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Hey all! I got a lot done on my game today, and I feel that it's mature enough that I can make a post about it. After making a few VCS demos and such but not feeling like finishing them, I thought I'd come up with a game for the VCS I'd get passionate about. After Sprybug's awesome Sidescrolling games, I figured I'd try and make one myself, because sidescrollers are always awesome. Mine's not quite as complex as it only scrolls one way, but I figured I'd keep it simple for my first one. Binaries: Current Binary .8a - Update 10/16/2017 - Fixed Ghosts Old .8 - Update 9/23/2017 Re-coded collision, added 2 levels and under the hood changes. OLD .07h - Update 2/19/2017 Fixes weird bug with input capacitor (MUCH THANKS DIRTY HAIRY!) fixes FBP compatibility. OLD - .07g - Update 2/14/2017 (Later Evening) Adjustment to keep from Breadcat Battle 2x. OLD - Update - 2/14/2017 (Evening) Adds ability to move and shoot and shortens pre-Bread Cat jump. OLD - Update - 2/14/2017 - A lot of polishes, fixes, coloured levels, multi-enemies, etc. OLD - Update 7/28/2016 - Fixes flamethrower sound buzzing on lives screen. OLD - 7/28/2016 - Reduces Scanline usage to 262, tweak UI, Flamethrower Bugfix. OLD - Update 7/15/2016 - Fixes Jittering. OLD - Update 6/7/2016 - Updated Physics Demo. OLD - Update 6/6/2016 - Teaser demo! :3 Lush Multicolour landscapes full of danger! Current Title Screen:
Overview Mallard Season is a waterfowl shooter for the Atari 2600. It is open source licensed and the source code is freely available. Objective Shoot all the ducks before they escape. Aim the cursor at the duck and fire. If the duck is hit, it will fall down to the ground. If you miss 3 times or take too long the duck will escape. Controls Note if a button is not listed, it means it is unused. Joystick Up - Move cursor up Down - Move cursor down Left - Move cursor left Right - Move cursor right Fire - Fires bullet Switches Reset - Starts a new game You can download the ROM from the downloads section Feel free to discuss and ask questions here!
I've just acquired a Mattel Aquarius 16K ram cartridge but I'm not sure if it's working properly or not. When I type PRINT FRE(0) without the cartridge fitted I get 1724 (bytes - 1.7Kbytes). However, when I type the same command with the cartridge installed I get 11964, which is 11.7K. So does this mean I've only got an extra 10K instead of 16K?! Also, when I run a program to poke a value and then immediately read it from addresses 16384 to 32767, it fails to read the same value before it gets to address 32767 (the top of the memory allocated to the external 16K ram), somewhere in the mid 20000s I think. Any help gratefully received 🙂
Hey guys! This is my first post here but but in first place i need to thanks very much to everybody that creating this "wall". Last week i was at our local game jam with my old&good atari 2600.Topic of the jam was: seed so i created this game. Pigeon Fever is a endless platformer where player is a north korean construction site worker, who work for bowl of rice, and his main task is catching a pigeons by jumping or climbing on scaffolding. I use and tweak a bit Fake Gravity Platformer by Random Terrain http://atariage.com/forums/topic/179473-fake-gravity-platformer-test/page-3?hl=%2Bfake&do=findComment&comment=3270801 and Castle of Doom 14v by atari2600land http://atariage.com/forums/topic/216203-castle-of-doom/page-4?hl=%2Bcastle&do=findComment&comment=4184297 To be honest, I'm a type of guy who want do something and teach my self by looking into it. I was trying to read that asm book for atari with online emulator but in many times it was super hard for me and when i asked somebody, they can't even explain me in way i would undertand it. But seeing code for those project and how things works was accually helpful in someway. Now after this, i think i will spend more time with VisualBB ^_^ PigeonFever.bin