RAM layout. (I believe this is the first game to have 2 overlaping CHAR sprites!) (Note: Changed "Coins" to "hearts" as of V13.0's release) V9.5: Ceiling hit code temporarily disabled due to an error in ZPC. V10.0: Zeropage city act 3 implemented! V10.5: Scores (Bugged, it shows 2x the real score) and special stages (see criteria to enter!) implemented, however it says act D. V11.0: Fixes bug in titlecard display (It was showing doublebyte chars instead of singlebyte) and HOPEFULLY removes the gfx glitches. V11.25: Removes one last gfx glitch, as well as the special stages actually say "Special stage" V11.5: Aqua beach in development, as well as adds 1up (When you get 100 coins) V12.0: Aqua beach continued, as well as the chaos diamond at the end of each special stage gives you a 1up, as well as fixing the score bug, password generation (So you can input that same code another time) after hitting reset, and you can die (By falling off the screen). Hitting INPT1 (Again, Idk which side) will let you go fast. I also plan to add the supra peel out (I had too much fun with the supra speed glitch in ICT1 and was sad when I patched it, so the supra peel out is coming to ICT3!) but it only works if you have more than 30 hearts, but the longer you use it, the less hearts you have. V12.5: Act 1 of aqua beach complete as well as wall collision. V13.0: Every game is personalized. V13.25: Fixed a gfx glitch in V13.0 as well as added "Water" in the background of Aqua beach. V13.5: Aqua beach graphics update! It also cycles the "Second" color palette to simulate the water moving. Also, time bonuses have been added. See the point rewards for more info. V13.75: When you get a game over, it actually brings you to the title screen. (Before it just turned Conner's eyes black) It also makes it so that the amount of time you wait on the titlecard is always 96 frames instead of only the first time, and then 256 frames every time you saw it afterwards. V14.0: In Aqua beach act B, jump into the water to enter the water section. V14.1: Removed internet violence. (The screensaver) V16.0: (I skipped 15.0) Grand ledge acts A and C added. To enter a special stage, collect the required amount of hearts shown below, and it is different from zone to zone. NOTE: You must collect ALL the hearts in the zone, you can't enter if you have, say, 32 hearts. in Zeropage city, but only collected 16 coins in the current act. So, if you want to enter, you must get ?? hearts in the act you are IN. Unlike ICT1 however, you CAN go backwards, and I'll make sure to have way less pits (And much better controls) for ZPH's sake. If you can't tell, this is based on Somari The adventurer mixed with ICT2's adventure theme and my better knowledge of the 7800. ; Like ICT1 and ICT2 (2600), ICT3 will use my "Screen block" compression method. If you want to use it, I can explain it to you. Required heart values to enter a special stage: Sunset plains: 30 Grand ledge: 35 Zeropage city: 40 Aqua beach: 45 The Badlands: 50 Final zone: 0 (Technically this is 256) Please tell me what you think! And do you think ICT3 is a improvement over ICT1? ; This is the V6.0 title-screen, included in practically every version past 6.0, but before 10.5. ; This is the 10.5 title-screen. It will also show your previous score. but it's bugged (The number displayed is 2x the actual score!) Point rewards: 10 for collecting a heart 100 per each 256 frame interval left. (You start with 64 intervals, and you loose one every ~4 seconds) ; Press enter to change an icon, press select to move the cursor. Press a direction to start! ; Title cards ; Various screens ; This is the stop sign. Pass it to spin it. You can't just stand on it though, otherwise it'll never change to green. ; On the title screen, press select to move your cursor and Start to change the current character. This is why you don't press start to begin the game. Only the first character actually does anything (It selects the act you want, but since there's only one zone it doesn't say other things, and after Act B you will get broken levels.) Note: You may notice the 8th character changing as you input different chars. (The block below is the cursor) This is the checksum, but it won't do this in the final, and will have different conditions to meet. Each time you get a game over, a code will already be inputed into the password select so you can take a photo of it and enter the code later. (This is also because me as a developer I need a way to not play the entire game whenever I want to debug a high level) However, the current method will be changed and also the checksum won't enter itself for you (Sorry). The checksum is basically the way to make it hard to just enter a code and beat the game like that. And there may be more than 1 if I don't need the full 35 bits. Since this is a pre-release version, here is how the passcode works: XXXXXXXXX | | | | | | | | | | | | | | | Checksum | | | | | | If this char is an S then Debug is enabled. Right on 2nd joy = SUPER SPEED Left on 2nd joy = Beat level Down on joy | | | | | Lower 5 bits of Coins | | | | Nothing, will probably be made into different checksum | | | Prevlevel (Important for special stages) | | Upper 3 bits of Coins (This is due to the fact that each icon is only 5 bits worth of data) | Lives number Level select Notice: Minus A, B, and C are also there. (Using the level select, only A and B are accessible, but by beating MINUS B act D (Shouldn't exist but is a byproduct of the level count system, and a not-real act D exists for every zone) you can get to MINUS C, which to my knowledge, is un-beatable. ; This is what Zeropage city used to look like, and oh god, my eyes... Zeropage city represents basically any city you can think of. In fact, every zone is based off a zone from a different game/experience/location! Sunset Plains = Green hill zone (Not just from Sonic 1, but from Somari as well, that's where the color comes from) Grand Ledge = It's actually a place, and also inspired by jungle zone from Sonic 1 8 bit ZeroPage City = Pac land city area, @ZeroPage Homebrew (Thanks for reviewing ICT1!), Sparkling zone (Sonic 1 proto) Aqua Beach = Basically any beach, Beach runner, Texas The Badlands: A place in Conner's dream land 2 (A book I wrote, but never made into an actual book lol) Final zone: Final zone from Sonic 1, Turbo's castle Here are the names for the other zones in the ICT3 font: ; Not sure why a dot appears there, that must be an error in the L sprite. ; This is what Zeropage city NOW looks like in V8.5 and up, however 8.5 adds some more hearts. ; This is what Aqua beach looks like in V12.0. Very basic. And the badlands island isn't visible. ; In V13.0 and upwards, wait 12 seconds and Conner gets irritated, just like in ICT2 2600 and Sonic. ; Here's how ICT3 looks in 13.25. The flowers will be replaced with a water texture, hence the flowers. ; Here's how Aqua beach looks as of V13.5. The second (Water) color palette also cycles through the colors to simiulate movement. (Note: The white box is not supposed to show up) ; Grand ledge act A ; I hope you like swimming, because you're going to swim in Aqua beach act B after falling into the water.
  4. Hi guys. Got any ideas for a platformer? (NOT ICT) I'd love to develop another platformer but don't know where to start. Thanks. E.C.
  5. Hi guys. Got any ideas for a platformer? (NOT ICT) I'd love to develop another platformer but don't know where to start. Thanks. E.C.
  6. Hey, I was wondering if this would be viable for games. By using a DLI at the start of the screen (The very top) and switching PxC2 and CHARBASE between two values on each scanline, you can get 2bpp by alternating the even and odd scanlines per frame like in 160C. (Ex: color 1 on odd for first frame, color 1 on even for second frame) This is for @Muddyfunster! Hopefully he'll give this some love. 😃 It's like having 320B with 320A DMA costs, more colors (9 instead of 7) AND the best 320 mode in my humble oppinion: 320C. It would look something like this: ; The top two frames represent the even and odd frames, and the bottom represents what the person would probably see. The brown would be more of a greenish color though. It would work more similarly to 5200 2bpp sprites. Having the "or color" be the color 3 in this case. So, it isn't 100% 320B capability, but with real 320B, you need to deal with "The curse" in which you need to have C2 or C3 paired with C1 to have C1 show up. I'm going to call this 320BI (320B interlaced). You can also do something similar w/ 320B to get T320BI (True 320B interlaced) to get 9 colors (10 with transparency) by alternating the pallete per scanline instead of a PxC2 color. Hope this was useful! Tell me what you think. Also, if you run out of VBLANK time, you can just alternate between the "Color 1" and "color 2" frames. Edit: Have you guys ever tried this before?
  7. Hello! Since I truely suck at command line, I'd like to know how to use 7800bmp. I wanted to get 7800bmp because all graphics I had made on the Atari 7800 were BY HAND. Yes. I made all the graphics.... WITH A KEYBOARD. It's painful. So, to stop dealing with such a travesty, I'd like to know how to use 7800bmp and make my graphics faster. Thanks!
  8. Hello! I was wondering if it would be possible to add an extra maria chip into the cart to provide video, (Possibly be overclocked and slightly modded to have more sprites per line/full screen 320B/C and the stuff or more colors in 320 modes) to get around DMA. The halt line could be connected to MSTAT instead of MSTAT being for when "VBLANK" occours. Just asking.
  9. Before you tell me, NO, I'm not leaving Atariage. I've just decided to pause my retro- programming "experiments". I've only done ASM for the 6502 systems (NES, 2600, 5200, 7800, and some AII and C64 stuff) and some Z80 stuff (SMS, ZX spectrum). I've always wanted to make a game but doing Assembly is just too much work. It takes way too long to make something good in Assembly language and I, still being in school, don't really have time to put as much effort into it as I'd like. However, all is not lost! I will still be here on Atariage to see what you have done. Specifically what you guys can accomplish on the Atari 7800- as that's always nice to see. As someone who chose team Atari instead of team Nintendo, I always was upset at people comparing the NES to the 7800 like the 7800 was weaker. Sure, the sound isn't the best on the 7800, but compared to many platforms it's nice to have sound not directly driven by the CPU. That's what most IBM platforms dealt with in the 7800's time! Not to mention the 7800 had the highest resolution. I'm also not going to be done period- I'd like to come back when I know more as a programmer. Remember, I'm only 14 as of posting this post. It's already insane that someone that young even attempted assembly language- most of my friends have no idea what such even is, much less the Atari. (They are probably still under the 1 vs 2 vs 4 vs 8 vs 16 vs 32 vs etc bits impression) I'd like to get back into other languages (C, C++, javascript (maybe), python) where I can actually get something of use done in a day. It's Conner time (Where it is now) took me 3.5 months to do, whereas It's Conner time on Scratch took me just a weekgend. Actually, it took me 4 days. 4 days, versus 100 days. Thanks for understanding. 😃
  10. Hello! @PacManPlus, before you tell me I ask too much, I know. I noticed it said something about a level editor in the text above the screen (It also says Copyright Atari 1983, Program by Bob, Music by Synthpopala, etc). I was wondering if you still had the level editor and if it runs on PC or on the Atari 7800, and if it is the latter if it requires special hardware. I'd also love to know how you dealt with level compression and that stuff. Just asking, Thanks! If there's an efficient way to encode levels for use in atari 7800 games I'll take it!
  11. Hello! I was thinking about finishing ICT but I don't want to if people aren't intrested in the game enough. Not to say you wern't, but I did see more attention with other games than ICT. I respect your oppinions! And it is my first 7800 game. Would you like to have me finish It's Conner time? Let me know! Thanks for your oppinions.
  12. Hello! I wanted to say that I’ve gone on a tangent. A tangent about Atari 7800 artifactjng, a way to get lots of colors in 320 modes! I’ve made some tests below for you to see.
  13. Hello! (again...) So after downloading the Harmony programming stuff and installing it, it says it couldn't run because "VCRUNTIME_1.dll and MSVCP140_1.dll wern't found". I'm using Windows 11 and also I'm on an X64 based platform. Weirdly, Stella says the same but only for the VCRUNTIME_1.dll thing. Please help! Again, I'm trying to install the new firmware onto my Concerto (Green PCB) after I broke the firmware that was already there by running the harmony_bios_updater .cu file out of curiostiy to see what would happen, and what happened wasn't good to say the least.
  14. Hello! I know I'm not an NES coder. I'm a 7800 coder. The thing is I want an easier way for ICT2 and beyond to compress level data. Now I know the basics of SMB1 level generation: 1. A bunch of room objects are placed in a "Page" 2. Each page is a nametable size 3. Room objects can be different sizes, even ones of the same ID How does this all work? Please let me know! For ICT2, I wanted to use a 16KB RAM expansion and 128KB using SUPER or Activision with a POKEY at $450 (or $4000 if I can use POKEY without SKCTL) 8KB would be for the level. It would be decompressed and then the game would let you play the level, being decompressed in RAM. I'd like to know how SMB1 compresses level data and how it all works.
  15. Hello! I know about the No pokey @ 450 limitation on Concerto. Is there a patch to fix this so I can be blessed with music in my game and other POKEY@450 games? I just hope it's not a hardware issue and that it is a software bug, otherwise I'll need to buy ANOTHER concerto... Yes, ballblazer does work, but Commando has no music (Or my rom doesn't)
  16. Hi! If any of you had the same experience as me, being blown away that the frenzybeserk cartridge could SPEAK... I wanted to play 4-bit samples of voice clips too. Here is the code:Voices (1).a If you set CTRL to %01000000 then you can string multiple voice clips together. Basically this is how it works: 1. "length" determines how long the sample is. 2. "location" is the word that points to the sample. 3. Samples are played at 15,720 KHZ (1 sample per WSYNC) 4. Samples can be anywhere from one byte (2 smp) or 256 bytes (512 smp) When setting CTRL to %01000000 it triggers an interupt which does this: 1. Each frame, a new sample location is fetched. 2. "Where" holds the low bytes for every sample location 3. "WhereH" holds the high bytes form every sample location 4. "Lengths" holds the lengths of each sample. So, at the cost of ~60 HZ and some audio quality, you can instead of storing one huge sample saying "Hello world!".. You can instead store a sample for H, e, l, o, W, r, and d. The bad side of doing this is it makes a pluck noise whenever the IRQ happens because the last 4 it sample plays for an extended (More than a WSYNC) period of time. Have fun with it! And, can someone record all the letters of the alphabet and numbers 0-9 using this method please? Thanks, because I wanted ICT to say "Ecerno" and then "Have you played atari today" at the begining on startup. (The second phrase might not be posible) Voices.a
  17. Hello! What modes do rikki and vikki use? Just asking, because I'd like to make a hires ICT2 after I finish ICT, but I want it to look nice and not be giving the nay sayers this: "Ah yeah, the 7800 does terrible high resolution, just look at It's Conner time 2" Rikki and vikki looked soo good, so what modes did they use? Thanks.
  18. Ok, I know I post WAY too much, but if you include a POKEY, I feel the Atari wins specs wise!! Atari 7800 NES 6 voices, 16 unique sounds 5 voices (2 square waves, 1 triangle, 1 1bit noise, 1 DPCM or PCM @ 7 bits) Any* number of sprites, each 64 sprites, each being 8*8 or 8*16 pixels big, 8 sprites per line can be 2*1 to 512*16 using various settings Sprites are 1bpp, 2bpp, or 3 colors per sprite out of 4 palletes (3 per pallete). Sprites can be flipped horiz. and Vert. and can be infront or behind the background. 4bpp (12 colors). They can Also represent a row of cha- -racters too. The 4 Pokey voices can use Voices are preprogrammed to be a certain noise, minus the PCM (duh) and the Square waves can have 4 different duty cycles. many different filters/effects, like Highpass*, 2 tone mode, 16 bit mode, and more! Resolution of 160*192 with Resolution of 256*224 (256*240 in PAL) with 25 colors (without pallete swaps) out of a master pallete of 54 colors, BUT an emphasis of red/green/blue can be 25 colors or 320*192 with 9 Applied, mixed and matched, to get 512 unique colors. or 7 colors (without pallete swapping) out of a pallete of 256 colors. (16 hues * 16 luma) (Vert. resolution is 240 in PAL regions) There is no background, BUT A background of 32*28 (or 32*30) tiles can be used. Each 2*2 group can be assigned one of 4 palletes, each with 3 colors each. They can also be scroll you can make one out of sprites. -ed vertically and horizontally and there is mirroring, vertically or horizontally (Nametable wise) Identical CPU's, a 6502 clocked at 1.79 mhz. The thing is, many 7800 games pale in comparrison to their NES counterparts and that's a shame. So are there any games that really crush the NES? I know of some, but not many.
  19. Ok, I've just fixed something in my game. (edit) Here is a patched ROM that fixes 2 things: 1. Startup crash glitch 2. Press reset = Crash glitch Newly fixed version: Connertime_v1.0 (11).a78
  20. Hello!!! So, I've been working on It's Conner Time! for the atari 7800 and the game is turning out to be smaller than I thought. So I thought maybe I could design a special chip that could do one of two things: 1. Using a port on the cartridge, Map $4000-$7FFF of the "external" cartridge to $4000-$7FFF of the address space 2. Using External RAM ($4000-$7FFF), use 1 byte to "Swap" to the attached (Cart on the cart) cartridge and when set to 1, $8000-$FFFF on the external cartridge will be mapped into the main memory. This could be very useful for many games; It could add more levels to games (For example, I wanted 4 versions of "It's Conner time!", each having the same goal, but having a whole new world to explore, and when added to the base main game, would expand it, allowing you to access more levels, and maybe, even the "full" game (It could have a "to be continued" otherwise, but after where that would be, the remaining adventure would be dictated by a mix of the main and connected games)) Now, before you all just go "Build it yourself!" I can't. I don't have a soldering iron or anything you need to make your own chip, and I'm a software guy. This also might work with the current bank switching routines and use some of the available banks to map to an external cartridge.
  21. Hi! So I have been having a very strange problem. Using POKEY@450, it works fine on the emulator. (JS7800) I've reset POKEY (using SKCTL = 3) too. BUT, when I move to the real hardware, it is silent. (Please note that I have a POKEY in my concerto, and BALLBLAZER works fine) I can hear the TIA, but no music. Can someone please let me know what I might be doing wrong?
  22. Hello atariage! It's been a while. And I'm reworking It's Conner time into a full game. Complete with 32 stages, hidden stages, creative enemies, and more. Except it's not close to that. Sadly this will be the final version. (1.44) It has 4 levels and if you want me to show you how to hack it to make it your own game, sure! Control style is this: Left button to jump Right button to throw boomerang/ run (Correct me if I'm wrong here! 7800 control style is weird, wish they labled buttons) (I also wish the 7800 documentary told which inpt goes to which button) Here is the current 1.43 version:Connertime_v1.41 (5) (1).a78( This version fixed collision with bricks) and fixed Turbo despawn glitch Here is the source code for said version:Connertime_v1.41 (4).a<-- Hit Space to select your level (Button 0) on the title screen. Edit = If you want, you can say something about the game, like something about a glitch, or a prefrence, like "Make the second level easier". Here are the changes in this version: 1. Conner can spin-dash by pressing down and the run button. 2. Title-screen still WIP. 3. Fixed a bug with walls and 1-block gaps in which the "ceiling" would push you back. 4. Level 2 is completley beatable thanks to moved platforms. You can still use the 1st pipe to get to the 3rd level. 5. Fish and crabs (No texture for crabs) have been added. (Crabs have been removed due to difficulty problems) 6. Level 4 (WIP) is beatable. 7. Horiz-momentum is implemented on scrolling. 8. Supra speed has been fixed. (Boo. I had to fix this though) Big changes: 1.43: Skidding is available, and Supra speed has been patched out. 1.4: Horiz. Momentum is active on Scrolling. 1.3: There are walls in the game. 1.22: There is a title-screen. 1.32: The issue @gambler172 said has been fixed. The story behind the game is "Supposed" to be what happened to Turbo after getting blown up by that coca-cola mentos mix. IMPORTANT!! 1.35: Physics update + 1up addition. Choose level by hitting select, start the level by pressing a direction. After getting burned, Turbo's remains get shot out so fast, that he breaks out of the game world and infects the internet as a virus. When One little boy download said virus, Turbo was revived. Wreaking havoc, he managed to get the boy electrocuted after a jumpscare when he dropped his computer. Turbo was brought into the dream world as a nightmare, and all the viruses started appearing. The protector of this world, Conner, and his brother Anthony, were notified of this weird hostile life coming into the world of dreams. Your job is to help the pair get through to turbo, and defeat him, restoring peace to Dream land. But it's worse- Turbo also stole the 6 Chaos diamonds (I wonder where that came from) and since has unleashed their power. Get the 6 chaos diamonds, and use them to destroy the nightmare land, saving dream land. Failure to do this will result in Dream land being filled with nightmares forever. Levelgeneration (6).a78 Levelgeneration.a Levelgeneration (1).a Levelgeneration (9).a78 Connertime_v0.98 (11).a78 Connertime_v0.98 (11).a78 Connertime_v0.98.a Connertime_v1.0.a78 Connertime_v1.0.a Connertime_v1.0 (14).a78 Connertime_v1.0 (15).a78 Connertime_v1.0 (25).a78 Connertime_v1.1.a78 Connertime_v1.1.a Connertime_v1.2.a78 Connertime_v1.2.a Connertime_v1.2 (2).a78 Connertime_v1.2 (1).a Connertime_v1.2 (3).a78 Connertime_v1.2 (5).a78 Connertime_v1.3.a78 Connertime_v1.3.a Connertime_v1.3 (1).a78 Connertime_v1.3 (2).a78 Connertime_v1.3.a78 Connertime_v1.3 (22).a78 Connertime_v1.3 (25).a78 Connertime_v1.3 (1).a Connertime_v1.41.a78 Connertime_v1.41.a Connertime_v1.41 (1).a78 Connertime_v1.41 (1).a Connertime_v1.41 (3).a78 Connertime_v1.41 (7).a78
  23. Hello! Sorry, I don't have screenshots. (I'm working on ICT for the 7800 too) I realised something... If any of you own gameboy games and a gameboy color, you will know how the background seems to take on one pallete and the sprites another one in most cases. I realised, using 320C, we can do the same on the atari in 320*192 (it's more like 320*224 though) resolution. BUT, using 320C the foreground and background palletes are 4 colors (5 with transparency) and sprites and the background can use both palletes. I considered using 320C for It's Conner Time, A Super mario style game for the 7800 (Of course, being more advanced than SMB) BUT, 320C has color limitations and I wasn't prepared. So I'm going to use 160A instead. Sure, it's blockier but I didn't design the graphics for 320C. We can show the NES who's boss! Let's beat the NES and SMS in the battle for high resolution.
  24. Hi! So I'm not really tech savy. I'm more of a 6502 coder. I'm smart with a few systems: The atari 2600, 5200/XL/XE, and the 7800. I have written several simple programs but I was wondering if there was a 5200 adapter we could make (Well, not we, because I'm not a hardware guy =/) that would plug into the 7800's controller port so we 7800 and 2600 owners could experience the previous (or next) generation of Atari! This would eliminate the need for a 5200, but the 5200 is GIANT! I own an atari 7800. I also own a 2600. Sadly, my mom didn't keep hers and the 2600 is rebuilt, but the 7800 came stock. (Mine has the expansion port) If you guys have a 5200 adapter for 7800 or 2600, I will absolutley buy one!
  25. Hi! So I realised I'm pretty bad at making games, because I can't sit for long periods coding. (Well, I can, but then I have this really cool new idea!) So then, I decided, "Well, you guys can make games. I know a lot about the prosystem. Maybe I can help you guys make games by making stuff for you to use." So if I make anything, or you want me to try something out, then post here, on this forum. (P.S. I'm not an expert, so I may need some help =/ ) I've already made a sprite decompression system, here's a file: (.a is text, .a78 is binary) A78_sprite_decompression.a A78_sprite_decompression (3).a78
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