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Found 5 results

  1. Hello. I'm a new forum member, Mike "Lockmoore" Losh. I'll post a longer intro in the introductions sub-forum in the next few days. I've had a lot of fun in the last several weeks while recovering from some minor surgery by getting back to my 2600 gaming roots and writing my first homebrew 2600 game: yet another implementation of the sliding-tile game 2048. As I was playing my new Atari Flashback 5, I started thinking that it should be possible to play my favorite smartphone timewaster, 2048 on the 2600 console. I found these Atari Age forums, tutorials, and references. I can thank Andrew Davie, Kirk Israel, Darrell Spice, Jr. for some really great tutorials and sample code, SvOlli, randomterrain.com, and the many folks who have put together the DASM assembler, the z26 and stella emulators and who have posted may interesting bits of code and advice in these forums. Of course, not long after I started looking at how I might implement 2048 for the VCS 2600, I came across chesterbr's very nice implementation of it here: http://atariage.com/forums/topic/223570-2048-2600/?hl=+2048. It has a clever stacking the digits in higher-value tiles so they all fit with the limited space of 2600's sprites, and a neat rolling animation of the tile numbers when the tiles merge. While an impressive version, it uses some very different colors than Gabriele Cirulli's smash-hit online version. I wanted to see if I could get a lot closer to Gabriele's aesthetic while being still fun to play. While far from perfect, I think I'm getting close to my goal. Right now it has a title/attract screen, main play screen, and a best-score screen. It has some very basic sound effects. (Thanks again to Darrell Spice for the sfx code. I used a direct copy of the functions and custom-edited the sound sequences for my 2048 game.) There are some extra visual effects, such as flashing the grid background color gold when you create a 2048 or higher tile, or blue when the current game is over. I will probably post my source code and some specific questions someday soon. Right now, the code is littered with abandoned ideas and little extra testing bits, so I need to do some cleaning before I subject any of you to that. Game controls are pretty simple, Reset Switch will start the game play with a fresh board at any time. Move the left joystick in the direction you want to slide/merge tiles (left, right, up, or down). If the game is over, the best score screen will alternate with the screen showing the final arrangement of the tile grid. While in best-score mode, if you press and hold the left fire button, you will see a yellow underline bar grow under the words "TRY AGAIN?" If the bar fills the entire screen width, the game is reset just as if you used the console game reset switch. There are a few issues with the current version, which I will call "Beta 1". The scores shown in the main play screen and the best score screen are not well centered. At times when you move tiles, there is a noticeable shudder in the emulator, which I am certain is caused by not completing some code fast enough to start the next video frame at the proper time. I may need to do some deferred action to keep the screen drawing happen on-time. I have some ideas for enhancements, but I thought I get some feedback here before I go much further. Please note, this has only been tested on z26 and stella emulators. I don't currently have a real 2600, just the Flashback 5. If someone can put my .bin on a Harmony cart and give it a test on a real 2600, I'd really appreciate it. I'd especially get a kick out of seeing a photo of it running on a real VCS 2600! I'll also post some of the development process, such as ideas for things I could not get to work, at least in the self-impsed constraints of a normal 4K cart. OK, enough blabbering. Have fun and let me know how it works for you! -- Mike 2048_4vcs_beta1.bin
  2. Hi everyone. Today I was kind of bored and tired trying to implement an algorithm for a game that I'm doing by request. Casually I ended in the 2048 game page, and I passed half an hour playing it. The objective of the game is to move all numbers in any of 4 directions (like falling), and the numbers of same value collapse, till you get the magical 2048 number. It's not so easy. I thought it would make a very interesting Intellivision game and I started coding it, it took me 4 hours. And here is it after some polishing, including adding some music by First Spear Edit: BTW sources included, maybe tomorrow I'll add now including a pair of sound effects I've forgot. Edit 2: Now with 4096 and 8192 modes, press 5 in title screen Edit 3: Now with the extra modes by Kiwi and Tarzilla, code clean and re-indented to my style and also with my original "classic" mode. (click to animate) https://www.youtube.com/watch?v=Q4mWufg-_Kg 2048.zip 2048_v2.zip 2048_v3.zip 2048_v5.zip
  3. chesterbr

    2048 2600

    Hi! I just released 2048 2600, a port of the 2048 game to the Atari 2600. It is a very simple program, with lots of to-dos, but I had to release it while 2048 is still a thing . Its source code is freely available, and since I could not have done it without the many useful tips and tricks I've learned on this forum, I wanted to share it here first. The ROM is attached, but the source code and more information can be found from here. Cheers, Chester 2048.bin
  4. While waiting for my next major project to start, I started writing a little puzzle game, based on the iOS game Threes. You can find the latest ROM in this entry in my blog.
  5. While waiting for my next major project to start, I started writing a little puzzle game, based on the iOS game Threes. You can find the latest ROM in this thread in my blog.
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