Search the Community
Showing results for tags 'port'.
-
After several hours, I present you the first beta of MAFIA for Atari 8-bit. This game is more or less a classic on the C64, and i tried to port it to A8. Clearly, as an A8 beginner, I had some problems creating a 1:1 port, thus, the map looks quite different. However, the rest should be rather close to the original (given that I had the BASIC sources available). There will be still (severe) bugs. Not even sure if loading/saving will work as expected, and since I did not play it through, I even do not know if one can 'win' this game right now. However, I am grateful for any bugs reports (here or on github). The graphics are more or less a mess. Sound is even not existing. Not sure how much I will try to polish them, help is welcome. The game is localised in german and english, however, the english part was translated quickly by ChatGPT, so it might be off here and there. Also, the text is partly not very aligned (centered or otherwise). I have no idea if this thing will run on real hardware. I was able to run it in my emulator. Hope to test it soon on an A8. Full sources and ATR image can be found here: https://github.com/drunkeneye/MAFIA.A8
- 28 replies
-
- 25
-
After a very difficult struggle with memory requirements and help from @miker we have a version of Scorch (Scorched Earth demake) ported for 5200. Unfortunately I do not have the console, so testing with emulators only. And here is the problem - the game works OK in the atari800 emulator (and derivatives), but fails miserably in Altirra. I guess it will fail on the real hardware as well, because of @phaeron prowess and the Altirra emulation accuracy. By fail I mean it does not recognize joystick being in a neutral position. For analog->digital conversion I used @JAC! procedure from Alien Swarm (almost) verbatim, but I guess I am doing it wrong (had to change POTx to PADDLEx because of using deferred VBI - POTs seem to be depleted in deferred) Anyways, could you try the attached ROM on the real machine? The source code is here: https://github.com/pkali/scorch_src/tree/develop, to compile 5200 version you need to change `TARGET` in scorch.asm. The joy division starts at line 1240 in the same file. The game itself right now uses only joystick and a single button. The texts are from A800 version, will be adjusted. pressing the trigger for a longer time in the game drops you to an inventory where you can select weapons. in the inventory and shop move joy left to switch between defensive and offensive weapons, joystick right selects a weapon. fire gets you back to the game. We'll probably employ numpad keys for easier access to different functions, like on A800. All comments welcome. scorch.bin
-
- 26 replies
-
- 9
-
- mortal kombat
- port
-
(and 3 more)
Tagged with:
-
Hello, Recently mentionned by @DarkLord in several topics, I have recreated the PCB of a serial port upgrade named RSVE. https://github.com/sporniket/atari-st-mod-serial-port-upgrade-rsve The gerbers and schematics are available in the release : https://github.com/sporniket/atari-st-mod-serial-port-upgrade-rsve/releases/tag/v1.0.0 The latest pages of the original thread at exxosforum shows the various attempts to convince BBS Express to works with the accelerated port. The github repository also contains the original archive that include the JED file and its source, to program the GAL16V8. (I also have reformated the original documentation to be nicely viewable on github) : https://github.com/sporniket/atari-st-mod-serial-port-upgrade-rsve/tree/main/reference/rsve
-
This is a few years old, but it was just brought back to mind, and I thought I'd share it here. This has gone years without an update, but I heard the dev is now working on it some more, and there should be another update coming up. Wolfenstein 3D [fv11 fixed] (SEGA Genesis/MegaDrive) Tested and running perfectly on MD.emu and RetroArch on Android (Genesis Plus GX and PicoDrive cores), as well as KEGA Fusion on PC and PicoDrive on PSP. Link: http://www.mediafire.com/download/9wn79zv99lyr9k3
-
After my experience with 2600 Midnight Magic and the response I decided to try a whack at porting a simpler but motion oriented game, Seaquest. I don't intend to make a career out of porting 2600 games -- for sanity reasons, if nothing else -- but this was a fun little game I remember that was good for quick runs growing up, and I figured I'd try a game that was a bit more sprite heavy. Again, this is a close-as-possible port of the original 2600 game, based on the original binary code. Porter's comments: Midnight Magic was a 16K banked game, but Seaquest is just 4K. No banking to rip out. This time the porting cost was +0.5KB. Joystick 1/2 for controls, Start for Game Reset, Select for Game Select (1 or 2 players), Option flips both left and right difficulty. B&W/Color hardwired to Color. Default is easy difficulty, switching to hard slows down the shots. Like many 2600 games, this was made for NTSC and it will play slower and with a bit funny colors on PAL. Sorry, but the game doesn't have fraction tables and PAL GTIA colors are significantly different, and I'm porting these games as-is. Adaptation is an exercise left for the reader. Decoding sprite positioning from a 2600 display kernel... sucks. I had to duplicate some data to emulate player reflection. As I expected, repeating sprites would be a pain. Seaquest displays up to five 8-bit player sprites on a scanline plus a missile, so a straightforward mapping to GTIA sprites wasn't an option. Since only one of the players was repeated I reimplemented the enemies on top of the playfield. There's also quite a lot of interesting code in the game to deal with the case of you shooting out one of a group, by recomputing a new horizontal position and switching the NUSIZ1 pattern to match the remaining enemies, which took me a while to figure out (I couldn't figure out at first why the sharks were jumping when shot on some waves). If someone wants to try putting this in ROM, there was one location that I used self-modifying code (because I was lazy). Dethreading the player sub and torpedo from the entire display kernel was annoying, but the huge pain in the butt was the divers. It turned out they were rendered using the ball, by moving and re-sizing it on every scanline. Once I figured this out I was able to rip out a ton of the display kernel and remap the divers to a regular GTIA player. The entire display is shifted a bit left than I would have expected. I didn't notice this until I put in the sea bed and started comparing the position of everything. I've kept the existing positions, but one side effect is that you can spot sprites popping in on the right side. Based on the 40-bit playfield, I think this is correct and was intentional to prevent sprites from wrapping around HBLANK on the TIA, but I don't have a real 2600 to verify (the right part of the screen is cut off in Stella). Unlike MM, Seaquest does use hardware sprite collisions. Fortunately, GTIA's collision capabilities are a superset of TIA's and this was easy to map. The TIA 5-bit div 6 sound is a problem here again, this time more apparent as it affects the player shots. I've mapped it the same way, but it doesn't have the nice metallic sound. I thought about trying high speed IRQ emulation, but bands of background gradients made this difficult. seaquest.zip
- 51 replies
-
- 12
-
I was playing some of this cool game the other day and wondered if a decent port of this could be achieved on the 7800's hardware. Any thoughts? I also enjoy the SG-1000's port of H.E.R.O. and have to believe that the 7800 would be a great platform for an upgrade to the 2600 versions of both this title and Demon Attack.
-
In the Facebook group Vectrex fans unite!, a group member named Ralf Kornmann has released a Vectrex port of the classic game "Oregon Trail". This port is a text only so far. No sound. No mini game. Ralf's port of Oregon Trail is improving and is up to version version 1.0.1 so far. Looking forward to future improvements. Fun nostalgic game play. Oregon Trail for Vectrex by Ralf Kornmann release version 1.0.1 download via Facebook Files post. Oregon Trail for Vectrex by Ralf Kornmann release version 1.0.1 download via Google Drive post.
-
This is a more targeted continuation of the blatantly hijacked thread <here>. Executive Summary of this go-forward: The NanoPEB being periodically peddled on eBay is a wonderful little device, providing 3 virtual disk drives which map to a Compact Flash card, a 32K RAM expansion, and an RS232 serial port. Unfortunately, the serial port was set up in such a way that virtually all existing Terminal Emulation software packages take one look at that serial port, and promptly throw their dish on the floor. The technical details of that I leave to vaster minds than mine to explain. Meanwhile, I have slapped together what I think is a toy many of us would like to have and use, a WiFi modem that is RS232 compatible and doesn't cost an arm and a leg. The prototype has been proven with several IBM-ish 8088 machines, and I have been surfing Telnet BBS's with it. I would like to test and use it with my TI-99/4A plus NanoPEB, but the terminal software always stops me, since none of them like my serial port. My current quest is to find, make, beg, borrow, steal or barter a package into working with the NanoPEB. The ultimate goal is to publish details of this very simple modem, so that others in this community can make their own for less than $10 and a few minutes work, and go BBS surfing using their household WiFi, Telnet, and a T-99/4A with either an "original" serial port or a NanoPeb. I'll explain how once it's tested, as I don't want folks clamoring to build one only to find that it doesn't work in this plane of existence. The modem itself works in another environment, but I'm a firm believer in end-to-end systems testing. Besides, I have a NanoPEB, so I'm greedy and want it to work with my TI-99/4A. So that's the lay of the land. In our last episode (thread) InsaneMultitasker had generously thrown me a software package thinking it might work. I'm sorry to report that it doesn't. It runs well up until the moment any byte is actually sent down the line, then it crashes. (Cursor stops blinking, and no keys respond.) To be thorough I connected a null modem cable between the NanoPeb and the modem, (they normally dock directly), but the behavior was the same. The quest continues,...
-
Ok, so after the Oregon Trail (California Bound) Project, I am rather bored, and need a new challange! Are there any games (Preferably text-based) that you would like to have on the TI-99 series? Depending on the size of the project, the game(s) may or may not get their own thread.
-
As an experiment, I decided to whip up a port of the "Graphics Match" game from the TI-99/4A User's Reference Guide in JavaScript, using the p5.js JavaScript library. Here's what I came up with: https://zacharyfruhling.github.io/GraphicsMatch/ Enjoy! Zachary Fruhling
- 1 reply
-
- 4
-
- Graphics Match
- JavaScript
- (and 8 more)
-
I've been looking for a newer version of Stella for the PSP and haven't had any luck finding one. I don't know anything about what's involved in porting Stella to the PSP and doubt I'd be able to do it on my own. I know Stella for the PC is still being updated, but does anyone know if there is someone still working on porting it to the PSP or if there is someone with the skills and the free time to do so? If there's any documentation on how to do it, I'd be willing to give it a shot myself. The reason I'm so interested, is because I carry my PSP and use it as my main portable system, since it's able to emulate so many different consoles. I play 2600 games more than anything else, but some of my favorite games won't work on the latest PSP version of Stella which seems to be from 2009. Also, if you guys think I might have more luck on a dedicated PSP forum, I'd be willing to give that a shot, if anyone can recommend a good PSP site.
-
http://www.y8.com/games/covetous If you never have tried this game, try it. I would love to see a port of this game to the Atari. Right now I know nothing about programming, but I'm learning. I'm going to work on a smaller, simpler game. But if anybody out there in cyberspace wants to try to port this, if possible, it would be nice.
-
I decided to make a separate thread for the game as it would be easier to compile all the information on the initial post. Custodian is the very first release for the Atari Jaguar by Piko Interactive. The game is an Arcade shooter in which you have to protect energy bases from parasites that are trying to drain it dry! It features 3 area levels, many weapons and power ups, and awesome chiptune music! Pre-orders will be available 2-3 months before shipping starts. The game will be manufactured with all new parts and assembled by hand. Packaging will come factory sealed. Product contents include: Cardboard Box Color Instruction Manual Poster Game Cartridge Support our first Jaguar release! Support our first Jaguar release so we can publish more games for the platform! Gameplay Video FAQ How do I order? Visit this link to pre-order the game! When are you shipping out? Shipping Starts December 2016 - January 2017 Will the box art have the official Jaguar Logo? We have consulted with our legal adviser and yes we will include the official Jaguar logo on the box. Is the Game only an Atari ST port? Is closer to the Amiga version than the ST version Why is the price so high? It is our first release, and the initial investment to support Jaguar games is high. We would like to recoup that in the first release so we can offer more games at lower prices in the future. How many units you need to sell to keep supporting the Jaguar? We need at least 150 units sold, if that is met, we will start working on our next release. If you have any more questions, please post here, send me a PM, or contact us on our website! Please Spread the word and Thanks for your Support!
- 105 replies
-
- 8
-
- Custodian
- Atari Jaguar
-
(and 3 more)
Tagged with:
-
Hi all, This is my first post here, but been lurking and taking in all the useful advice re atari! I'm looking for one of the black plastic controller ports thats soldered on to the pcb of an atari flashback 3-7. Can anyone help me please? I currently have one good and one melted one, that I accidently destroyed whilst trying to remove for a raspberry pi project. Any help greatly appreciated!
-
Midnight Magic on the Atari 2600 was one of my favorite pinball games when I was growing up, and on a whim I decided to give a shot at porting it to the 800. The results are attached. I've tried to match the original version as exactly as possible. Notes: Most of the code from the original 16K cart is in this version, including all of the physics code. I've relocated it from $9/B/D/F000 to $4000-7FFF. Thankfully, the original programmer used different addresses for the banks, which made it much easier to disassemble. What was a pain was correcting all of the false labels caused by offset indexing (LDA table-10,X) and tracking down the code that was doing LSB address comparisons and broke when the tables were moved. On the 2600, the screen is generated almost entirely using the players, with a few tiny bits done using the playfield and the missiles. The ball, well, is used for the ball. The amount of HMOVE and player repeating in the ~3K display kernel was insane and so I chucked the whole thing and rewrote a new display kernel on top of a mode E playfield, thus the bloating to 20K. It could probably be squished back into 16K for a 400 or 5200, but I was too lazy. Priority between the ball and the rollovers/unders are probably wrong in a few places since I completely redid the sprite usage. The game does not use sprite collisions, which made porting easier. All collisions are done algorithmically using an RLE collision map and a series of per-object collision routines, which take up most of the cartridge. The game runs four physics ticks per VBLANK. The audio is matched as closely as I could, with 1.79MHz 16-bit paired timers to hit the right frequencies. One notable difference is that the drop and catch targets don't quite produce the right sound -- this is because POKEY can't quite emulate the 5-bit div 3 mode. Most of the rest of the sounds just use pure tone, which was easy to map. Game Reset and Game Select have been mapped to Start and Select, and Option flips both the difficulty switches. The BW/Color switch is hardwired to Color; in the original game setting this to B&W causes the second player to run on autopilot, which I thought was useless (and took a while to track down). pinball.zip
- 82 replies
-
- 14
-
Over in the Doom community, an effort is underway to port Jaguar Doom to the PC platform. Because, why not? https://www.doomworld.com/vb/source-ports/91624-calico/ Screenshots: However, some rendering issues have popped up as of late. Stuff like this. If you are interested and want to see what is done so far, or are willing to help in any way, here is the Github repository: https://github.com/team-eternity/calico-doom
-
Fellow atarians, We've just opened this poll in Atariteca: Vote for what you consider the best port, hack or enhanced/extended game developed this year for Atari 8-bit computers. IMPORTANT: This time we are NOT going to take in account "downvotes" against the entries -haters gonna hate... So please, feel free to vote for your favorite(s) as many times you want: http://atariteca.blogspot.pe/2016/12/el-mejor-port-hack-y-version-extendida.html Regards, - Y -
-
I have finished my adaptation of Jake Commander's Space Trek game, originally written for the TRS-80 Color Computer! This is a classic Trek game, destroy all the klingons before time expires! You must navigate around an 8x8 size galaxy, finding all the Klingons and destroying them without being destroyed yourself. Please note that the time limit is in REAL time, so if you leave it running, you'll lose the game eventually! You can select a difficulty from 1 to 5, this affects the amount of time you have and how many potential klingons can appear in a quadrant. This is my final version of the game, I gave it to Vorticon to post up on the TI Game Base. The big addition is magnetic storms, as well as making phasers a much more viable and fun weapon to use in game. If you find any bugs or issues with the game, or just have questions, please post on the thread! The zip contains a Classic99 ready Extended BASIC file ready to drop in and load, as well as instructions. Version 3.2: SpaceTrekv32.zip
- 101 replies
-
- 12
-
One of my favorite "if I had a million dollars" pipe dreams is to have a road rash on the Jaguar. The 3DO Road Rash is the pinnace of the series (imo) and i'd love to see that ported to Jaguar CD someday. Are there any technical limitations that would stop the Jaguar from being able to handle that game? I think the top 3d games on the Jaguar (Skyhammer, Battlemorph, Battlesphere) show that the Jag is capable of graphics on that level, but I wonder if there is something about the way that game is coded that would make trying to run it on Jaguar a nightmare. Thoughts?
-
This thread is asleep for now. I'll wake it up at a later time. Hey everyone. I'm looking for a 2 port atari 5200 system that has the s-video and composite modifications. It doesn't have to be in perfect condition, but just no major things like pieces missing from it or anything like that. I'm open to any reasonable offers! I'm also looking for a Wico Command Control joystick and keypad here: http://atariage.com/forums/topic/245536-wanted-wico-command-control-joystick-and-keypad-for-the-atari-5200/
-
Hi all - I just busted my cart port surround on my Atari 7800, so I'm looking for a replacement. This is the black plastic one screwed to the main PCB from underneath. Many thanks! Matt (Wakefield, UK)
-
I just got an intellivision flashback a day or so ago. And shortly after, I thought, What games would have been great for the intellivision? My list: space invaders, Ms. Pacman, Miner 2049er, asteroids, River Raid, Beamrider, frogger, Star Wars, the empire strikes back, defender, Starmaster, H.E.R.O.,Gigolo, and Stampede. ,
-
Hi guys, New to the site but, a longtime vcs fanatic. I also play OSU! on my spare time as i love elite beat agents. I was wondering how difficult it would be to create a simple port of Osu!. Here is a small video of it in action. I have been reading andrews assembly language tutorials and know some assembly language. I also own a an Atari 2600 and Harmonary cart. From read the technical specs, it looks like i will have to simplify it quite a bit. Can someone please tell me the feasibility of this? Any assistance in this matter would be greatly appreciated. Sincerely, Vcsu!