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I know Star Strike isn't the most playable of the classic games, despite its top notch graphics for its time. But i think the concept of a Star Wars inspired Trench run space battle game always has potential to be fun. You could even have a vector like level as a homage to the Star Wars arcade game. Anyone else onboard?
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Ok, this has got to be the absolute WEIRDEST bug I've ever seen. I discovered it while chasing down a bizarre "Flip to Color Stack" bug in my program. Here's the scenario: I have a function that resides at $C022 in the memory map. It was a simple "spin and wait for keypress" function. Every so often, calling it would flip the display into color stack mode! Now, I'm already aware that the STIC is read-sensitive at location $C021, due to aliasing. And reading $C021 will pop the display into color stack mode. But, I wasn't reading $C021, at least not directly. I've constructed a minimal test case (attached). The key comes down to the highlighted two lines: @@loop: NOP ; Take this out, and it goes away CALL BUG B @@loop .... ORG $C022 BUG MVI $1FE, R0 ; Take this out, and it goes away JR R5 I think the NOP can be any instruction, so long as there's a linear fetch leading into CALL BUG. I tried putting the @@loop label on CALL BUG and it didn't trigger. Likewise, if I try to remove the MVI $1FE, R0 in the BUG function, it goes away. But, if I bracket it with "PSHR R5/PULR PC", it still triggers(!). That is, if I rewrite BUG as follows, the bug still triggers, as long as I also keep that MVI in there too: BUG PSHR R5 MVI $1FE, R0 ; Take this out, and it goes away PULR PC What the code should do is stay in FGBG mode. In that mode, you'll get gobbledegook on a black screen. (See attached expected result.) But, on a real Intellivision, you get the attached photo instead. Is it only my Intellivision? (I haven't had the time to dig out an Intellivision 2 or even try it on another Intellivision 1.) This is a totally bizarre bug! I worked around it in my code by moving the function down. But still... it was and still is a true head scratcher. I have no idea what the root cause might be. I don't own a logic analyzer either, so I can't really see what's happening on the bus. I will say this: I saw the bug both with a CC3 and a JLP board, so the board isn't likely to be the culprit. weird_bug.zip
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Is it possible to fasten this female into shielding like it originally was? It seems to have slipped out everytime I put in a coaxial. Otherwise it is fine. I have no clue how it originally was.
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Hi guys! How are you all doing? I hope you all are OK in these hard times. I wanted to let you know that we (Kai Magazine as developer and Elektronite as publisher) are working on the remake of the Intellivision's original TNT Cowboy, with the same essence that you enjoyed so much (as many people told us) but better graphics, musics and longer game-play. The game has the same depth and fun as the original: A "Final Fantasy" kind of game (where you can level up your character, accept quests, earn money, build your reputation, buy abilities and better equipment, etc) but instead of boring turn based combats, you get to blow up all those mutant beasts and undead creatures with TNT charges in real time! Regardless of this last statement, it is family friendly, it is aimed for all ages. The game will also have new features such as multiplayer! We thought it would be fun for those who played the original game, to be able to compare certain key elements and areas of the original game versus the remake's same elements and areas, so here you can see a bunch of pics, showing the original Intellivision’s graphics, and the remade graphics of those areas. I hope they are shown in the same order I uploaded them, so they are easier to compare ^_^! Many graphics and elements still need to be improved, such as the main character itself and some background details, so the final game will probably look much better than this. We are developing the game in Unity, so it can be easily ported to any modern console or device. We are aiming the game performance to work (with different quality settings) to the following systems: -Amico -Atari VCS -Nintendo Switch -PC (Steam) Other systems might be considered in the future. We will publish a promo video shortly, so stay tuned if you are interested in this game. Please let us know what you think about it, and for which systems would you like to see this game published in. Stay safe!
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Intellivision controller membrane replacement
AlwaysOnPlanetPatrol posted a blog entry in Rose-Tinted Recollections
Other than my main Atari 7800 console, the other (retro) console that gets a workout in my household is the Intellivision. I've always found the controls frustrating, especially the disc. Since I have two systems, I can actually compare what they are supposed to be like since one seems to have the controls working properly. The unit that's a bit more beat up cosmetically is the one that seems to function better. So I'd like to get the main unit we use working in the same way. I searched for replacement controllers, considering building my own out of arcade parts, and even debated about swapping the controllers. In the end I came across RWAP's replacement membranes. Interesting enough, I found the original thread here at AA after purchasing them. I have an Intellivision I, made in Hong Kong circa 1979 so I figured perhaps over the years the component degraded and worthwhile doing the replacement. I ordered mine and about a week or so they arrived from the UK. May have arrived sooner but with Covid-19 I wasn't really going to the mailbox every day. The pair of membranes look in pristine condition and pretty much identical keypad buttons. Here we are in 2020 and one can get amazing parts for an old system. Having done replacements in various Atari controllers, the Intellivision version takes more patience and I personally found it tricky. Unscrewing the controllers shows the simple (non-)mechanical nature of this controller. The trick to get these out is to slide the side buttons up. The 5 layers should come off easily. My circuit boards said REV E 1 and 2 for each of the controllers. The Replacement Process Open the controller by removing the four screws Once open take out the disk and the spring. Keep track of the plastic thin disc that goes between the two controller layers. Slide up the two side buttons. Pull out the entire plastic circuits. Nothing should be attacked or glued to the controller. I suggest you make a note of the order. The replacement pieces come gently pre-folded. On the two shorter keypad pieces do a proper fold on the two sides. The better you fold it, the nicer it will sit snugly on the controller. On my controller, the attached foam pad ended up being too thick. I used the replacement pad provided. Peel the thicker pad gently. Fold the longer membrane with the clear piece sitting in between. DO NOT fold it too much or you may break the circuit lines, fold in the clear sections to keep its shape. No that the disc contacts are set lower than the keyboard, so you will need to. There should be two plastic pins above and below the keyboard that allow you to guide the mylar replacements and provide alignment. The tricky part will be to replace it. Align the longer parts focusing on the keypad section. Place the two smaller keypad pieces above it. Push the two side button sections in and put the buttons back in. You may need to push the sides in a bit more although I found the action of putting the buttons back helped. Make sure the disc section sits centrally. Place the white disk between the clear and the bottom layer. Place the spring and the plastic disc controller over the circuit. Screw the controller case back in. I should note that the first time I installed it, I skipped the plastic thin disc and nothing worked properly. That's when I also noticed the bulge due to the thicker pad. Layer Order The layer with the circuit contacts with the foam attachment goes to the very bottom, while the gold keypad will be the top layer. The transparent long piece will go in between the two longer circuit membranes. Observations It's a tricky set-up and takes patience. Before this I never bothered to see how the internals of the Intellivision worked. It's great that RWAP included the thinner variety of the foam pad. For Snafu or Space Armada, I can notice the difference. For Pac-Man and Lock'n'Chase it's pretty much the same, so I'm guessing it's the game or my skill. I will probably order another pair just to have the parts. I'd love to find replacement brand-new side buttons or disc just to spruce things up a bit. Overall I'm very happy with the replacement part.- 1 comment
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On the right controller, press one button from each column and row on the keypad—ie. 1 + 5 + 9 + C works—and a diagonal on the disc that also sets what I call the 'corner' bit—NE, NNE, NW, WNW, SW, SSW, SE, ESE—and with your third hand, hit reset. You should see this: This one requires some contortion in jzIntv to activate... Across the top of the keyboard, I pressed: 1, E, D, 5, 9, = and tapped F12. Tada.
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MY COLLECTION HI everyone, I'm Lorenzo, I'm collector of Intellivision cassettes and I live in Italy. I want to show my collection of various photographs, which I have done over of these years. It is detailed photos, which reveal all the contents of the cassettes. I would start with the photographs of the legendary 125, and I just took a cue from beautiful lists that made cmarts, in his post "original-125-checklist". Then they will have pictures of my entire collection, which now has 456 well-game cassettes Intellivision, with over 80 double boxes, 105 boxes NEW, and differences between various boxes, booklets and various versions. To put all my photos, I think it will take days, so, be patient .. There will also be photos showing the various versions of the box. Will follow in the end, more and more of miscellaneous photos of the magnificent Mattel world. I begin with 125, which in my case will be 124, because to me is still missing, Spyker Super Pro Volleyball, of which I have only the REPOBOX and 2 overlays ... you do not have one for me? ...Today the my 124... Action Network(14) Arcade Network(1) Gaming Network(4) Learning Network(2) Space Network(4) Sports Network(11) Strategy Network(5) Non Network Games(10) Intellivoice(4) INTV Corporation(21) Dextell Ltd(2) Activision(7) Atarisoft(3) Coleco( eight) Imagic(14) Interphase(2) Parker Brothers(6) Sega(1) Also I want to be a silver member ...to be continue...
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Kiosk Multiplexer The electronic brains behind the large kiosk displays used in stores to sell Mattel Electronics’s Intellivision games and consoles. This deep-dive video covers a lot of material. This video is the culmination over almost 1 year of research including dumping and disassembling the ROM code as well as working out the schematic. Reverse Engineering documentation is located here: Mattel Kiosk Multiplexer Reverse Engineering Notes - 2020-03-11.pdf https://docs.google.com/document/d/1UDeJS-M6uQRu5MVHvmfKoLmsXHp4RZuBjOPrJtoSaD4/edit?usp=sharing The schematic has been worked out. Kiosk Multiplexer Schematic v2.pdf Here is some of the reference material used is the research: “Intellivision Store Display” video by Trade-N-Games: https://www.youtube.com/watch?v=7oJyhXORYpc “Mattel Intellivision Kiosk Demonstration” video by cylonrdr: https://www.youtube.com/watch?v=dW4O57cOiuQ Papa Intellivision main site: https://papaintellivision.com Papa Intellivision document that briefly mentions POP hardware: https://papaintellivision.com/pdfs/CCF10232011_00026.pdf I would like thank @intvnut, @decle, and the owner of the Rev B Kiosk Multiplexer for their help in this project. Mattel Kiosk Multiplexer Reverse Engineering Notes - 2020-03-07.pdf Kiosk Pre-1982 ROM and Disassembly.zip
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I have bought 2 systems in the last year and the controllers are always trash. They just stutter and don't respond consistently to disc presses and I want a system that actually works. I don't like the flashback controllers, already tried that adapter also. Looking for a system with perfect controllers or a way to make my controllers perfect! Thanks.
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Hi everyone! We're now ready to take pre-orders for Mad Bomber and MoonSweeper Look here for more informations, or contact coleco_master here on AtariAge https://collectorvision.com/product-category/intellivision/
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Intellivision ABPA Backgammon FCTVVO Version Complete In Box Complete in box version with the rare FOR COLOR TV VIEWING ONLY label inside the box artwork. All original materials include full color manual, no insert line cart, logo overlays with protector sleeves, and early game catalog. Game is tested and working but sold as is. Item is in a plastic game protector (as sown) and will be shipped in a box, NO PADDED ENVELOPES! Bid with confidence. eBay Auction -- Item Number: 283816389566
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Intellivision Armor Battle, NFL Football, Major League Baseball - FCTVVO Versions Complete in box versions with the rare FOR COLOR TV VIEWING ONLY label inside the box artwork. All original materials include full color manuals, no insert line carts, logo overlays (NBA, NFL and MLB) with protector sleeves, and early game catalogs. All games tested and working but sold as is. Items will be placed in plastic game protectors and shipped in a box, NO PADDED ENVELOPES! Bid with confidence. eBay Auction -- Item Number: 283808838380
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Intellivision Dig Dug Complete In Reproduction Box and Tested Game comes complete with reproduction box and reproduction manual. Actual items shown, tested and working but sold as is. Packed in plastic game protector and mailed in a shipping box, NO PADDED ENVELOPES! Bid with confidence. eBay Auction -- Item Number: 283808849412
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Introduction Ok, so I spent a couple days reverse engineering Utopia. I now know pretty much how it all works, and now you can find out too. Here's some highlights, in case you don't want to wade through the code: Forts: Do protect a 1 unit radius against rebels Will protect parked ships that have the same owner as the fort. Radius of 1 card. Will protect both players ships when they're under active control. Radius of 1 card. Do not otherwise contribute to your score Bugs: Scoring will overflow, if you have more than 65 crops + fishing boats combined. It will also overflow if you earn more than 255 gold bars in a single turn. (Is that possible?) The "float off bottom of screen" bug is likely due to island/status collision detection interacting poorly with EXEC's boundary detection. The game can "nudge" a boat across the boundary the EXEC checks for. There is a check for this, but it only has been applied properly to the left/right edges. Delay loop in scoring display appear to want to update random number generator, but they don't actually. Code quality:Let's just say it's likely the priority was to have a compelling game, and have it out quickly, as opposed to writing the tightest, cleanest possible code. Miscellaneous: Pirates will never sail toward a parked PT boat on purpose. The "nudge" code, though, can nudge them through a tangle of PT boats. Hurricanes are 5 times more destructive than tropical storms. All three forms of weather water crops at the same rate, though. There's two copies of the "sinking fishing boat" animation in the ROM, due to how the EXEC distinguishes between background cards and MOB animations Each island has precisely 29 squares. When weather takes out something on your island, it will incur 0 to 101 casualties. If you want more details, you'll have to dig through the code unless it's covered in the slightly more detailed review below. :-) Code attached. Code Structure The bulk of the main game code can be put into one of three categories -- The Timer Tick Task, Dispatches, Scoring Logic. The rest of the code is either initialization code, or support code for those three categories. Timer Tick Task The bulk of the game logic hangs off the the Timer Tick Task. This task runs 20 times a second, and it handles everything from spawning weather to collision detection to animating certain sinking ships. It's quite a lot of code and is fairly linear. The rough order of execution: Update the weather, possibly creating new weather Update the fish, possibly creating new schools of fish Update the pirates, possibly spawning new pirates Island vs. boat collision detection Update the game clock If not end of round / end of game: Update the status line at bottom of screen Update parked sinking ships At end-of-round, fire off the scoring code and then show the scores At end-of-game, show final score and halt Dispatches The next big set of code is the set of Dispatches. The EXEC mostly works by calling various functions in response to various events. Dispatches fall into a few categories: Controller input dispatches. The action-button and disc handlers are pretty simple. The keypad dispatch is amazingly convoluted, but that makes sense when you consider everything that it has to account for. Object vs. object dispatches. These handle pirates vs. PT boats and similar such things. Object vs. land dispatches. This is what handles rain on crops, pirates sinking parked ships, or parked ships going fishing. Scoring Logic The final big piece of code is the scoring logic. Scoring happens in four phases: Income Computation, Population Update, Round Score Calculation, Rebellion. Income Computation During the round, every gold bar you earn (say due to fishing, rain on crops, etc.) gets tallied in this round's Gross Domestic Product (Round GDP), separate from your actual gold bar balance. That is, spending does not subtract from Round GDP even though it lowers your treasury balance. At the end of the round, you get awarded additional gold as follows. Each of these contributes to the Round GDP except for the "baseline 10 bars." 4 gold bars per factory 1 gold bar per fishing boat Productivity bonus: ((Schools + Hospitals) * Factories) + Hospitals, clamped to a maximum of 30 gold bars. 10 gold bars of baseline income (does not contribute to the Round GDP). Population computation -- expressed as a growth rate, resulting in exponential growth. Fertility computation Start with a baseline fertility rate of 5.0% Increase fertility by 0.3% for every crop Increase fertility by 0.3% for every hospital Increase fertility by 0.1% for every house Decrease fertility by 0.3% for every school Clamp fertility to a minimum of 4.0%. You can't have fertility below 4% even if you filled the island with schools. Mortality computation Start with a baseline mortality rate of 1.1% Decrease mortality by 0.3% for every hospital, but not below 0.2%. (This limit is applied before the next step.) Increase mortality by 0.1% for every factory. If you fill the island with factories, your mortality rate will be 4.0%, matching the minimum allowed fertility. New population: Population + Population * Fertility - Population * Mortality. Maximum allowed population is limited to 9999. Round Score Calculation -- roughly, "approval rating", 0-100% First compute the following four subscores: Housing score: ((Houses * 500) / (Population / 100)) / 3. If larger than 30, clamp it to 30. Per-capita GDP score: ((Round GDP * 100) / (Population / 100)) / 12. If larger than 30, clamp it at 30. Food supply score: (((Fishing boats + Crops) * 500) / (Population / 100)) / 3. If this value is larger than 30, clamp it to 30.Note: 65 * 500 = 32500. So, if you have more than 65 fishing boats + crops, this score can go negative. This is fixable by changing the BLE at $5B1E to a BNC, I think, so it treats the overflow case as a case that needs to clamp to 30. General welfare score: 1 point for every school or hospital Add up the four subscores, limiting the total to 100 or less. That's the per-round score. Rebellion Compare this round's score to the previous round, and consider it in absolute terms as well If it dropped by more than 10 points or is below 30 points, add a rebel If it increased by more than 10 points or is above 70 points, remove a rebel If you want to see the exact details of how these pieces work, look at the code. For example, in the scoring section, some divides are rounding divides, and some are truncating divides. The population computation is actually carried out with scaled arithmetic (ie. fertility/mortality rates are multiplied by 10, and population divided by 10 when computing numbers of births and deaths.) For anything else... see the code! ____ [Edited to fix some formatting issues in the nested bulleted lists.] utopia.asm
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eBay Auction -- Item Number: 283801324403 Intellivision Super Pro Decathlon Complete in Box and Tested Actual items shown. All original and tested but sold as is. Item will be sent in a plastic game protector and mailed in an actual box, NO PADDED ENVELOPES! Bid with confidence.
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eBay Auction -- Item Number: 283801281973 Intellivision Masters of the Universe The Power of He-Man CIB with Comic Book Comes fully complete with box, cart, manual, 2 overlays & sleeves, game catalog, warranty card and THE COMIC BOOK! Cart is tested and working but sold as is (see pics 10-12). Item shipped in plastic game protector as shown and in a shipping box, NO PADDED ENVELOPES! Bid with confidence.
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eBay Auction -- Item Number: 283801298955 Intellivision Dig Dug and Thin Ice Complete In Box and Tested Both games come complete in box. All original components plus custom overlays for Dig Dug. Actual items shown, tested and working but sold as is. Packed in plastic game protectors and mailed in a shipping box, NO PADDED ENVELOPES! Bid with confidence.
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My intelvison 2 isn't outputting 12v when the rf modulator is connected. If I remove it the connection reads exactly 12v but as soon as its connected it drops to 11-6ish volts. Also was not getting any video from the rf out, and my composite mod is having problems keeping a stable signal. Wondering if the low voltage is the source of the problem. Also one of the ic's gets really hot and I'm not sure if that's related to the voltage or if that's normal. There is actually some yellowing inside the case in the area that its located.
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Intellivision Thunder Castle & Tower of Doom Complete In Boxes See pics for very nice condition. Thunder Castle manual is a reproduction. Tower of Doom is all original and also comes with custom overlays. Actual items pictured. Both games tested and working but sold as is. Shipped in plastic game protectors in an actual box, NO PADDED ENVELOPES! Bid with confidence. eBay Auction -- Item Number: 283793730860
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Intellivision Boxed Console with 85 Games and Intellivoice 75 games complete in box all tested and working. More photos and game list to come shortly. All games shown in photos. Defender comes with reproduction box, reproduction manual and custom overlays. If shipping is less than the listed price, the difference will be refunded after payment. eBay Auction -- Item Number: 283785462949
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Intellivision Triple Challenge Complete In Replica Box Comes with working cartridge and original manual. Shipped in a plastic game case and in an actual box, NO PADDED ENVELOPE! Game tested and working but sold as is. Happy bidding! eBay Auction -- Item Number: 283777473494
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eBay Auction -- Item Number: 283757879567 Intellivision Armor Battle, NFL Football, Major League Baseball - FCTVVO Versions Complete in box versions with the rare FOR COLOR TV VIEWING ONLY label inside the box artwork. All original materials include full color manuals, no insert line carts, logo overlays (NFL and MLB) with protector sleeves, and early game catalogs. All games tested and working but sold as is. Items will be shipped in a box, NO PADDED ENVELOPES! Bid with confidence.
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Can the Power supply I have pictured work with my Intellivision 2 console? When I power the console on with the biggest sleeved adapter all I get is snow and lines. When I wiggle the adapter the console shuts off. I set the adapter to 12v and positive polarity. I also cleaned the games I was using. The consoles is hooked up to the television with a Atari 7800 cable going into a coax adapter on my tv.
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I have been picking up Atari 2600 games for a little while, but only recently got a Retron 77 to play them with. I am running Stella 6 Beta. While at a used game store the other day, I grabbed what I thought was a 2600 cartridge. The clerk told me it was actually an Intellivision cartridge. I know many Intellivision carts have an angled top with a label, and he said to look for a Mattel copyright to tell the difference. I had one cart like that at home, and assumed I bought an Intellivision game by mistake. After I hooked up my Retron 77, I looked at the cartridge (Dark Chambers) and it looked as if it was compatible. I put it in, and it worked. I know the 2600 was not compatible with Intellivision games, and I can't find anything about the Retron 77 or Stella 6 being able to run them. I also am having a lot of trouble finding images of the connecting side of Intellivision carts. I can only assume this was a game made by Mattel for the 2600, but can anyone tell me the best way to determine the difference going forward. Thanks.
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Good day to all of you, as the title suggests, I'm looking for these Intellivision gems: 01 - pole position 02 - stadium mug buggies 03 - Tower of Doom 04 - Kool-Aid Man (CIB) 05 - Hover Force 06 - Diner Someone could help me please? Thank you so much for your kind reply and interest. PS Sorry i forget to write down my location: Rome, ITALY
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