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Blogs

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  • The (hopefully) weekly rant
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  • Guru Meditation
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  • Tezz's projects blog
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  • DJT's High Score Blog [Test]
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  • ¡Viva Atari!
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  • The hunt for the PAL Heavy Sixer
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  • HSC Experience
  • people to fix atari Blog
  • Gronka's Blog
  • Joey Z's Atari Projects
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  • Lynx Links
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  • My Ideas/Rants
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  • jamvans game hunting blog
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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. Welll, as I might've previously threatened, I took a few days to make an FPGA Channel F! (Channel FPGA if you will). After the Studio 2 FPGA I did earlier, I thought it'd be fun to try to simulate another underdog console. It took me about 4 days to get this one done, start to finish. Complete ground up everything. F8 CPU, 3853 SRAM interface, and video buffer. I cheated a little on the video buffer. The original buffer isn't terribly NTSC standards compliant. It uses 224 clocks per scanline instead of 228, and there's 264 scanlines instead of 262. Old 1970's TVs were fine with this, but capture cards and modern TVs probably don't take too kindly to that. I ended up with a 228 clock per scanline and 262 scanline frame to make it "NES like", which is good enough for most modern stuff. The audio circuitry was a direct clone, however, so pitch should be accurate. All games run perfectly as far as I can tell, and audio sounds like the various youtube videos I could find. This implemention runs on my standard FPGA board I made, along with all the other systems. Bottom of the post has dirty technical details for those that swing that way. Enough of that, on with the pictures! A good start- the G? selection screen. Built in game, hockey quadradooooooooooodle Alien Invaders Chess, requires extra RAM to function Maze (also needs extra ram, sitting on some IO ports. yep, got that) Pac-man homebrew. (title screen) In game. This game appears to be for a PAL Channel F maybe- the top and bottom get cut off a bit, but the game plays just fine. Technical details: Resource usage by entity: Cyclone EP3C25 FPGA F8 CPU: 723 LEs F3853 SRAM interface: 334 LEs framebuffer: 121 LEs generic SDRAM: 243 LEs This is approximately 6% of the FPGA's resources. (LE = logic element, the "currency" of FPGAs. my chip has 24624 LEs total) The F8 CPU was real "interesting" to simulate. I suspect the designers were under the influence when coming up with that particular bus state / 8 bit bus architecture. There's only a single level hardware stack for calls, no subtracts, jumps and calls corrupt the accumulator (loads PCH of new address into it for temp storage), and the slowness. dreadful slowness. The Channel F's frame buffer is slooow too. You can only write 1 new pixel every scanline, so a maximum of around 16Kpixels/second. This is why clearing the screen or updating too many things is dreadfully slow. Audio was straight forward but had a few wrinkles. If the sound is left on, it will go silent on its own after about 35ms. I noticed in some emulators the sound would continue long past the point it should've been silent because they did not implement this timeout. (It's done on the original hardware using a capacitor). I had a bunch of issues figuring out how the background select bits worked, and the 2102 SRAM on the Maze cart was connected. Some code disassembly helped with that. Overall, this system was extremely easy to simulate. The F8, while weird, ended up being pretty painless to implement and debug. Time taken was as follows: Tuseday - implement F8 CPU verilog, generate the bus state table. Wednesday - implement F3853 SRAM interface doodad (generates the address bus, and controls IO ports). Do some basic CPU testing Thursday - implement frame buffer. Do more CPU testing and debugging. CPU mostly debugged at this point Friday - no work Saturday - Fix final F8 bug (BR7 opcode). Implement XDC instruction- not listed on the datasheet. Demo cart 2 needs it. Add 2102 SRAM doodad. So about four days of work. I used signaltap (a built in "logic analyzer" in the Quartus 2 dev software) extensively to debug the system. Here's what that looks like for the curious. This is showing the various signals in the project. This is what happens at reset. The "Dbus" signal is the F8's data bus and the values on it, RST is reset, and ROMC is the 5 bit ROM control bus. "write" is the F8 write signal. These are a replica of the real chip's pin states. The capture starts when reset goes low to start operation (Yes my signals are all positive polarity even though the real chip's signals might not have been. standardization was used to keep things consistent).
  2. It's been a really long time since I've bought a homebrew and there looks to be many great ones to choose from. Which ones do folks really like and highly recommend almost like must haves? Been playing my 2600 a lot lately, and would like to get it something brand new.
  3. Magical Fairy Force, my upcoming 5200 title, will be demoed at the AtariAge booth at this year's Portland Retro Gaming Expo. This thread will track the development of this demo and also explain how this game works. I will be in attendance at PRGE for most of the day on Saturday, so if you see me hanging around, hit me up and I can show it off in person. The game is very heavily influenced by Twinkle Star Sprites, an awesome Neo-Geo game that you should go look up if you aren't familiar with it. Twinkle Star Sprites is a competitive top-down vertical shooter featuring a cast of cutesy characters blowing each other up. If Super Puzzle Fighter II Turbo and a game like Strikers 1945 had a baby, it would be very much like Twinkle Star Sprites. My game has the same basic gameplay concepts as TSS, but the details are very different. In this game, you will select one of eight characters, and attempt to defeat your opponent's character by shooting things on your half of the screen. Each character will have a set of unique abilities that can be used against your opponent. The last fairy still flying wins the game. For the Portland demo, the game will be locked into the two-player mode, so you'll see a character select screen like the one above. The game is compatible with the trak-ball, and hopefully we'll have two working trak-balls hooked up for the demo. The full release will include a single-player mode, hopefully with simple character endings. I'm not entirely sure how I'm going to do the single-player AI, but if I could make a 5200 beat me at curling, I'm sure I can figure something out. For a more detailed look at the eight characters, check out my previous character thread. For the demo, the gameplay should basically function, but a lot of details will be missing. In particular, I'm not sure how specialized the characters will be at this point. Currently the only difference between them is the size and shape of their character sprites. None of the special attacks are in place yet. At best, I might have a basic character ability set up for each character, but I wouldn't count on that happening by October. I will continue to post here with more information and gameplay details as the PRGE demo evolves. I will also be posting the demo ROM once it's ready so anyone that isn't attending the show can give it a try. At this point, I expect the game to be completed early next year. As is my style, the ROM and complete source code for the finished product will be freely available so people can play around with it or perhaps port it to the Atari 8-bit computers, as some kind folks did with my last two games.
  4. I am pleased to announce the release of my first Atari 2600 game programmed in assembly language. The game is called Gene Medic and it is based on a future of genome editing to cure common diseases. There is educational value to the game as it introduces concepts such as context-dependent mutations and the electronic health record. The full details along with the binary and heavily commented source code can be found at http://genemedic.org. Many thanks to everyone who has contributed to this forum. I learned a lot from this group and am, of course, still learning! I hope others will find my source code useful for their own Atari 2600 programming efforts.
  5. I don't know how much crossover there is between this forum and the vectrex area at proboards - in case there are homebrew programmers here who aren't aware of it - I've (re)started a project to write a Tailgunner lookalike which I started about 15 years ago and then shelved. This time I am determined to finish it and have got a lot farther than I did before - WIP can be seen at http://gtoal.com/vectrex/tailgunner/main.bin- I've been building it piece by piece and am now getting to the hard bit - the ships. I may have to cut a couple of corners but from experiments so far I think it should look enough like the original to evoke some of the same feeling when playing it. Anyway... I am coding this in public view - a recent (if not up to the hour) source will always be posted in http://gtoal.com/vectrex/tailgunner/main.c.html(or http://gtoal.com/vectrex/tailgunner/main.c ) and suggestions and collaborations are (extremely) welcome. Even criticisms :-) (Very thick skinned, I won't take offence. However some limitations I do already know about and were either expedient to get something started or are shortcuts to avoid computational overheads) I know people have wanted Tailgunner on the Vectrex for a long time, so if you're one of them and a programmer, feel free to contribute. This will be open source and free in all senses. I've set myself an informal deadline of Christmas (this year ) and one of the reasons I'm working on this in public view is so that there's pressure on me to finish it this time :-) Graham
  6. Hi everybody, Talking to a homebrewer here at AtariAge the topic of large ROMs (128KB+) came up. One part of the bankswitching schemes which always put me off is the amount of memory used by routing overhead and the hotspots. Yes, I know that in the great scheme of things that may end up being negligible, but the whole point of using bankswiting is to have more memory available and large ROMs require a larger number of hotspots So I was thinking if a trade off with RAM could be acceptable, why not have a hotspot in RAM and bankswitch according to the value saved in that hotspot. The idea is that a write to that specific address would trigger the bankswitch. A read to that address would not do anything as the bank is already selected. Using a full byte in RAM, the cart could have 1MB of ROM available (256 * 4096). Coding would be as simple as loading the accumulator with the desired bank number and storing it into the hotspot address in RAM. With one additional RAM byte, the BS routine could route a call to 256 distinct subroutines in the new bank (see diagram below). And a relatively simple one-size-fits-all solution could be created by using another RAM byte and a single dispatch sub-routine: Does anything like this exist already? Would it make sense to use it for very large ROMs?
  7. Hi everyone interested, while we are at the middle of creating our entry for the 30 years Lynx compo organized by atarigamer.com, I thought it might be nice to share some details on tools or concepts we use. I will happily answer questions but some replies may take a while during the compo We work on a rendition of Assembloids, a fast-paced action puzzler. The concept was originally developed by Photonstorm for the flash game 'Quartet' and we ported it to C64 and Atari2600. The original artist contributed to the C64 variant back then and we have the official ok to spread the love across multiple systems. The Atari Lynx surely was missing so far! We try our best to give it some different style and touch for each system and to make the best use of the given hardware. Not too long ago we formed some hobbyist homebrew game-dev group 'PriorArt' and you can find us here: http://priorartgames.eu For Assembloids Lynx, I (Martin) work on the code, Oliver 'v3to' Lindau does most of the main graphics and Kamil 'jammer' Wolnikowski is the man behind the sound effects and music. I get most fun out of developing for any platform when I have everything understood from scratch and am aware of every single byte written. This also means that all bugs are my own So everything is written in assembly language and I usually write my own tools. For this game the only external tool I use is 'sprpck' that basically does exactly what I need and had not time/motivation to write my own converter Thank you for it! But no other libraries, loaders, converters or routines by others were used. This may sound tedious but it is half-the-fun. Of course this approach heavily relies on information available somewhere and I thank in particular: Bjoern Spruck for detailed information and examples, Bastian Schick for much of the legacy documentation and pioneering work, Karri for sharing thoughts and enthusiasm, And LXdev for his 'Diary of an Atari Lynx developer' which was a great start! And also Bernd Thomas for his flashcard that I needed alot to test things on real hardware which still differs alot from emulation, Sascha 'Luchs' for hints and contacts and a couple of hardware-tests, i.e. for the true RGB image routine the Retrokompott podcast (with Oliver Lindau) who triggered my urge to look into the Lynx, Igor from atariage.com for constructing a 'center of knowledge and information' for the Atari Lynx + everyone involved in emulation-development which is the key for anything getting done today [sorry if I forgot something while writing this up, feel free to ping me or simply comment here] And, naturally, my own group mates for their patience during endless (still ongoing) test-iterations Preferring coding in assembler from scratch, I soon needed/wanted some own loading routine. The one I now use loads pretty fast and the whole loader fits into the smallest possible decode-unit of 50 bytes. There is an Atariage thread about the start of my routine. I also prefer to stay optimal and not 'waste' space (this is purely emotional these days as 128KB or 1MB hardly make no cost difference anymore). Anyway, Assembloids Lynx suits into a 128KB cartridge. This is already way too much text so I will take a break here and add details here and there Cheers, Martin 'enthusi' Wendt
  8. Fairy Land is in trouble! The evil fairy queen Zevasha and her dark minions have their sights set on conquering this peaceful land! Good Queen Sugar rallies her forces and calls her allies to defend sweet Fairy Land from evil! Are you ready to answer the call? Magical Fairy Force for your Atari 5200 will place YOU in the Fairy Arena! Strap on the wings of one of eight characters and fight to save Fairy Land... or conquer it! Get ready for intense head-to-head trak-ball action! Don't worry, joysticks work too! While still very early in development, it's time to start showing off some characters. All screenshots are from early development builds and are extremely subject to change. So, let's meet our first hero! Pink Barrette Age: 7 Likes: Justice Hates: Evil Robots A superhero from Earth, at least in her imagination, Judy assumes her powers when she puts on her favorite pink barrette. She frequently visits Fairy Land, where she is known as a great hero and defender of justice. Although usually locked in battle with Dominic, a boy in her neighborhood known for his evil robot creations, Pink has chosen to answer Queen Sugar's call for aid and rushes to the defense of Fairy Land. Will her powers of justice be enough to stop the evil Zevasha? Notes: Pink is a character I originally came up with for a PC game I was working on. That project kind of fell apart, but I loved the character so much that I really wanted to use her for something, and this game seemed perfect. I still want to put her in her own game someday, hopefully it will happen. Who is that other person on the character select screen? Stay tuned to this thread to find out!
  9. Looking to find a copy of Desert Bus for the Atari 2600 and Intellivision systems. I can't seem to find much about the Atari 2600 version besides outdated links that usually end in error 404s, and I did see that the Intellivision copy is for sale on ebay at the time of this post, but I would prefer a cheaper option as that one is $40 PLUS $15 shipping.
  10. I want to start getting into the Programming community but I have some questions. Like "What programming language should I Look into?" and "are there any programs that make development on projects easier (e.g. BatariBASIC)?". I have little to no programming knowledge (the most I've done is write a very basic calculator in " BASIC256"), so beginning to learn any programming language will be difficult. Do you guys and gals on AtariAge have any tips?
  11. Received my copy from Orion in the mail yesterday. I will see about doing one of my video reviews of it, but a few things I want people to be aware of and my initial impressions: First the cart itself is using one of the generic genesis like snap together shells similar to what Piko uses. Additionally it uses the new flash boards that Krikzz designed so the PCB connector edge is a bit on the thick side since they aren't tapered. Be careful inserting them into your console as I've heard reports of these PCBs putting too much pressure on some pins and bending them down into the console. Game came in a universal game case with insert and small typed out manual that explains the basics of the story and game play in several languages. Unfortunately due to the snap together design of these carts, mine arrived mostly intact but soon came separated when I pulled it out of my genesis after my first play session. Found out later one of the snap tabs apparently had broken off internally but I didn't find any loose plastic anywhere so not sure when it happened. I took care of this by finding some small slightly larger diameter machine screws and tapping the posts on the inside to match. Then drilled out new holes through the back case through the centers of the molded mock up security screw heads on the case. That is the bad out of the way... thankfully the game itself...is honestly? Excellent, and I was very pleasantly surprised by that! The videos shown of the game pretty much display the game play in full. But the game plays out similar to the game Flashback in that you control a character and have inventory of items collected and move platform style from screen to screen. However, the actual mechanics of the game play out more like N+ released a few years back on several platforms. No wall jumping, but the character control is very tight and impressive for such a little sprite! Also, all the music is PCM recorded! It does suffer from some static in music that I notice especially on the title screen and during the in game music, but it could be my modded va2 model 1 Genesis to blame for some of that. But the music itself is really well done and I found to be very catchy! I don't know exactly how many different tracks there are, but so far I've heard two different in game tracks between levels 1 - 6 that I've managed to get through so far. Title screen and Credits. And I'm going to guess that the in-game music changes after each third level? At least that is what happened on my playing of the game last night. The graphics are exactly as you've seen in the videos. That is, it is very much pixel art that I would call refined 8-bit style with 16-bit accents. It is hard to explain, but again if you seen the videos you've seen the graphics. I personally really like this art style and find that is suits this game excellently. It is also cool to see how much animation was actually applied to the main character sprite when he is pretty much the least detailed thing on the screen. And I honestly don't mean that in a bad way at all. It is impressive I think. The game provides a very fair challenge in that it is tough in places, but if you're patient, you can eventually figure out the pattern needed to get past a certain enemy. Because of this and the other game play mechanic of hacking the terminals, the game is also similar to that wonderful classic game...Impossible Mission. So yeah...game play style similar to Flashback and Impossible Mission with enemy patterns, with the game character movements similar to N+. I've found the game to be quite addicting so far with that "Just one more time and I know I can get a bit further..." hook to it. I have seen at least one graphic glitch and another small bug when I picked up the 3rd pass key on the first area of the game. But nothing game breaking. Additionally, only the 3rd pass key bit has been reproducible each time. But yeah! I'm really digging this game and very glad I decided to pull the trigger on it. I do think that for the asking price of basically $60 USD including the shipping, that the cart should be in an actual Genesis/Megadrive shell and I wish these new PCBs has tapered edges on them. Luckily my 32x doesn't seem to have any issues with this cart edge, but yeah..just keep it in mind. I also hope that future versions of the game come with a more detailed manual with screen shots and illustrated cover. And while I'm not a huge fan of the universal game cases, I do think it would be cool to have the insert include additional graphics and art on the backside so it can be seen through the case since the uni cases are semi transparent. So that is my initial thoughts on the game and again I'm glad to have picked it up! If you haven't read up or heard about the game...here is Orion's video here advertising the game. The music you hear in the video is the same you hear on the Genesis but again at lower quality, mono, and at least on mine a bit staticcy. For more information or to purchase a copy for yourself, visit Orion's website below: http://orionsoft.free.fr/
  12. STELLA-THON 12 HOUR TWITCH HOMEBREW GAMING MARATHON FUNDRAISER! WATCH YOUTUBE ARCHIVE OF EVENT: Part 1, Part 2, Part 3, Part 4 STELLA-THON DONATION PAGE (GoFundMe): https://www.gofundme.com/zeropagehomebrew-stellafundraiser2019 STELLA-THON AUCTION LIST (EBay): https://www.ebay.ca/sch/rantradio/m.html WHAT: 12 Hour Gaming Marathon Auction & Fundraiser for Stella Development WHEN: Friday July 12, 2019 (Noon to Midnight PT!) STARTS: 12PM PT | 3PM ET | 7PM GMT ENDS: 12AM PT | 3AM ET | 7AM GMT WHERE: ZeroPage Homebrew Twitch Stream ZeroPage Homebrew will be streaming a 12 HOUR homebrew gaming marathon auction & fundraiser on July 12, 2019 for the continued development of the amazing Atari 2600 emulator Stella. Stella development began in 1996, is maintained by Stephen Anthony (stephena), and many contributors have put in the their time, equipment and dollars over the years towards its continued success. 100% of all funds raised through auctions and donations will go to the Stella project! Over the twelve hours of the marathon the crew at ZeroPage will be playing all your favourite homebrews, taking gaming challenges from the chat, trying for new highscores and generally having a ton of fun. We'll also be auctioning off a whole bunch of generously donated items to help raise funds for the incredible work that's being done on Stella. Supporting the development of Stella not only provides you with an amazing Atari 2600 emulator to play all your favourite old school and new homebrew games, it's also and incredibly important tool in the development of new games for your VCS! Stella has a large number of helpful utilities under the hood to help troubleshoot and analyze issues during the process of making a game. By supporting Stella, you're helping accelerate the development of games and push games to further and further heights! Generously Donated Auction Items: CLICK HERE FULL LIST OF ITEMS ON EBAY (NOTE: Above list goes active at the start of the the Stella-thon!) - Draconian - CIB (Signed) : Donated by Darrell Spice Jr. (@SpiceWare) - Medieval Mayhem - CIB with Rare Clear Shell Cart with Box (Signed) : Donated by Darrell Spice Jr. (@SpiceWare) - Space Rocks - CIB w/ Fridge Magnet (Signed) : Donated by Darrell Spice Jr. (@SpiceWare) - Space Rocks - Poster (Signed) : Donated by Darrell Spice Jr. (@SpiceWare) - Stay Frosty 2 - CIB w/ Limited Edition Cart #51 (Signed) : Donated by Darrell Spice Jr.(@SpiceWare) - Stella's Stocking - Cart #153 with Manual (Signed) : Donated by Darrell Spice Jr. (@SpiceWare) - Galaga - CIB (Signed): Donated by John Champeau (@johnnywc) of Champ Games (NOTE: Game will be released/shipped ~2019Q4) - Retron77 Console - CIB Loaded with Homebrew binaries donated by Chris Walton (@cd-w), @Nathan Strum, @Thomas Jentzsch, Manuel Rotschkar (@Cybergoth), Darrell Spice Jr. (@SpiceWare), @Andrew Davie, Oscar Toledo G. (@nanochess), Karl Garrison (@Karl G) and John W. Champeau (@johnnywc) & Manuals from @Albert of AtariAge (PLUS 2600-daptor D9, USB cable, OTG cable for the 2600-dapter, Retro-bit Genesis Gamepad) Donated by Nathan Strum (@Nathan Strum) - Astronomer - CIB, Limited Edition #40 (Last Copy!) : Donated by David Flemming (@ozyr) of Packrat Video Games - The Atari 2600 Homebrew Companion Volume 1 & 2 (Vol 1 & 2: Signed by Ed Fries (@Ed Fries) (Microsoft/Halo/Halo 2600), Darrell Spice Jr. (@SpiceWare)| Vol 2 signed by Brock Keaghey (@TheMajorHavoc) (Nexion 3D)) : Signed & Donated by Brian Matherne (@Arenafoot) - Gold Rush - CIB (Signed): Donated by Dan Kitchen (@TikiDan) of Tikivision (NOTE: Game will be released/shipped ~2019Q4) - Halo 2600 - CIB (Signed by Ed Fries @Ed Fries) Donated by Albert Yarusso (@Albert) of AtariAge Video/Audio/Text Call Ins Schedule: 1PM PT: Thomas Jentzsch @Thomas Jentzsch 2PM PT: John Champeau @johnnywc 3PM PT: Darrell Spice Jr. @SpiceWare 4PM PT: Dan Kitchen @TikiDan 5PM PT: Stephen Anthony (Stella) @stephena 6PM PT: TBD 7PM PT: Nathan Strum @Nathan Strum - + more! Events During Show - High Score Challenges: Wall Jump Ninja (Reclaim World Record), Crazy Balloon (Reclaim World Record), Draconian (World Record Increase), Draconian (First Level Only High Score), Astronomer (Patch Challenge), Ameoba Jump High Score Challenge (Dionoid's high is 21,256), Mappy (for 2019 Homebrew Tournament Round #4) - Games to Finish: Knight Guy in Low Res World, Ninjish Guy in Low Res World, Spies in the Night 2, KO Boxing & AVGN KO Boxing, Lost Cat, Hunchy II, Isaiah's Wii Chase, The Stacks, Deepstone Catacomb - Reveals: Box Art for Aardvark More Ideas: - What homebrew games would you like to see us play during the marathon? - Highscores we should try to beat? - Games we should try to finish? - Crazy challenges we should try? (One we're going to try is the highest score possible staying on level 1 of Draconian!) - Other ideas?
  13. Help CRT, the chromatic alien life form, to find his way through 255 levels of increasing difficulty. Collect Rainbow Gems for power, defeat Evil Things that want to suck all the color out of existence, and bring color to the universe. Thank you to Zeropage Homebrew for giving me some ideas on things I could fix, and thank you Karl G for providing the statusbaronly mini-kernel. Final Version: Gem rooms: 25 points each, restore HP (40% chance) Mob rooms: 100 points each, chases player (40% chance) Boss rooms: 500 points and full HP upon kill, uses a beam attack (20% chance) level 2: pfpixels flip randomly each new level level 4: permanent wall 1 (right) level 6: permanent wall 2 (right) level 8: permanent wall 3 (center) level 10: permanent wall 4 (left) level 16: rainbow strobing playfields level 18: 1 pixel reverse scanline level 20: 2 pixel reverse scanline level 22: 4 pixel reverse scanline level 24: playfield flashes visible/invisible Enemies: 1 to 3 + (level/4) enemy spawns Gems: 4 + (level/4) gem spawns Bosses: 4 to 5 + (level/2) Boss HP Main screen: select level from 1-255 using up/down, start with fire or select. Game: move with up/down/left/right, shoot with fire, collect gems, kill enemies, advance to the next room when the north wall opens up. Reset switch returns to title screen. Left Difficulty Switch toggles the constant HP drain. Game Over: use the Reset Switch to return to title *Not Recommended for people with photo-sensitive epilepsy* CRT_Final.bin
  14. STELLA-THON 12 HOUR TWITCH HOMEBREW GAMING MARATHON FUNDRAISER! MORE INFO: https://atariage.com/forums/topic/291293-stella-thon-12-hour-gaming-marathon-fundraiser/ ZeroPage Homebrew will be livestreaming a 12 HOUR Twitch homebrew gaming MARATHON FUNDRAISER on JULY 12, 2019 for the continued development of the amazing Atari 2600 emulator Stella. Stella development began in 1996, is maintained by Stephen Anthony (stephena), and many contributors have put in the their time, equipment and dollars over the years towards its continued success. 100% of all funds raised through auctions and donations will go to the Stella project! Stella-thon: Friday July 12, 2019 (Noon to Midnight PT!) Start Time: 12PM PT | 3PM ET | 7PM GMT LiveStream: https://www.twitch.tv/zeropagehomebrew/ We'll be challenging ourselves through the 12 hours by beating world records, finishing homebrew games, getting new highscores and trying for game patches! We'll also be having video/audio/text call-ins from homebrew superstars and community members such as Darrell Spice Jr., John Champeau, Thomas Jentzsch, Dan Kitchen, Nathan Strum, Steve Anthony and more! Auction Items: Draconian (Signed CIB Signed), Medieval Mayhem (Signed CIB with Rare Clear Shell Cart), Space Rocks (Signed CIB w/ Fridge Magnet), Space Rocks (Signed Poster), Stay Frosty 2 (Signed CIB Limited Edition Cart #51), Stella's Stocking (Signed Cart #153 with Manual), Galaga 2600 (Signed CIB), Retron77 Console (CIB Loaded with Homebrew binaries and adapters), Astronomer (CIB Limited Edition #40 - Last Copy!), PLUS MORE! Supporting the development of Stella not only provides you with an amazing Atari 2600 emulator to play all your favourite old school and new homebrew games, it's also and incredibly important tool in the development of new games for your VCS! Stella has a large number of helpful utilities under the hood to help troubleshoot and analyze issues during the process of making a game. By supporting Stella, you're helping accelerate the development of games and push games to further and further heights! See you on Friday July 12, 2019!!
  15. Hi there, As you may (or not) know, we've just completed the Intellivision version of Sydney Hunter & The Sacred Tribe (see videos on next post) It goes without saying that I was going to port it to the Colecovision! In fact, I've started working on the CV graphics The game have over 100 different screens filled with great enemies, secrets and fun! Stay tuned for more works in progress! Here's the Intellivision version compared to the Colecovision version
  16. https://www.kickstarter.com/projects/nescape/nescape-an-escape-room-game-for-the-original-nes/ NEScape! is a new NES game being released soon by KHAN Games. It's fully developed, Kickstarter is being used to raise funds for a CIB physical release. You can also purchase the ROM for $10. Despite it using a relatively unique hardware, the ROM can be played on PowerPak and Everdrive flash cartridges, as well as recent emulators such as Mesen and FCEUX (interim builds since 2016 or so, including RetroArch). Note for full disclosure, I'm supplying the boards for this project, so I stand to make a couple bucks (literally) per cartridge order. The kickstarter page talks a little about the GTROM board the game uses. It's a particularly good board for those who are self-publishing. for it being low cost and coming preassembled and tested (512kB FlashROM, 32kB RAM). The kickstarter has less than 2 weeks remaining.
  17. Hi, just wanted to start a thread here for my next Vectrex game (my first was Big Blue). I have done no programming since the end of May but will pick things up again now summer is over. This was the last video I recorded: I added a vulture that dropped power ups since that video. Originally the next game was going to be Frontier which will be a wild west adventure game... but I think I will now release this as Outlaw Hill (guess the games it's inspired by Currently it's 2 player Vs only but I will try to add an AI opponent... if that doesn't work out I will add a separate 1 player game as I know 2 player only games aren't always popular. Doubt this will be out until 2018 but I'll keep the updates coming. www.vectorrepublic.co.uk
  18. UPDATED 6/15/19 11:51 AM EDT: Rare ColecoVision Homebrews For Sale A couple of rarities remaining from my collection that I no longer need/want for various reasons. Asking prices are generally the same as what I paid for them. Both games are complete, in the original box, and in MINT/NM condition unless otherwise stated. CS/PONG comes in a plastic game box protector. Please see photos. Computer Space / PONG (CollectorVision) - Limited edition numbered #143 of 150; BLACK cartridges ... $160.00 USD **SOLD** Steamroller (Retrotopia) - Cardboard box; 2000 release; some discoloration on cart label ... $80.00 USD **SOLD** Prices INCLUDE USPS/Canada Post standard ground shipping anywhere in Canada or continental United States. If you wish me to ship via air or some other carrier, or if you need me to ship outside North America, please contact me. Payment via PayPal accepted at algonquin2034 (at) gmail (dot) com Will ship well protected in strong shipping box within 2 days of receiving payment.
  19. Time to announce the third game of the 2019 Harmony Games Tournament which is Space Game which that won for best batari Basic Game in The 2018 Atari Awards. you can get the game here (along with instructions) Here are the rules: Play on Save the Earth Hard Mode (Left difficulty on B Right on A) Scoring goes for as forward: top 10: 10 (for first) to 2(for tenth) 1 for everybody after 10 This round ends on June 2nd at 2pm Central if you beat the game you get 5 bonus points Good Luck (sorry took so long to post this was busy with other items)
  20. Lumi

    Drive!

    [Make sure you download the files attached to this post, as they are the most recent. I only have permission to edit this post.] Hello, everyone! I've been developing an Atari 2600 homebrew game for the last little while, and I think it's nearing completion, but I'd like to get more feedback before I call it final. It's a 4K, single player paddle game with SaveKey/AtariVox support. Plot: In this game, you must use the paddle controllers to steer your car left and right, avoiding obstacles in your path while collecting treasures. When you touch a treasure, you will get 1500 points and it will be added to your collection (the yellow dots on the left side of the status bar). You can have up to 5 treasures in your collection at a time. At any point, you can press the paddle controller's trigger to "burn" a treasure, giving you the energy to jump a short distance over any obstacles in your path. Any treasures you have left when your game ends will grant you an extra 1500 points. The game is won upon reaching 99,999 points. There are different kinds of treasures. Some of them will grant you unique powers: Gold coin: Does not grant any powers, is only worth points. Necklace: Gives you an extra life (the red dots on the right side of the status bar). You can have up to four lives at a time. Jar: Lets you pass through all barriers for a few seconds. Statuette: Lets you jump as much as you want with no penalties for a few seconds. The game will speed up when you get enough points. There will be a transition period where the game stops generating obstacles briefly, and the speed-up will occur while there are no obstacles on the screen. The difficulty switches toggle certain features. I highly recommend setting both to A for the full experience (Note: Stella sets both to B by default): - The left difficulty switch will make obstacles farther apart (B) or closer together (A). - The right difficulty switch turns moving obstacles off (B) or on (A). If the game feels too easy for you, enable Speed Freak mode! Simply press the game select switch at any point. When the title screen's background is red, this mode is enabled. Finally, the most important feature: if you press the paddle trigger while you have no treasures in your collection, you can honk the horn! Wow! As previously mentioned, the SaveKey and AtariVox are fully compatible for saving high scores (although there are no AtariVox speech functions). It saves unique high scores for Normal and Speed Freak modes. If you want to clear your high scores, press the game select and game reset switches at the same time. So, that's everything you need to know! Feel free to give feedback. However, there is very little free space in the ROM, so I probably won't be able to implement any extensive new features. Sorry about that. [Please make sure you download the following files] Drive! v1.5.3 NTSC.bin Drive! v1.5.3 PAL.bin
  21. Robo-Ninja Climb is a direct Atari port of my NES homebrew entry for the 2017 NESDev homebrew competition. It was sort of a self-challenge: can I directly take the NES game logic code (most of which was written in C in cc65), replace the rendering, sound, and controls, and make the same game run on the VCS? Turns out the answer is yes: the majority of the game logic is the exact same code as the NES version. Inspired by both those endless climbing games for mobile phones, and a Walaber's Wall Jump Ninja, you try to guide Robo-Ninja as he climbs through 5 levels filled with spikes and lasers. After 5 levels, it will start at the beginning, increasing the speed every time! Controls: Press the button to jump. Hold left or right to steer Robo-Ninja in mid-air (you can climb upwards by tapping jump, and holding back towards the wall that you're on). Press down to slide downwards. Items: There are 3 items you can collect (a small colored square). Orange: Double Jump. Once collected, you can jump a 2nd time in mid-air. Purple: Climber. You can now press up to climb directly up a wall Red: Rocket Pack. Instead of jumping and holding walls, the rocket pack will propel you upwards. Difficulty: Use the left difficulty switch to toggle between easy/hard mode. Hard mode is what I consider to be the "real" game: it's a bit faster, and has 1-hit kills. Let me know if you run into any bugs or issues. I'm not as likely to make major gameplay changes at this point, but I do want to make sure it runs well. robo-ninja-climb-20180801.bin [edit: updated file to prevent title/level screens from disappearing too quickly, updated graphics] robo-ninja-climb-20180717.bin robo-ninja-climb-20180728.bin
  22. Time to announce the Second Game of the 2019 Harmony Games Tournament which is Miner 2049 which won for Best Game Hack in the 2018 Atari Awards the Game and instructions can be found here Instructions to original Miner 2049 game can be found here game play is basically the same just bit faster This round start today(4/11) at noon Central and Ends on May 2nd at 2pm central Scoring is the same like before Point scoring: top 10: 10 (for first) to 2(for tenth) 1 for everybody after 10 you can post scores here (or if your registered at avconline.freeforums.net (haromny games topic) ) leader board will be posted here and on AVC Online Forum (you can play using Harmony, actual cart or emulator.) Good Luck!!
  23. It's Easter time and what better way to celebrate than to play a new Atari Lynx game from Atari Gamer - Eggsavier's Cackleberry Rescue. This is a LCD style game in the theme of the famous Game and Watch type consoles. There is a little bit of colour and music thrown in on the title screen but once you get to the game itself, it's very reminiscent of these old style LCD consoles! Here's a short introduction article about this game - https://atarigamer.com/articles/eggsavier-s-cackleberry-rescue---a-new-game-for-atari-lynx You can play it online via the Atari Lynx emulator here - https://atarigamer.com/lynx/play/EggsaviersCackleberryRescue/926170969 ...or download the ROM here - https://atarigamer.com/ag-api/lynx/rom/EggsaviersCackleberryRescue/926170969 Here are some screenshots...
  24. Yesterday, while travelinng on a train, wrote in three hours a quick port of Griel's quest, a game I had in my to do list for a while. The game is a puzzle game and in origin was a japanes title for MSX2, but some years ago it was redone for MSX and the sources released on github (I used them only for gfx base and for level data). It's nothing special at this poiut (just a POC, with bad gfx, no sound an many thing missing) but the game has potential. I'll continue working on it, but very slowly because I already have three big project ongoing (two are for Lynx: one is Xump that will be released nexth month at Revision 2019, and the other is a secret). Meanwhile, you can test the first two levels, and preview the other 54. Move with arrows, B restart the level, A skip to next level. For other game instruction, there is a video of the MSX version on youtube, it's easy to guess the rules. And, if someone want contibute to the port helping with the graphic or making tunes with chipper, he is welcome. griels-quest_v0.1.zip
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