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Blogs

  • BinaryGoddess' Blog
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  • keilbaca's Blog
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  • Old School Gamer Review
  • The Mario Blog
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  • Horst's Blog
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  • Blogpocalypse
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  • creeping insanity
  • Sonic R's Blog
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  • Syntax Terror Games
  • NCN's Blog
  • A Wandering Shadow's Travels
  • Arjak's Blog
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  • Robert @ AtariAge
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  • That's what she said.
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  • The (hopefully) weekly rant
  • Goochman's Marketplace Blog
  • Marc Oberhäuser's Blog
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  • The P3 Studio
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  • POKEY experiments
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  • Brain droppings...
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  • VectorGamer's Blog
  • Maybe its a Terrible Tragedy
  • Guru Meditation
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  • The 12 Turn Program: Board Game Addiction and You
  • Tezz's projects blog
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  • masseo1's Blog
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  • Whoopdeedoo
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  • DJT's High Score Blog [Test]
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  • Adam24's AtariAge Blog!
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  • JDRose
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  • Frankodragon's Blog Stuffs
  • Partyhaus
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  • ¡Viva Atari!
  • FujiSkunk's Blog
  • The hunt for the PAL Heavy Sixer
  • Liduario's Blog
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  • HSC Experience
  • people to fix atari Blog
  • Gronka's Blog
  • Joey Z's Atari Projects
  • cncfreak's Blog
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  • 8BitBites.com
  • BrutallyHonestGamer's Blog
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  • Lynx Links
  • bomberpunk's Blog
  • CorBlog
  • My Ideas/Rants
  • quetch's Blog
  • jamvans game hunting blog
  • CannibalCat's Blog
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  • jetset's Blog
  • wibblebibble's Basic Blog
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  • The Golden Age Arcade Historian
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  • BubsyFan101 n CO's Pile Of Game Picks
  • I like to rant.
  • Cleaning up my 2600
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  • HLO projects
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  1. Hi all! For the past week, I've been teaching myself batari Basic while creating my first game as a programmer. The online documentation has been absolutely invaluable. (Thanks @Random Terrain!) After making a playable game, I thought I'd spend some time adding a bit of polish. I added sounds and a game over screen, but what it needs is a killer title screen! Searching the AA forums, I discovered the bB Title Screen Kernel. EXACTLY WHAT I WAS LOOKING FOR! (Thanks @RevEng!) I downloaded it and consumed the accompanying PDF documentation and examples. Then I followed the examples to generate my future killer title screen. I created the image assets, turned them into data using the recommended Image to Code utility, copied and edited the required files, and added the code to my game. Compile -> Launch LOOK! A title screen. But not a killer title screen. My animation isn't working. Where's the bouncing spider? I made the image source file per the instructions. I even made this snazzy animated GIF for reference. I'm currently trying to track down the issue. I created a test .bas that strips out every non-essential to eliminate any possible conflict, and it still doesn't animate. So I'm gonna post the working files here, in hopes that someone can explain what I've done wrong. TSK-anim-test.zip
  2. Hi Everyone! I've been watching a few YouTube Series featuring batari Basic game dev and decided to give it a go. To keep things simple, I'm using the standard kernel. So far, I've been able to create my sprites, missile, playfield, ball movement, joystick control, and scoring. Not bad for hacking my way through, but I could really use some community assistance. I'm struggling with: Animating my sprite when moving left and right (I'm trying to cycle through four frames of animation and then return to the idle sprite when not in motion) Collision detection between my p0 sprite and the ball seems inconsistent (Sometimes it looks as though it passes right through without registering the collision) The Game Objective: Capture as many delicious flies as you can Hazard: Watch out for wasps! They can break your web. (I haven't coded the enemy yet) Controls: - Hold button to lower spider on her web - Release button to climb back up the web - You can only move left or right when at the top of the screen Any and all feedback, advice, assistance is greatly appreciated. Attached is my game code, so far. spidergame.bas
  3. The Swimmer This is an idea I had for a game some time ago. It would be something between the Olympic Games and survival. This concept is presented and to get an idea of what the game will be like if my idea goes forward. You would control a swimmer who needs to reach the finish line on the other side of the pool, this finish line would be represented by a flag. The longer it takes you to get to the flag, the less points you will earn. The situation would be reversed in the new round, the finish line with the flag would be located to your left where the game started, so you would need to swim all over again and so on successively from left to right, right to left. As you progress in the game, the pool will naturally increase in length, which will take even longer to reach the finish line,the playing field initially consisted of a single screen, later it would be screen by screen (Pitfall!) to accompany the increase in the length of the pool . To further hinder this sport, obstacles would arise in your path that would cost you lives or perhaps reduce your energy bar, you would end up losing your breath little by little, taking fewer and fewer strokes, with your bar at zero you would inevitably sink into the pool. End of the game. P.S. I think of this game as a middle ground between Decathlon and Frostbite. TheSwimmer.bas TheSwimmer.bas.bin
  4. This is an Batari Basic Dev-Kit that i made while i was bored, this was made for make Atari 2600 games more faster, like Visual bB. Now the compiler finds the game name folder itself. Download after how to use. HOW TO USE: To make an game, first, you need to download "bB Dev-Kit.zip", then open the Project creator Tool and insert your game name, MAKE SURE THAT IS ON THE KIT FOLDER. Your code will be on "main.bas" file, please, don't change the name of it. For sprites, create an file called "sprites" that can be on png, jpg or even bmp format, then you open it with the sprite tool and copy and paste the sprites into your game code (every sprite is 8x8 pixels wide, make sure that your sprite sheet size is at the table of multiplication of 8, like 8x8, 16x16, 24x24, etc). For the playfield, create an with the name that you want, the file can be on png, jpg or even bmp format, then you open it with the playfield tool and copy and paste the playfield into your game code. If you wanna create a project, open project_creator.bat and insert your project name. And use the tone tool for create sounds effects. Here is the download: bB Dev-Kit v1.3.zip
  5. Duck Race for two players with joysticks! How to play: Press the button to start. Don't press the button until the beginning of the final beep. Keep pressing the button over and over to move the duck. Try to beat the other player. After both ducks have finished, wait a while and press either button to start over, or press reset at any time to go to the title screen. duck_race_0.2.bas duck_race_0.2.bas.bin
  6. Story: The military has a secret project involving the release of a specially bred oversized duck into the air which will fall upon a catapulting lever to loft a brick at the enemy. You are in charge of project DUCK DROP! This is just a demo for now of the duck, catapulting lever, and brick action. Press fire button to start, then move the duck and lever around and press the fire button to drop the duck. duck_drop_0.1.bas.bin duck_drop_0.1.bas
  7. A twist on the classic game of snake. You play a fun snake. Your goal is to keep moving while avoiding walls and running into parts of yourself. You can also eat yummy fruit for bonus points! This won't be easy as your body continues to grow and randomly disappear. And your snake keeps moving faster and faster! Can you survive the Snake Fiasco? Directions: Press the joystick button to start. Move the joystick to change the snake's direction. If the snake dies, use the reset switch or press the joystick button to start over. Use the select switch at any time to change colors. Left difficulty switch doubles frequency in difficulty change (speed and lessening of playfield disintegration) as the game progresses. Right difficulty switch halves the rate that the playfield disintegrates. Bonus for fruit is based on number of steps taken since fruit appeared. Every 31-32 fruit, the fruit is a bomb that clears the playfield. snake_fiasco_1.5.bas.bin snake_fiasco_1.5.bas
  8. An EMDR simulator for entertainment purposes only. How to play: Press the joystick button to stop and start the EMDR simulator. Use the joystick to change the colors and speed of the ball. Note: if using Stella, may want to enable stretching fullscreen and enable stereo. emdr_1.1.bas.bin emdr_1.1.bas
  9. An attempt to play all the relatively in-tune notes in order for the audio control values listed in RT's bB Music and Sound Data Creation Toy. It also scrolls a musical note in the playfield. I may have made mistakes, but hopefully it's close. You can use the joystick left and right to change the tempo, fire to restart, and reset to fully reset. notes_dev.bas.bin notes_dev.bas
  10. I have no idea how to make a game out of this, so just went with the title and theme. For now, the theme falls apart towards the end into random data. I might fix that later. family_ties_intro_0.1.bas.bin family_ties_intro_0.1.bas
  11. For now, just the title and theme, but now with Rockford's car (and a Mack truck if you pull down on the joystick). rockford_files_0.4.bas.bin rockford_files_0.4.bas
  12. Story: You are a goat stuck in a dungeon. Collect hearts, save goats, explore, and find the next level before cave-in! How to play: Use the joystick to move your goat. If you don't like the room or map, use the joystick to use explosives or the reset button to start over. If you don't like the color of your goat, press the select button. If you're stuck in/on a wall/cave-in too long, a buzzer will sound, then your goat may die. Explore rooms and levels of the goat dungeon and collect hearts and goats for points. Yes, you can go back and forth in rooms and the hearts and goats keep reappearing! If you stay in a room long enough, then it will start to cave-in. If you stay on a level long enough, it will really cave-in. goat_dungeon_0.9.bas goat_dungeon_0.9.bas.bin
  13. Game story: You are defenders of the brixirb armada, who battle evil across the faces of the multiverses, and are currently on leave, playing xirbnekorb, as usual. Use your omni-multiversal wormholes to release the nlui into the force shields to ensure they stay safe. Don't lose the nlui, as you only have four! Lose all your nlui and you lose the game. Maximize your points. Darby bet against you. How to play: Press the joystick button to release the nlui. Move your joystick to move yourself and your mirrorself to rebound the nlui through the force shields. You get a point each time you receive the nlui. Don't lose the nlui! You may press the joystick button to start a new round or the reset button to restart the game. Good luck! Thanks to @splendidnut for his assistance with an problem during development! xirbnekorb_0.6.bas.bin xirbnekorb_0.6.bas
  14. Game story: While swimming the loch, Nesi, daughter of Nessie, finds out that humans have started a war. Nesi must eat leafy greens off the lake floor and come up for air while avoiding submarines, nuclear blasts, and a warship dropping depth charges. How to play: Left joystick controls Nesi, who can eat greens off the lake floor for points, come up for breath to restore life, and who must attempt to avoid danger. Nesi wants to get as many points as possible before losing all lives. Right joystick controls the ship that continuously drops depth charges/shoots and has light control over the up and down control of the submaries. The player controlling the right joystick wants to limit Nesi's points. If no second player is available the single player can play Nesi and avoid subs. nesi_0.2.bas.bin nesi_0.2.bas
  15. Relive the mid-20th century race to the moon with Moonshoot for the Atari 2600! (DPC+ 32K) Moonshoot is an attempt to roughly simulate the original great wooden home carnival game called Shoot the Moon (*- see footnote.) The point system simulates the original: Earth: -250 First Stage: +250 Second Stage: +500 Third Stage: +1000 Fourth Stage: +2000 Moon: +5000 I've not seen the original's instructions, but I had to have some sort of game ending, so I made up my own getting 3 tries to keep it on the board. Controls: Joystick right: open rails more quickly Joystick left: close rails more quickly Joystick down: open rails very slightly Joystick up: close rails very slightly Use button to start another round or start a new game if game over Use reset switch to start another game *- there have been other versions of the physical game- some more recent. This attempts to emulate the original. You should try it out in physical form, either the older or newer version, if you can, because it's a great game, and it'll give more context to what's going on in the 2600 version. Can involve basic level of skill. Skill requirement could improve in future release. Thanks to @KevKelley, @Dave C, and @Karl G for their feedback as I was trying to develop the rail system. It may continue to evolve, but I think it's more rail-like than it was in early development. moonshoot_0.4.bas.bin moonshoot_0.4.bas
  16. 8 Tanks: a DPC+ (32K) game for the 2600 with Quadtari and four sets of Tennis paddles. (In theory, it should work with a Harmony cart, etc., and it works in Stella, but not in Javatari.) Important note: the Quadtari only supports the paddle buttons, not the knobs. (see Quadtari thread) This is a work-in-progress, and for now is just the tanks moving around and shooting without blowing anything up, so it's more of a demo until one of the next few releases. To configure game to play in Stella 6.7 (you may have to do this for each release): Highlight the game in Stella Options -> Game Properties -> Controllers -> Quadtari button Select Paddles for each of the four controllers Click Ok, Ok, then Close Start game and use these default keys to emulate paddle buttons to control the tanks via the default key mappings: space, 4, F, 6, shift-space, shift-4, shift-F, shift-6. Done: Can control and move 8 tanks If you leave the button unpressed, the tank spins slowly clockwise. If you press the button, the tank moves forward and fires. (Using alternating frames using alt coords swapping through temp vars, ball is shared between player0-1, missile0 is shared between player2-3, missile1 is shared between player4-5, player9 dot is shared between player6-7.) Sound when tanks shoot Colors, playfield, and tank placement similar to Tank 8 Playfield looks similar to that of Atari Tank 8 Projectiles stop when hit playfield Fixed some projectile bugs Planned: Collision detection for missiles hitting another player. 8 player scores. Alternating 4-player scores with color matching tank color. Blow up tanks when shot. Sound when a tank blows up. Some sense of game over (either some number of tanks per player or a time limit?). Note: time limit may be easier; it would only require a single indicator. Bug: some tanks shoot in the wrong direction for some tank positions. Bug: some tanks' playfield collision detection for projectiles doesn't seem to work. Not sure yet whether I should try to add: Slowing down (trudging) each tank when it moves over the playfield. (info on DPC+ colllisions) Note: If you want to compile it, DPCplus_kernel.asm in same directory extracted from bb-qt-DPCplus.zip in Karl's post with sample code for Quadtari support. 8tanks_0.5.bas.bin 8tanks_0.5.bas
  17. Can anyone tell why this only works in Stella (in developer and player modes) and not on a real Harmony Encore cart with RGB card or in Javatari? tanks_2022_dpc_0.2.bas.bin tanks_2022_dpc_0.2.bas
  18. Sometime in the 80s... The King of Pop found a time machine. He went back in time to the old wild west to teach dogs how to moonwalk. You are a moonwalking dog of the wild west! Choose between doing a hat dance while being shot at, walking the dangerous streets of the town, hopping a train while being shot at, or trying your paw at a shootout! Note: the shootout can be imagined to be with a wood cutout of an outlaw, held at gunpoint by an outlaw, who will shoot if you're slow or draw too early. Instructions: At the title screen use the selection button to select a dog if you wish, then press fire or reset to go to the selection screen. Move the joystick in the direction of the game to play. Town (left): stay away from the outlaws and don't run into the buildings. Dance (up): dance around a dangerously large hat as you're shot at by the outlaws. Shootout (right): center the aim then pull up and fire only when the background turns yellow. Train (down): an outlaw is shooting bullets at you, so jump or stay low to avoid the bullets. moonwalking_dogs_of_the_wild_west_0.6.bas.bin moonwalking_dogs_of_the_wild_west_0.6.bas
  19. Tank combat games. Standard kernel version (8K) (Standard 0.1-0.4 were 4K, Standard 0.5 and later are 8K): Find the radio to send a drone after the other player. Tanks are fast, similar to modern tanks. Curve your shots. If you shoot without pulling back the joystick, it often will remove the playfield pixel where the missile lands. If you shoot while pulling back the joystick, it attempts to draw playfield pixels as you go backwards. Maximum distance of missile varies some. Unlike most tank battle games, shooting the other player doesn't win points. Instead, you must capture the other player's base. Each player has four bases. Each round (and select/reset). you get a random map along with random colors and tanks may be invisible/same color as playfield until it shoots. DPC+ kernel version (All DPC+ are 32K): Is similar to but varies substantially from the other version. (discussion) The DPC+ 0.2 version was tested by alex_79 and confirmed working. I'm assuming 0.3 and any later versions work on Harmony cart, but if not, please let me know! (Note: DPC+ version doesn't work in Javatari, because Javatari doesn't support DPC+ yet. Each version works in Stella 6.7 for me in developer and player modes.) The differences in the DPC+ version (compared to standard version) are: Better playfield graphics. Only one map for now. Can't select different colors for now. No tank invisibility for now. tanks_2022_dpc_0.3.bas.bin tanks_2022_dpc_0.3.bas tanks_2022_0.8.bas.bin tanks_2022_0.8.bas
  20. Chuckle_The_Doll_v1.0 (1).a26Im calling the game "Chuckle the killer doll" (Keep in mind this is a WIP and may apear more flickery because of the videos frame rate). You play as Chuckles the killer doll and must throw knives at the running people to earn points, watch out for the obstacles being thrown at you by the people. There is no way of winning at the moment you just see how many points you can get without getting hit and losing. the crowd of people will get smaller each time they're hit but more will come depending on how many points you have. Gameplay: Chuckle_The_Doll_v1.0 (1).a26
  21. Story: You are a mouse who is in love with a fish. A bear has come to the stream of your love and is starting to try to eat all of the fish! Defend your love, and slap the bear! Warning: do not slap a real bear! That would be bad for you and the bear, and could get you killed. Instructions: At the title screen control the bear to get the mouse's attention if you'd like, then press the reset or fire button to play. For extra coolness points: have the bear sing a song or recite a speech! Press up to jump as you are running. You can jump off of birds or fish to try to land on the bear's head and press the joystick button to try to slap the bear in the face. A good job may get you applause from the wildlife! When the score is higher, you may be able to play as 2 to 3 mice, Ernie the capybara, or the rat. When you crawl on the bear, it will attempt to brush you off, which may cause you to lose some control over your movement. Don't crawl on the bear too long, or it may accidentally slam you into the ground as it tries to brush you off. If this happens, press the joystick button to start over as a new mouse. slap_the_bear_1.2.bas slap_the_bear_1.2.bas.bin
  22. Story (work-in-progress): There was a mix-up because the bartender from Chickentails and Dreams looked just like the pilot Mavarek, so the local brewery accidentally hired an ace F18 pilot to deliver root beer. This turned out to work really well, so they renamed the company Topgunn Root Beer. It's a holiday in your country, and all the trains decided to shutdown. But, due to new import restrictions, your root beer has become wildly popular, and everyone wants it right away. Can you deliver everyone's root beer? topgunn_root_beer_delivery_0.5.bas.bin topgunn_root_beer_delivery_0.5.bas
  23. Use both joysticks to control environment. old_filmstrip_of_a_crt_simulator_i_0.6.bas.bin old_filmstrip_of_a_crt_simulator_i_0.6.bas
  24. Can't get enough telekinetic pachinko? I couldn't, so I threw this together. To play: Press the button on each joystick controller to pick up and drop a chip. Use the joystick to simulate telekinesis influence the movement of each chip as it falls. Try to aim for a particular slot; for example, aim for slot 3. You may be able to move the chip in and out of the game. You can hold the chip in the air over the pins if you like, until you get tired. telekinetic-pachinko_0.2.bas.bin telekinetic-pachinko_0.2.bas
  25. (Story and game are works-in-progress. Please let me know if you have any suggestions or ideas!) Story: After escaping the Abyssmal, the servant of Monthra and the cheetah are dropped from the external depository chute on floor 47 of the Monthra R&D building into the generated river below, littered with fake electrifying logs. ...(hoping to add more) monthra_ii_0.1.bas monthra_ii_0.1.bas.bin
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