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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. 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
  2. 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
  3. 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
  4. 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
  5. 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
  6. 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
  7. 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
  8. (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
  9. Note: This is the first part of a four game series about a future tech giant called Monthra. It started as this example attempt at maze-generating code, which was rudimentary, but fast enough I thought I could make a game about re-generating the maze mid-game. Game story: You're a servant of Monthra and the year is 3636 AD. Nareening down the fallway in your I, you spy a blue light coming from under a newly-generated door in the wall. Curious, you open the door and find a box with a stick and a button on it, glowing blue. You press the button and immediately are surrounded by a maze. You press the button again and the maze changes and a cheetah suddenly appears licking a lollipop. The cheetah welcomes you to the Abyssmal. Relevant History: In 3600 AD, Monthra created the Monthra Allusian Zenophasic Elusidoor (or M.A.Z.E. for short)- a device that could spawn new universes very similar to our own and allow the user to travel to them. Shortly after the final prototype was being tested, an unexpected surge thrust the Monthra facility containing the prototype into a myriad of dimensional hyperspace. It had not been seen since and was forgotten about, until now. How to play: At the title screen, use the select switch on the Monthricon to go into a color selection screen where you can use the joystick. Choose the colors, if you wish, then click fire or reset to start. Move through the Abyssmal to the upper right to proceed to the next level. If you want to change things, press the button. Don't get poked by the lollipop licking cheetah. You must make it to level 47 to stop the M.A.Z.E. and to rescue yourself and the cheetah. The difficulty switches enable sensors that can zap the player. Watch out for cheetah hyperjumps! Every 5th area is special within the Abyssmal. You can't affect it's composition with the Montricon, however, you must use the button in those areas to relieve the Monthricon so that it won't explode. On all other levels, if you take too long to find the exist, the area will disintegrate leaving you and the cheetah in the void of hyperspace. Good luck! You'll need it! monthra_i_1.0.bas monthra_i_1.0.bas.bin
  10. A non-interactive display of raindrops with music. raindrops_1.0.bas raindrops_1.0.bas.bin
  11. Unsafe Archade is an audiovisual toy; it may be unsafe, and produces some psychedelic arcade-like sounds and visuals. Depending on how the switches and joysticks are used it can produce flashing graphics, lights, and sound.
  12. Please let me know if you have any ideas or feedback! Game story: Up late at night on ForSale looking for a family vehicle, you come across a post for a used U.F.O. for $100. You decide "What the heck. Let's get it." After paying for it, you and your family hop on board the U.F.O. and start driving. Janet accidentally knocks over the stability crystal, and you soon realize there are no brakes. You also have to depress a button to decrease anti-gravity, or it will keep bouncing off of the atmosphere. The 42 pieces of levitating crystals to stop the darn thing also flew out the window as you were trying to learn how to steer, and the whole thing starts blinking when you are close to one. Janet's got her first day of school in the morning, so you need to find the crystals, and then go shopping for her. The new family U.F.O. is a real flop! family_ufo_0.6.bas family_ufo_0.6.bas.bin
  13. interactive_clover_1.0.bas interactive_clover_1.0.bas.bin
  14. Welcome to the TIATracker module for batari Basic and 7800basic allowing you to play TIATracker music in your Atari console game. What is TIATracker TIATracker is a tool created by Kylearan for making Atari VCS music on the PC and a new sound routine for the VCS. It features ADSR envelopes, up to 7 melodic and 15 percussion instruments, customizable pitch guides for optimizing the number of in-tune notes, a size-optimized and configurable replayer routine and much more. More information is available here Example For a full example of incorporating your TIATracker music into your source check the following depending on your platform: batari Basic - TIATrackerPlayer.bas 7800basic - TIATrackerPlayer.78b Known issues Currently only one track per game can be added. Titlescreen Kernal Has been tested and works with the Titlescreen module Releases 20190926 - 20190926.TIATrackerPlayer.zip Previous Releases 20190125 - TIATrackerPlayer.v1.1.20190125.zip 20190123 - TIATrackerPlayer.20190123.zip Instructions The following outlines how to add the TIATracker module to your source and incorporate your music. If you are having issues refer to the example for assistance. 1. Copy the tiatracker folder into the root of your source folder 2. Copy the content of file tiatracker/tiatracker_variables.bas into your variable definitions of your source. 3. Add the following to your source (either at the bottom of your file or bank depending on your requirements): rem include the tiatracker source asm include "tiatracker/tiatracker.asm" end 4. In the initalisation of your screen add the following to initialise the tracker: rem initialise tiatracker gosub tiatrackerinit 5. In your screen loop, after the drawscreen call add the following: rem play track gosub tiatrackerplay TIATracker 1. Create your music or get someone to do the hard work! 2. Select File > Export track data to dasm... from the menu. On the Save As dialog locate your tiatracker/track folder in your batari Basic game folder, enter a filename of 'track' and click the Save button to export your music. 3. In file tiatracker/track/track_variables.asm remove the Permanent and Temporary variables from the file (otherwise you will receive a compilation error). Note: This will need to be done each time you export your data.
  15. Please check out the binary in the first post of Byte Knight and my work on a 1980 arcade port to the Atari 2600. With respect to AtariAge, no keywords in comments & suggestions please. Many people aren't aware batari Basic can now make games of this detail. You may have missed this if you avoid batari Basic games http://atariage.com/forums/topic/216037-dk-arcade-2600-progress-files-source-code-help-appreciated/
  16. Also I'm cornfused; It seems that "Graphic memory" is fixed at a maximum regardless of rom size, and only "Action memory" (i.e. ways to manipulate graphics and color tables) increases with rom size, but not the amount of color or graphic assets themselves. Am I understanding this correctly? Does using more data to make snazzier, finer backgrounds with more colors eat in to the available amount of data I can use for sprite colors and graphics?
  17. I know of existence of some techiniques like chronocolour, player cloning, strech, pseudo player, etc. But i dint know how to progam batari basic, could someone recommend me any tip or person to help me?
  18. hey guys! this is my first post for sharing my first homebrew game called war. this is a game where you are a warrior fighting in a war and you have to shoot a big red boom. by shooting the boom you can earn points but, if the boom touches the wall it will reset the score to 0. It was really fun working on it. I hope you like it! by the way here is the ROM image war2600.a26
  19. Hi all! Last month I saw the following ad on eBay: I thought the appeal of this kit for homebrew development was very limited: No bankswitching/mapper (only 2K games or 4K games with further modifications on the board) It required messing around with UV lamps, programmers, etc Required some knowledge of electronics Buying the parts separately would probably be less expensive Not possible to ship as a product to customers It would be probably easier and faster to use one of the existing USB/SD carts to test on a real hardware. This did make me think though that I had never seen a development kit for the 2600 which would allow homebrewers without knowledge of electronics to self publish their games. If a mapper is required, then that knowledge need goes up real fast. As in Europe we have very limited offers of good homebrew games available (most of them are from the USA and shipping quickly becomes a problem), I thought about making this my next project. The idea is to have blank carts (populated with all required components but without any game image in them) and a simple to use cable and PC software which would allow the user to create a cart ready to be shipped to customers as well as test games in a real atari. Is this something that would interest the homebrew community? Here are some requirements I have come up with: The final product must cost under 10€ (populated cart PCB) All components must be easy to find. Preference should be given to components still in production Must be usable by people with no experience in electronics No soldering Must support mappers (the ones used by batari Basic at a minimum, as a lot of people seem to use bB) No physical alterations to select the desired mapper (or no mapper) Must fit in a standard Atari cartridge case Components should be SMD to keep production cost as low as possible All comments will be appreciated!! Cheers.
  20. Hi all, I have created the following post yesterday: Someone just told me that I should have created it in this subforum. I don't want to duplicate the post but I have also not found how to move the post here. Any suggestions? Also, if you can comment on the bankswitch schemes you currently use in your programs and any experience you can share on how to implement a bankswitch controller on a 8bit Microchip PIC will be much appreciated. Cheers!
  21. hi ,iam currently working on my first real batari basic game .i want to use the title screen kernel and i followed the official pdf exactly.But i get these errors in my console --- Unresolved Symbol List fontcharARISIDE 0000 ???? (R ) _NUSIZ1 0000 ???? (R ) pfcenter 0000 ???? (R ) fontcharHEART 0000 ???? (R ) fontcharMRHAPPY 0000 ???? (R ) fontcharBLOCK 0000 ???? (R ) bmp_48x2_2_height 0000 ???? (R ) player9height 0000 ???? (R ) fontcharUNDERLINE 0000 ???? (R ) mk_96x2_8_on 0000 ???? (R ) mk_48x2_X_on 0000 ???? (R ) mk_48x2_8_on 0000 ???? (R ) mk_48x1_8_on 0000 ???? (R ) bmp_96x2_1_index 0000 ???? (R ) bmp_48x1_2_index 0000 ???? (R ) bmp_48x1_1_index 0000 ???? (R ) fontcharCOPYRIGHT 0000 ???? (R ) score_kernel_fade 0000 ???? (R ) bmp_96x2_1_fade 0000 ???? (R ) fontcharCOLON 0000 ???? (R ) fontcharDOLLAR 0000 ???? (R ) mk_player_on 0000 ???? (R ) fontcharARIFACE 0000 ???? (R ) fontcharMRSAD 0000 ???? (R ) mk_96x2_4_on 0000 ???? (R ) mk_48x2_4_on 0000 ???? (R ) mk_48x1_4_on 0000 ???? (R ) fontcharSPADE 0000 ???? (R ) fontcharSPACE 0000 ???? (R ) mk_96x2_5_on 0000 ???? (R ) mk_48x2_5_on 0000 ???? (R ) mk_48x1_5_on 0000 ???? (R ) kernelmacrodef 0000 ???? (R ) bmp_48x1_2_00 0000 ???? (R ) bmp_48x1_2_01 0000 ???? (R ) bmp_48x1_2_02 0000 ???? (R ) bmp_48x1_2_03 0000 ???? (R ) bmp_48x1_2_04 0000 ???? (R ) bmp_48x1_2_05 0000 ???? (R ) mk_96x2_6_on 0000 ???? (R ) mk_48x2_6_on 0000 ???? (R ) mk_48x1_6_on 0000 ???? (R ) pfhalfwidth 0000 ???? (R ) 0.title_vblank 0000 ???? (R ) mk_96x2_7_on 0000 ???? (R ) mk_48x2_7_on 0000 ???? (R ) mk_48x1_7_on 0000 ???? (R ) fontcharCLUB 0000 ???? (R ) mk_48x2_1_on 0000 ???? (R ) scorefade 0000 ???? (R ) mk_96x2_2_on 0000 ???? (R ) mk_48x2_2_on 0000 ???? (R ) fontcharFUJI 0000 ???? (R ) fontcharDIAMOND 0000 ???? (R ) mk_96x2_3_on 0000 ???? (R ) mk_48x2_3_on 0000 ???? (R ) mk_48x1_3_on 0000 ???? (R ) fontcharPOUND 0000 ???? (R ) Fatal assembly error: Source is not resolvable. Errors were encountered during assembly. i looked online for solutions but nothing worked i apreciate any help.
  22. DRAGON'S DESCENT Direct your dragon through a sprawling labyrinth, hunting for treasure, power, and danger! Dragon's Descent is currently part of the Holiday Homebrew High Score Competition - here is a ROM you can use for the contest: DragonsDescent_Holiday_2019.bin Now for sale on the AtariAge Store! Instructions on how to play below... -Thousands of possible maps to explore, either randomly selected or predetermined -Eight different types of enemies -One mid boss, one final boss, one hidden boss -Powerups to increase firepower or health as you delve deeper into the labyrinth ...and an easter egg or two, of course! Here's a video of the first three levels, up to the midboss. The default mode has four more levels ending with the final boss, and other modes allow potentially thousands of different levels! This game is, among other things, an experiment in procedural maze generation for the Atari 2600 - There are a few secrets to find, so I won't reveal everything here, but I will give a basic outline of the controls and mechanics. I posted little write up of how I generated the mazes, and programmed the game in general. Many thanks to those on this board who have posted an incredible amount of useful information, as well as those who have authored the kernels and other components on which this game has been programmed. STORY Legends speak of a labyrinth created by the mind of a dreaming elder dragon. This maze is filled with the promise of wealth, power and danger-an endless length of corridors, with spectres and monsters appearing out of thin air, and strange happenings occurring the deeper one travels and survives. You are a young dragon yourself, perhaps trapped here, perhaps tempted by the wealth and power that drives your kind. Regardless, you have little choice but to find your way through the corridors and chambers of the labyrinth, finding glory, or perhaps escape... CONTROLS Joystick - Move the dragon around the labyrinth. Button - The dragon will breathe fire in the direction it is facing. SETTINGS Left Difficulty A - Game will continue indefinitely, only ending with a game over. Left Difficulty B - Game will end after you complete level 7 Right Difficulty A - You will start in a randomized maze. Right Difficulty B - Maze will be the same layout each playthrough. Game Select (Make sure right difficulty is also set to "B") - Will allow you to set the random "seed" when starting the maze. Move the joystick left/right to select the left or right seed, each can be set to a value between 1 and 255. The title screen will reflect what options the game is set to - an infinity symbol for an unending maze, and an alternating maze pattern for random mazes. HOW TO PLAY Depending on your game settings, you may find an end to the maze on the 7th level, or the maze can continue until you are defeated, trying to attain the highest score! A - The Player B - Dragonfire C - Monster D - Firepower Meter E - Score F - Health Meter G - Room exit Each level of the maze is made up of several rooms - you can leave through any exit on the boundaries of the screen you find. To make progress in the maze, find the key on each level, and then the level's exit. The exit, resembling a door with a key imprint, will only activate if you touch it while you have the key found on the same level. Upon each new level you will face more dangers but also potentially increased power and scoring! Key Exit Avoid touching walls and enemies - doing so will deplete your hit points, and eventually terminate your game! Scoring comes from collecting gems and defeating monsters. You get more points for defeating monsters in deeper levels, and a slightly higher score for each shot you use with higher fire breath power. In addition to a key and exit, each level of the labyrinth has a treasure room: This room allows you to pick one of three power ups, just wait until you see the one you want: Gem - increases your score. Heart - increases your total hit points, while completely replenishing your health. Lamp - increases the strength of your fire breath, while refilling its supply. Don't stay too long on a single level, or you may find things getting much more difficult! The deeper you explore, the more monsters, dangers, and higher scores you find... Your hit points are indicated by meter on the right, as well as the color of the dragon. The strength of your fire breath is indicated by the color of your score, as well as the size the fire itself. If your firepower ever increased, you only have a limited amount you must replenish somehow - this amount is indicated by the meter on the left. If it ever runs out, you will go back your initial, weakened fire breath. You can find non-flashing hearts and lamps from fallen enemies, which will replenish a small part of your hit points or fire breath, respectively. If you survive long enough, you may reach a maximum amount of hit points or firepower, in which case your health meters or score will be flashing. SCORING Defeating Enemies: Fiery Eye - 5 points Medusae - 10 points Dragon Head Sentry - 10 points Teleporting Masque - 20 points Janus Guardian - 25 points Ghost - 20 points Dragon - 25 points Shadow - just 1 point base, if you can even manage it. Getting rid of it might be reward enough, though... Revenant Dragon (Midboss) - 500 points Elder Dragon (Boss) - 1000 points Jeweled Dragon (a hidden beast) - 2000 points Collecting a gemstone in a treasure room will get you 500 points. Your strength of your firepower is also added to your score whenever you hit an enemy with your fire breath, so you can gain 1-6 points for every hit even if an enemy is not defeated. Defeating enemies on lower levels adds further bonuses: Level 2 - 1 point Level 3 - 2 points Level 4 - 3 points Level 5 - 4 points Level 6 - 5 points Level 7 - 10 points Level 8+ - 15 points HINTS -Find a balance between increasing your hit points and increasing your firepower - each level gives you the opportunity to do one or the other. -Gems give you large amounts of points, but your forgo an increase of power for that level - they're for those brave or foolish enough to think they can survive regardless. -The beginner mode always gives you the same maze, be sure you become familiar with the game before tackling the random mazes offered by the advanced mode. -Each enemy has a specific type of behavior, learn all of them-and learn how to counter them! -Time can be your enemy, but remember that you don't have to fight everything - pick your battles! -Despite the enticement to hurry, be patient and careful! Most situations can be escaped with a little bit of caution and forethought, and impatience has ended more games than the cruellest monster. There are many secrets to discover within the labyrinth, so I won't tell you everything here! Older builds: Another change to the door graphic - the door should be flashing with a key symbol. DragonsDescent_2019_8_15_2019.bin This older build has a changed the graphic for the exit. I even squeezed a few more bytes out so that it has "closed" and "open" graphics, depending on whether you have a key. I'm hoping this is close to the final version, so any feedback on how it plays is appreciated! DragonsDescent_2019_8_12.bin I've added four separate high scores, one for each "mode" - they should show up when you have the appropriate switches/settings applied on the title screen. I think it works properly (with caveats, for instance you can fool it by using the switches mid-game) but I would appreciate feedback! I also added an easter egg bug fix: DragonsDescent_2019_May_HiScoreTests.bin DragonsDescent_3_22_2019_Beta8.bin 3-22-2019 Another update - found a semi-exploit (really just method of scoring late game that results in boring gameplay) and adjusted things to discourage the behavior. DragonsDescent_3_19_2019_Beta7.bin 3-20-2019 Another update - no better method to find a bug or quirk in a project than to claim it's finished! The method to reach the hidden boss, while functional, had some odd loopholes and inconsistencies that I wanted to close. Fixed a thematic inconsistency involved with getting to the hidden bonus boss. DragonsDescent_3_5_2019_Beta6.bin - Font change and a few other tiny adjustments. DragonsDescent_1_10_2019_Beta5.bin - Retry random maze option (press up or down on the Game Over screen to see the "Retry Maze" screen, press button to start again), starting rooms have no enemies, score placement adjusted. DragonsDescent_12_16_2018_Beta4.bin - Maze generation fix, random seed shown when picking random level, other small fixes I might go into more details about what I did to fix the maze generation later - the short answer is that every seed -seems- to work now, without the hacky checker I had in earlier versions. I also added a -little- more time solve a given level before various "complications" arise. It can still be a little mean. I'm keeping an informal version history even as I remove the older versions - I can repost them if folks clamor for the older versions, but hopefully the bugs present in them have been addressed. 3-5-2019 - Changed to a custom font. Semi-final build. 12-16-2018 - Current public version. All attempted maps seem to be solvable, certain UI color cycling adjusted. 12-15-2018 - Tentative "fixed" beta for random mazes This version has a band-aid for the random mode bug - I'm keeping it here for the moment in case the above version has some unforseen bug or error. 12-14-2018 - Old version, only play the default mode (Left/Right switches set to "B") on this one. I've tentatively tested it on my ol' sixer as well as the Flashback Portable, and the game seems to run ok, although I would welcome any bugs/issues found if anyone else plays. I'm curious to see what people find! Updates: -You can now retry a randomly generated maze by pressing up or down on the Game Over screen - when you see words "Retry Maze," press the button to restart the game at your old starting point. -Starting rooms on a level no longer generate enemies, giving you some time to breathe or get used to the controls. -Hopefully the level generation bug is fixed - any random seed should generate a solvable level. When choosing a random level, you will be shown the seed in case you want to try the level again. -I also fixed a flashing problem to a more pleasant "pulsing" effect for max health/fire breath. DragonsDescent_2019_April_Competition.bin
  23. Hi All, I've been trying to get brave enough to stick this game out into the ether. So here I am taking the plunge! It's basically my own take of the 8-bit game, Nadral. I did this purely for the pleasure of it (!) and to further my batariBasic skills. I didn't actually have any intention of sharing it with the world, but I figure nobody has tried to cram this game in to the Atari 2600 before! So it's not exactly a polished release... The game is called Oof Rescue! for reasons which I have explained in my blog. I hope it's okay to link to it from here? The binary is at the bottom of the blog: https://www.bpharoah.co.uk/oof-rescue/ Despite my best efforts to crunch the bytes down, I've pretty much filled up all the banks available. So the enemy AI is very basic. However, I did cram in 6 enemies, 25 maps, 8 levels and 412 rooms - so I'm pleased with that! Please be gentle with me! Edit: I've just got this working with Stellerator in the browser: Play Oof Rescue! oofescape.bas.bin
  24. [NOW WITH LINUX AND MACOS SUPPORT!] Welcome to the batari Basic Extension for Visual Studio Code which allows users to create games for the Atari 2600 VCS using the batari Basic language. The average person who wants to make an Atari 2600 VCS game no longer has to spend years trying to figure out assembly language thanks to batari Basic! This extension was created and is maintained by mksmith for the AtariAge community and is free to use. If you have paid for this extension please seek a refund. Big thanks to everyone who has helped along the way and to the 60+ users who have so far installed the extension! Atari Dev Studio My new extension Atari Dev Studio for Homebrew Development is now available for designing homebrew games for the Atari 8-bit systems (Atari 2600 and 7800). Atari Dev Studio is a one-stop-shop for any programmer and includes a number of built-in features to allow you to design, develop and test games for your favourite system. Get started with batari Basic (2600) or 7800basic (7800) using easy to learn BASIC-like languages or go hard-core with assembly using dasm. During development test your creation using the Stella (2600) or A7800 (7800) emulators right from within Atari Dev Studio. I will continue to do minor updates to this extension for the time being if you wish to continue using this one. What is batari Basic? batari Basic created by Fred "batari" Quimby is a BASIC style language used in the creation of Atari 2600 games. batari Basic is compiled to generate a binary file that can by used on actual Atari 2600 VCS hardware via cartridge (such as a Harmony or UNO cart) or by using an Atari 2600 VCS emulator such as Stella. batari Basic logo created by RevEng (http://atariage.com/forums/topic/282960-batari-basic-logo). What is Stella? Stella is a multi-platform Atari 2600 VCS emulator released under the GNU General Public License (GPL). Stella was originally developed for Linux by Bradford W. Mott, and is currently maintained by Stephen Anthony. Since its original release several people have joined the development team to port Stella to other operating systems such as AcornOS, AmigaOS, DOS, FreeBSD, IRIX, Linux, OS/2, MacOS, Unix, and Windows. The development team is working hard to perfect the emulator and we hope you enjoy our effort. Stella is included as part this extension with many thanks to Stephen Anthony. Stella is a external project and can be downloaded separately here. If you enjoy using Stella place consider donating to ensure it's continued development. System requirements This release is compatible with Windows, Linux and macOS. The latest releases of batari Basic (BB.1.1d.reveng41), dasm (2.20.11 - 20171206) and Stella (6.0 - WIndows and Linux only) are included so you can be up and running straight after installing the extension. As noted you can optionally provide links to your own specific releases of batari Basic, dasm and Stella (or other emulators) via the configuration settings. Installing the extension The extension can be installed directly within Visual Studio Code. Complete the following: Install VS Code onto your Windows machine From the menu select View -> Extensions or click the Extensions button on the Activity Bar From the Extensions tab, click on the Search Extensions in Marketplace entry box and type batariBasic. Select the extension from the results list and click the Install button. Make sure you restart VS Code to ensure the extension is properly installed (thanks Gemintronic) Using batari Basic So you've installed this extension and want to create a new modern day Atari 2600 masterpiece? Help is available here: Random Terrain has created a very useful getting started page on how to use batariBasic with information about using the language and some great samples explaining key features: http://www.randomterrain.com/atari-2600-memories-batari-basic-commands.html The batari Basic forum at AtariAge is the perfect place to get help and assistance from the community: http://atariage.com/forums/forum/65-batari-basic Available features This extension includes the following features: Syntax highlighting for the batari Basic (.bas) and 6502/7 assembly (.asm, .a, .h) languages Compile batari Basic files (.bas) and dasm assembly files (.dasm) Optionally launch Stella (or other emulators) after compilation to test your program Customised batari Basic snippets containing some useful re-usuable code Provide links to your own specific releases of batari Basic, dasm and Stella rather than use the provided ones Extension settings A number of extension configuration options are available via the File > Preferences > Settings > Extensions > batari Basic tab allow you to customise your experience. Compiling your program To display the available extension features press CTRL+SHIFT+P to display the command palette. From the command palette prompt type bB or dasm to short-list the available options: batari Basic bB: Compile batari Basic source code (CTRL+ALT+N) bB: Compile batari Basic source code and run in emulator (CTRL+ALT+M) bB: Stop/kill the batari Basic compiler Dasm dasm: Compile assembly source code dasm: Compile assembly source code and run in emulator dasm: Stop/kill the assembly compiler General bB: Open the batari Basic Welcome page (CTRL+ALT+W) bB: Open the batari Basic forum at AtariAge (CTRL+ALT+F) Snippets The following batari Basic language snippets are available by entering the snippet prefix and pressing TAB in the code editor: bbntsccolors NTSC or bbpal60colors PAL-60 color tables bbscorevar output variables to the score for testing purposes (left and/or right) Note: If you are having trouble using the snippets press CTRL+SHIFT+P to display the command palette and choose the Insert Snippet option. Known Issues Please send a PM to mksmith Debugging the extension During the development phase of the extension i've added some developer output to assist with any issues that may appear. To view this output, open the Developer Tools using either CTRL+SHIFT+I or Help -> Toggle Developer Tools from the menu and in the debugger window, ensure the Console tab is activated (see image below). This information may help identify the area where the extension is failing to process. Releases 20190418 (Build 0.1.8 ) Added Stella 6.0 packages for Linux (Debian, 32-bit and 64-bit). macOS will still (for now) be required to provide a path to Stella. 20190416 (Build 0.1.7) Fixed issue compiling a file which was located in a subfolder of the open workspace (thanks vbauer!) 20190413 (Build 0.1.5, 0.1.6) - Preliminary Linux and macOS support! Fixed issues with chmod permissions for Linux and macOS (hopefully!) Added extension support for Linux (and macOS?) users. Linux users on a 64-bit OS will need to ensure they can execute 32-bit applications Added dasm executables for Linux and macOS users to compile assembly Added message for Linux and macOS user to configure the emulator path when attempting to launch a game [breaking] Updated setting dasm.compilerFolder to dasm.compilerPath so the user can now set the filename (more flexibility) Removed setting emulator.use64BitEmulator as the extension will now determine which release to use based on the architecture detected (Windows only for now) Removed the bbtemplatedpc starting DPC+ game template snippet as we now have templates available from the Welcome page 20190406 (Build 0.1.4) Added new Welcome page (CTRL+ALT+W) to provide quick access to key functionality (in progress) 20190402 (Build 0.1.2, 0.1.3) Fixed issue (hopefully!) where the VS Code Workspace folder was not properly determined (thanks TwentySixHundred!) Fixed issue launching Stella with a space in the compiled game filename Fixed issue validating potential errors from the compiler and is now less strict (thanks Lillapojkenpåön!) Updated the debugger output to include information from stdout and stderr pipes to help identify future potential validating issues Thanks to TwentySixHundred and Lillapojkenpåön for helping with a couple of compiler/launcher problems. 20190331 (Build 0.1.1) Added debugging information to all processes. To view this output, open the Developer Tools using either CTRL+SHIFT+I or Help -> Toggle Developer Tools from the menu. Added options to Stop/Kill the batari Basic and Dasm compilation process 20190311 (Build 0.1.0) - First public release
  25. [ON HOLD] So DionoiD has now released his WIP of Tower of Rubble and his take is amazing to say the least! Great visuals, music and game play really makes it a fantastic Atari 2600 conversion. So for now I'm going to leave this to one side - I might pick up the game to maybe do something different down the track. I'm also making the source code available if anyone wants to make use of anything. Tower of Rubble How long can you survive on the lethal TOWER OF RUBBLE as it crumbles and rebuilds itself around you? This is my first Atari 2600 game written batari Basic and DPC+ as a way of learning to code the Atari which I have recently returned to after a very long hiatus. I started coding just before Christmas so about 4 weeks worth of work so far. How to play Control the player with the joystick only (no fire button) moving left and right to run across the tiles and pushing up and down to climb. Learning to jump is key to surviving the tower and is essentially automatic: you jump off the edge and depending on whats in front of you, you will jump across and hang or drop and hang you can climb down backwards into a hanging position then move left/right to jump across (again depending on whats in front of you). there is a short jump (between 1 tile gap) and a long jump (between 2 tile gap). State of the game Currently a basic mechanics of the game is complete and the following is essentially complete: the player can run, jump, climb and hang around the main beam drops tiles randomly another beam destroys tiles and sends them crumbling into the water (moving from the outside-in) some basic sounds (walk, jump, death) pause game with Color/B&W button (press fire to continue) game currently ends and pauses for a period of time before returning to title screen (you can restart directly after a short pause here by pressing fire) I've had to work around a few things to keep the frames from jumping (hopefully!) There is still a number of things to finalise: test on real hardware (Harmony cart on it's way) balancing - game runs quite quickly ATM add some variation to the tiles (currently causing a few frame issues so not sure I will be able to do it) sound and music - always an issue for me but we'll see how I go! horizontal beam - will need to look at drawing this with the background (I believe?) - have about 900 bytes available in the bank I'm using for the beams. other beams - there are a couple of other beams which I need to investigate which drop and clear tiles slightly differently game over notification - still deciding on whether to add this as it will explain your death (would love to overlay but doesn't appear possible) any remaining bugs would love a 2 player version - I've partially coded it so this may be possible - not sure how may frames might be left though Feedback Any feedback would be very much appreciated. Real Hardware 17/01 - Currently it appears the game doesn't work on real hardware when launching off the title-screen (frame overrun) - will investigate. 18/01 - A build has been tested by @cimmerian which has fixed the launching issue but I still have a minor overrun with the crumbling beam to sort through 21/01 - This build should now run on hardware without any frame overruns [TBC] Downloads 20190121 - all frame overruns should now be removed (Stella is showing no overruns) as I've fully split the game initialisation (start) and beam completion (ie. main beam - adding tile, crumbling beam - removing columns) over multiple frames. This should set me up for adding the next horizontal beam (fingers crossed). towerofrubble.20190121.bin Older builds 20190117 - this release includes some sounds (Walk, Jump and Death), a number of optimisations to provide better/faster access to the ram bank, reduced cross-bank access (found 1 or 2 not required) and cleaned up a lot of no longer used code. The game runs a lot smoother and seems to have removed most/all frame overuns (finger crossed). towerofrubble.20190117.bin 20190115 - Initial WIP release towerofrubble.20190115.bin
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