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Found 931 results

  1. DRAGON'S DESCENT Direct your dragon through a sprawling labyrinth, hunting for treasure, power, and danger! -Thousands of possible maps to explore, either randomly selected or predetermined -Eight different types of enemies -One mid boss, one final boss, one hidden boss -Powerups to increase firepower or health as you delve deeper into the labyrinth ...and an easter egg or two, of course! Latest Build [August 15]: Another change to the door graphic - the door should be flashing with a key symbol. DragonsDescent_2019_8_15_2019.bin This older build has a changed the graphic for the exit. I even squeezed a few more bytes out so that it has "closed" and "open" graphics, depending on whether you have a key. I'm hoping this is close to the final version, so any feedback on how it plays is appreciated! DragonsDescent_2019_8_12.bin Older builds: I've added four separate high scores, one for each "mode" - they should show up when you have the appropriate switches/settings applied on the title screen. I think it works properly (with caveats, for instance you can fool it by using the switches mid-game) but I would appreciate feedback! I also added an easter egg bug fix. DragonsDescent_2019_May_HiScoreTests.bin Here's a video of the first three levels, up to the midboss. The default mode has four more levels ending with the final boss, and other modes allow potentially thousands of different levels! This game is, among other things, an experiment in procedural maze generation for the Atari 2600 - There are a few secrets to find, so I won't reveal everything here, but I will give a basic outline of the controls and mechanics. [EDIT: HIGH SCORE CONTEST!] High score contest! I'll be posting in the High Score Club forum with details - it's very informal, but I have a specific, common build people can use to play. Further details here: http://atariage.com/forums/topic/289548-dragons-descent-homebrew-high-score-contest/ High score contest build: DragonsDescent_2019_April_Competition.bin DragonsDescent_3_22_2019_Beta8.bin 3-22-2019 Another update - found a semi-exploit (really just method of scoring late game that results in boring gameplay) and adjusted things to discourage the behavior. DragonsDescent_3_19_2019_Beta7.bin 3-20-2019 Another update - no better method to find a bug or quirk in a project than to claim it's finished! The method to reach the hidden boss, while functional, had some odd loopholes and inconsistencies that I wanted to close. Fixed a thematic inconsistency involved with getting to the hidden bonus boss. DragonsDescent_3_5_2019_Beta6.bin - Font change and a few other tiny adjustments. DragonsDescent_1_10_2019_Beta5.bin - Retry random maze option (press up or down on the Game Over screen to see the "Retry Maze" screen, press button to start again), starting rooms have no enemies, score placement adjusted. DragonsDescent_12_16_2018_Beta4.bin - Maze generation fix, random seed shown when picking random level, other small fixes I might go into more details about what I did to fix the maze generation later - the short answer is that every seed -seems- to work now, without the hacky checker I had in earlier versions. I also added a -little- more time solve a given level before various "complications" arise. It can still be a little mean. I'm keeping an informal version history even as I remove the older versions - I can repost them if folks clamor for the older versions, but hopefully the bugs present in them have been addressed. Version History: 3-5-2019 - Changed to a custom font. Semi-final build. 12-16-2018 - Current public version. All attempted maps seem to be solvable, certain UI color cycling adjusted. 12-15-2018 - Tentative "fixed" beta for random mazes This version has a band-aid for the random mode bug - I'm keeping it here for the moment in case the above version has some unforseen bug or error. 12-14-2018 - Old version, only play the default mode (Left/Right switches set to "B") on this one. I've tentatively tested it on my ol' sixer as well as the Flashback Portable, and the game seems to run ok, although I would welcome any bugs/issues found if anyone else plays. I'm curious to see what people find! Current known bugs/fixes/updates: -You can now retry a randomly generated maze by pressing up or down on the Game Over screen - when you see words "Retry Maze," press the button to restart the game at your old starting point. -Starting rooms on a level no longer generate enemies, giving you some time to breathe or get used to the controls. -Hopefully the level generation bug is fixed - any random seed should generate a solvable level. When choosing a random level, you will be shown the seed in case you want to try the level again. -I also fixed a flashing problem to a more pleasant "pulsing" effect for max health/fire breath. I'm working on a little write up of how I generated the mazes, and programmed the game in general. Many thanks to those on this board who have posted an incredible amount of useful information, as well as those who have authored the kernels and other components on which this game has been programmed. STORY Legends speak of a labyrinth created by the mind of a dreaming elder dragon. This maze is filled with the promise of wealth, power and danger-an endless length of corridors, with spectres and monsters appearing out of thin air, and strange happenings occurring the deeper one travels and survives. You are a young dragon yourself, perhaps trapped here, perhaps tempted by the wealth and power that drives your kind. Regardless, you have little choice but to find your way through the corridors and chambers of the labyrinth, finding glory, or perhaps escape... CONTROLS Joystick - Move the dragon around the labyrinth. Button - The dragon will breathe fire in the direction it is facing. SETTINGS Left Difficulty A - Game will continue indefinitely, only ending with a game over. Left Difficulty B - Game will end after you complete level 7 Right Difficulty A - You will start in a randomized maze. Right Difficulty B - Maze will be the same layout each playthrough. Game Select (Make sure right difficulty is also set to "B") - Will allow you to set the random "seed" when starting the maze. Move the joystick left/right to select the left or right seed, each can be set to a value between 1 and 255. The title screen will reflect what options the game is set to - an infinity symbol for an unending maze, and an alternating maze pattern for random mazes. HOW TO PLAY Depending on your game settings, you may find an end to the maze on the 7th level, or the maze can continue until you are defeated, trying to attain the highest score! A - The Player B - Dragonfire C - Monster D - Firepower Meter E - Score F - Health Meter G - Room exit Each level of the maze is made up of several rooms - you can leave through any exit on the boundaries of the screen you find. To make progress in the maze, find the key on each level, and then the level's exit. The exit, resembling a door with a key imprint, will only activate if you touch it while you have the key found on the same level. Upon each new level you will face more dangers but also potentially increased power and scoring! Key Exit Avoid touching walls and enemies - doing so will deplete your hit points, and eventually terminate your game! Scoring comes from collecting gems and defeating monsters. You get more points for defeating monsters in deeper levels, and a slightly higher score for each shot you use with higher fire breath power. In addition to a key and exit, each level of the labyrinth has a treasure room: This room allows you to pick one of three power ups, just wait until you see the one you want: Gem - increases your score. Heart - increases your total hit points, while completely replenishing your health. Lamp - increases the strength of your fire breath, while refilling its supply. Don't stay too long on a single level, or you may find things getting much more difficult! The deeper you explore, the more monsters, dangers, and higher scores you find... Your hit points are indicated by meter on the right, as well as the color of the dragon. The strength of your fire breath is indicated by the color of your score, as well as the size the fire itself. If your firepower ever increased, you only have a limited amount you must replenish somehow - this amount is indicated by the meter on the left. If it ever runs out, you will go back your initial, weakened fire breath. You can find non-flashing hearts and lamps from fallen enemies, which will replenish a small part of your hit points or fire breath, respectively. If you survive long enough, you may reach a maximum amount of hit points or firepower, in which case your health meters or score will be flashing. SCORING Defeating Enemies: Fiery Eye - 5 points Medusae - 10 points Dragon Head Sentry - 10 points Teleporting Masque - 20 points Janus Guardian - 25 points Ghost - 20 points Dragon - 25 points Shadow - just 1 point base, if you can even manage it. Getting rid of it might be reward enough, though... Revenant Dragon (Midboss) - 500 points Elder Dragon (Boss) - 1000 points Jeweled Dragon (a hidden beast) - 2000 points Collecting a gemstone in a treasure room will get you 500 points. Your strength of your firepower is also added to your score whenever you hit an enemy with your fire breath, so you can gain 1-6 points for every hit even if an enemy is not defeated. Defeating enemies on lower levels adds further bonuses: Level 2 - 1 point Level 3 - 2 points Level 4 - 3 points Level 5 - 4 points Level 6 - 5 points Level 7 - 10 points Level 8+ - 15 points HINTS -Find a balance between increasing your hit points and increasing your firepower - each level gives you the opportunity to do one or the other. -Gems give you large amounts of points, but your forgo an increase of power for that level - they're for those brave or foolish enough to think they can survive regardless. -The beginner mode always gives you the same maze, be sure you become familiar with the game before tackling the random mazes offered by the advanced mode. -Each enemy has a specific type of behavior, learn all of them-and learn how to counter them! -Time can be your enemy, but remember that you don't have to fight everything - pick your battles! -Despite the enticement to hurry, be patient and careful! Most situations can be escaped with a little bit of caution and forethought, and impatience has ended more games than the cruellest monster. There are many secrets to discover within the labyrinth, so I won't tell you everything here! [Ongoing EDITs for bug tracking/reporting] DragonsDescent_3_22_2019_Beta8.bin - Scoring adjustment DragonsDescent_3_19_2019_Beta7.bin - Fix on method to finding hidden boss. Semi-Final build. DragonsDescent_3_5_2019_Beta6.bin - Font change, cleanup. DragonsDescent_1_10_2019_Beta5.bin - Retry option, quiet starting room, UI adjustments DragonsDescent_12_16_2018_Beta4.bin - Random maze fix, and other adjustments, current recommended version
  2. ZeroPage Homebrew LIVE every Wednesday & Friday Streaming the very best of Atari 2600 HOMEBREW games, LIVE on Twitch! Twitch Livestream Channel: https://twitch.tv/zeropagehomebrew YouTube Archive Channel: https://youtube.com/zeropagehomebrew NEWEST EPISODE: 20191204 Let's Play: HOLIDAY HOMEBREW SPECIAL! Frosty (Berzerk Hack), 2019 XMas Invaders (Pepsi Invaders Hack), Reindeer Rescue, Stay Frosty 2 UPCOMING EPISODES on TWITCH (Click Time Listing for Your Local Time): -- SHORT BREAK -- 20200103 Let's Play: HugoHunt (Demo), Pilot X, Ninjish Guy in Low Res World (LIVE @ 6PM PT | 9PM ET | 2AM GMT) 20200108 Let's Play: Penult (WIP Upate), TBD (LIVE @ 11AM PT | 2PM ET | 7PM GMT) 20200110 Let's Play: TBD (LIVE @ 12PM PT | 3PM ET | 8PM GMT) 20200115 Let's Play: TBD (LIVE @ 11AM PT | 2PM ET | 7PM GMT) 20200117 Let's Play: TBD (LIVE @ 6PM PT | 9PM ET | 2AM GMT) 20200122 Let's Play: TBD (LIVE @ 11AM PT | 2PM ET | 7PM GMT) ... 20200201 Event: 2019 Atari Awards Presentation! 2019xxxx Interview: Dion Olsthoorn aka Dionoid at PRGE2019 2020xxxx Let's Play: Dan Kitchen's Gold Rush (WIP Exclusive Premiere) 2020xxxx Let's Play: QuadTari Hardware: QuadGames (WIP Exclusive Premiere). Galagon, Wizard of Wor Arcade 2020xxxx Let's Play: Daniel Kitchen's Bon Voyage (WIP Exclusive Premiere) 2020xxxx Let's Play: First 12 Homebrews 2020xxxx Let's Play: Chat's Choice 2020xxxx Let's Play: MultiPlayer Marathon 2020xxxx Let's Play: INV+, Space Instigators, Rainbow Invaders (Invaded by the 2600 Show Theme) Upcoming Games: Complete Games: Ultra SCSIcide, RAMless Pong, Arctic Landtran, Sea Wolf, Conjoined, R.P.S., Skee-ball, Space Game 2K, Pitch'n Catch, Stell-A-Sketch, Asteroid Rescue, Super Pong 2600, Dark Mage, Joust Pong, Seawolf (2004) WIP Games: RetroVenture (WIP), [email protected] of Chaos 2: Treasure of Minos (WIP), Grand Chalice Cinci (WIP), Panic! Rooms (WIP), Save Gaia: The Cy-Mage (WIP), Dystopia (WIP), Drive! (WIP), Apollyon (WIP), Blackjack Theta VIII (WIP), Star Crusade (WIP), Shifty Lifty (WIP), Matchie (WIP), Mondo Pong! (WIP), Rip Off (Early WIP), Street Fight World (WIP) WIP Updates: Gyvolver (WIP Update), Tumble Temple (WIP Update), Temple Runner aka Escape from Kukuku Temple (WIP Update Next Ver) Boxed Copies: Amoeba Jump (Boxed Copy) + More 2019 PRGE Releases 100% PLAYTHROUGH: Caverns, Blinky Goes Up, The Stacks (WIP), Reindeer Rescue, Stay Frosty 2 Activision Patch Challenge: H.E.R.O. (75,000), Barnstorming (Game 1/33.3s or 2/51.0s or 3/54s), Enduro (5 Days), Crackpots (75,000), Pressure Cooker (45,000), Beamrider (60,000 & Sector 20), Chopper Command, Decathalon (Bronze @ 8,600), Decathalon (Silver @ 9000) Decathalon (Gold @ 10000), Dolphin (Friends of the Dolphin @ 80000), Dolphin (Secret Society of the Dolphins @ 300000), Dragster (6 sec), Grand Prix (Game 1 @ <30s, 2 @ <1m, 3 @ <1m30s, 4 @ <2m30s), Ice Hockey (Beat Computer), Kaboom! (3000), Laser Blast (100000), Laser Blast (Stripe @ 1000000), Oink! (25000), Pitfall II (99000), Plaque Attack (35000), Private Eye (Solve Case 3), Robot Tank (Cross @ 5 Squadrons/60 Tanks ), Robot Tank (Star @ 6 Squadrons/72 Tanks), Skiing (28.2 seconds/game 3), Space Shuttle (Pilot @ 4 or 5 missions with 4500), Space Shuttle (Commander @ 6 missions with 7500), Starmaster (Order of the Supreme Starmaster @ 3800/game 1), Starmaster (Leader @ 5700/game 2), Starmaster (Wing Commander @ 7600/game 3), Starmaster (Starmaster @ 9000/game 4) Archived Shows (YouTube): 20191129 Let's Play: Robot City (WIP Update), Street Rod 2600 (WIP), The End 2600 (WIP Update) 20191127 Let's Play: Fat Albert (Hack), Defender Arcade (Hack), Galaxian Arcade (Hack), Dr. Vs. Daleks (Hack) 20191122 Let's Play: Water Diver (WIP), Primate Plunge, Seaquest (PATCH EARNED! @ 92360/50000) 20191120 Let's Play: The End 2600 (WIP Exclusive Premiere), Heist (Updated Final Release), Marble Madness (WIP John K Harvey), Kelly Kangaroo (WIP) 20191113 Let's Play: Robot City (WIP Update), Running Man (WIP), Venture Reloaded (WIP Hack Update) 20191108 Let's Play: Kirby 2600, Keep Away, Bombs Away!, Tennis (PATCH EARNED! @ Won Set) 20191106 Let's Play: CollectorVision Phoenix Unboxing, Power Off!, Shielding Color, Bass Fishing Tournament (WIP) 20191031 Let's Play: HALLOWEEN HOMEBREW SPECIAL! Skeleton+ (Fixed), DoReMi (Halloween Edition), Zombie Invaders (Space Invaders Hack), Ronister at Haunted House (Berzerk Hack), Halloween, Frankenstein's Monster 20191025 Let's Play: Heist (WIP), Goon Nights, Skiing (PATCH EARNED! @ 28.19s/28.2s on Game 3) 20191023 Let's Play: PRGE Unboxing, Venture Reloaded (Hack) (Exclusive Final Release), Flop Band 2600 (WIP Exclusive Premiere) 20191020 Event: LIVE BROADCAST FROM PRGE 2019! New Homebrews, New WIPs, live with John Champeau, Al Yarusso and more! CLICK [Reveal Hidden Contents] FOR MORE YOUTUBE ARCHIVED SHOWS
  3. As big Atari and classic gaming fans, i'm sure just about everyone here who collects has at least one Atari 2600 in our personal collections, and some games. Yesterday, I acquired a rather interesting title on eBay: "Popeye". However, this isn't the normal Parker Bros. release, this is the unlicensed "Taiwan Cooper" version. I bought in in the box for $11. When I think about it, this would be just about the rarest 2600 game currently in my collection. So, how about you guys? What's the rarest game you currently own? (Ps, Photo is from original eBay Listing, I can post additional photos once the game arrives in the mail).
  4. Hello fellow Atari enthusiasts! I just started my retro gaming journey with a console I have loved since I was a kid. I decided that I would share my retro gaming experience with the world through my new YouTube channel. My first video is up and it is an unboxing of the 2600 Vader console and some games I have picked up so far. If you’re interested, please check it out. And constructive criticism is very welcomed. Thanks! Unboxing Atari 2600 Vader Console
  5. Omegamatrix helped me expand the original Atari Berzerk. This is a quick holiday hack of that featuring Frosty the Snowman. The Frosty song in the Title / Options screen fit real nice. It loops endlessly. Enjoy! (Permission is granted to make a cart from the posted ROM.) Frosty_20191125.bin
  6. I have this with complete description,more pictures and shown playing a few games https://www.ebay.com/itm/163904543260 Have other game stuff too take a look any questions message me thanx,
  7. Open to reasonable offers on 3 complete in box Atari 2600 games. All are in fantastic condition. Happy to provide more pictures upon request. Located in Australia. Thanks!
  8. Just wanted to make a post in which I can share my channel with others. I cover a ton classic consoles, oddball items, as well as newer games. Come check it out! https://www.youtube.com/user/swlovinist
  9. I put hundreds on roms on my Atari Flashback 9 and all games work except for 2. Draconian is one of them. The other is "Super Cobra the arcade game" which is a homebrew port to the 2600. Does anyone know why these games don't work on the flashback 9? All the other homebrew games work. I also tried deleting spaces in the names to get some roms to work. But those I mentioned are the only 2 that don't.
  10. Is the rom for LadyBug on the 2600 available? I searched the internet and Atariage, and haven't seen it.
  11. Carpenter

    Rally Racer

    Hello everyone! I'd like to introduce you the new release from More Work games: Rally Racer I have made a post on "Buy, Sell and Trade" section (http://atariage.com/forums/topic/289764-rally-racer-new-release-from-more-work-games/). Please check there to see pricing and more details. The initial batch of 50 numbered copies is gone but you can still get the non-numbered series. Gameplay: Don't miss it! :-)
  12. Hello, I found this light sixer with this serial number. Can anyone tell me if is it an original serial number? Thanks
  13. Hello, I found this light sixer with this serial number. Can anyone tell me if is it an original serial number?
  14. Now i'm not a programmer, but I've been thinking of a Game where you play as a JSDF helicopter Pilot and you have to fight a division of evil helicopter pilots, alien U.F.Os and the final boss Godzilla. Even though I said i'm not a programmer, I drew up some crappy sprites on some graph paper as seen below. So what do you guys think? Would you play an atari game about godzilla?
  15. I got a good sized collection so far even got some rare stuff. Rockin the Vader cus it’s the best vcs in my opinion.
  16. Hey everyone. Had a quick question for those of you familiar with Hardware because I really am not. i have a video issue with only certain homebrews and hacks. Original release 2600 games play fine, all 85 or so i own. It doesn't happen every time with the effected games, and when it does happen usually taking the game out and reinserting it once or up to 3 times will make the issue go away. could this be a power issue? Capacitors or something inside the system failing? Or simply just RF interference of some kind? I'm using a light sixer on a CRT through RF. I'll post a picture of one of the affected games and then a couple of pictures of regular games playing fine. thanks alot everyone.
  17. This is a video talking about the 2600 version of the classic coin-op Crazy Climber, along with some gameplay. Go for it!
  18. I have a Joystick controller that came from an Atari Flashback console (Flashback 2 I believe) that has worked fine until recently. All of a sudden the right direction stopped working. I took it apart and re-soldered the wire for the right direction, but nothing changed. At first it went up when I pressed it to the right, but that was only due to a sloppy soldering job (the solder was connecting the right and up directions). After fixing this, the problem was not fixed. Would it be a problem with the controller's connection to the console? If anyone has any advice I appreciate it.
  19. https://www.mickmuze.com Hey everyone, I'm Mick. A little while ago I decided to try and learn batari Basic and finish what I hope would be considered a good game in 30 days of programming. I kept a daily journal as I did this and the game is now complete. I am currently working on creating the artwork and designing the manual but thought I would release my development notes as a blog in the mean time. So the link to the daily blog is above if you are interested. Cheers Mick
  20. Hello everyone, I´ve just acquired my first Atari: a 2600 six switch from Hong Kong, looking clean and with 10 games. Hooked it up by RF to my older Philips LCD screen which I also use for other consoles using RF. It picks up the signal well enough but it´s the black screen.. Sound is great though and I can play Pacman for example by feel and the other games make all the proper game sounds as well. I´ve resoldered the boards, replaced the 2200 and 4,7 uF capacitors, cleaned cartridges and the holder, cleaned the IC´s pins and sockets, but with no change. So I guess I´m switching IC´s. I´ve been reading through many of the threads on the subject here but one aspect that may help narrow it down is not mentioned: Which IC is the likely culprit, if any, when you can still play the game and have crystal clear audio? Greetings, Bram, the Netherlands.
  21. Hi All, Some of you may know me from the Atari 8-bit forum - I've designed a couple of open-source multi-carts for the Atari 8-bit (the UnoCart and UltimateCart). The Atari 8-bit was my childhood home computer, but I picked up a 2600 jr on ebay at xmas, since I fondly remembered playing Combat on a friend's Atari VCS after school. However I thought it would be nice to play some other games and try some of the more recent homebrew creations, and so... Over the last couple of weeks, I've been busy building a version of the UnoCart for the Atari 2600 - The UnoCart-2600. The video below shows it in action (code from a week or so ago - I've renamed it since then!) Like the UnoCart, this is something you can build yourself with minimal soldering. It just requires an off-the-shelf STM32F4-DISCOVERY board, an SD-card breakout board, and a breakout board for the Atari 2600 cartridge slot. Everything can be hooked up with jumper wires. The source code, firmware, breakout-PCB design and (very rough) building instructions are on a new github page for the project: https://github.com/robinhedwards/UnoCart-2600 The cartridge successfully auto-detects and emulates pretty much all the ROM dumps available on AtariMania (with the exception of Pitfall II, since I'm not emulating the DSP stuff). So far, this has just been tested on my Atari 2600 jr - would anybody else be interested in building one and helping me find any remaining bugs in the cartridge emulation? I've got a few cartridge breakout PCBs spare, since that is the only part that is hard to obtain. PM me if interested? Robin
  22. Hello fellow forum members! I have a 2600 vader with the original co16353 power supply. This supply supposedly outputs 9v 500 ma, but testing with a multimeter displays 14.8v !!!! The console works fine and doesnt get hot or anything weird, So is the high voltage gonna kill the system? Should i get a truly 9v power supply??? Thanks for reading and your kind responses.
  23. I haven't had any issues with the 2600 incompatibilities on the 7800 so far, but I've recently been wanting to play Kool-Aid Man and was wondering if you could replace the TIA in the 7800 with an earlier one, to possibly fix some of the compatibility issues. Thanks
  24. Greetings fellow forum members. I need your help and expertise in solving a problem. Recently i bought a 2600 vader console. Its in great shape and works perfectly. It came bundled with a pair of wireless cx-42 controllers, also in great shape, but they dont seem to work at all. The console powers with the receiver unit plugged, but theres no input from the controllers. I tested them with yars revenge and the yar just keeps going up and down while the unit is plugged. If i disconnect the controller cable the yar stops moving. Also tried with missile command and pole position and nothing happens. Turning the controllers on and off or pressing anything ,doesnt seem to affect the on screen action. I opened the receiver and the controllers and they seem to be fine. Nothing broken, burned or blown. Is there any other way to test if the receiver and the controllers are working? I could get a refund for the controllers, but i really want to keep them, they look so cool and i really love to see them working. Thanks in advance for reading!
  25. Once upon a time there was a Mac OS X Xcode template for VCS development. Unfortunately time seems to have passed the VCS templates by. I couldn't even check them out. They are behind broken links and reportedly don't work with modern Xcode releases anyway. So I made a new template. The goal is to streamline my experimentation with 2600 programming, but it could be useful for others so I thought I'd share it here. I make no guarantees about how well it will work on your particular setup or any promises that I will update it in the future. Contents The template generates a simple project containing : main.s The main assembly file. Any additional files should be incorporated into main.s through include statements. This is the only file that is passed to dasm. The main.s default code is based on Andrew Davie's "Our First Kernel" though somewhat cleaned up with loops instead of repeated statements. It should give a solid blue screen when run. dasm, vcs.h and macro.h These files are embedded in the template and will be copied into any projects generated with this template. Any globally installed dasm or include files will be ignored in favor of these project specific ones. I like this approach because all the files necessary to generate the binary are embedded in the project. If I want to move this to another machine or build it years from now I do not have to recreate the build environment to make it work. Other's may want to use their globally installed dasm and in that case it shouldn't be too hard to hack the makefile. Makefile A dead simple makefile to kick off dasm. It will use your standard Xcode settings for project name and build location. The Xcode build destination is by default deep inside ~/Library/Developer/Xcode/DerivedData/ Considering that directory is hidden by default it seems like a weird place to put builds. I usually change my build destination to something more accessible and the makefile will honor those settings. Usage Unzip the archive and put the whole Atari folder into ~/Library/Developer/Xcode/Templates/ If you are using the GUI hold down the option key when opening the Go menu and a "Library" option will appear allowing you to access the Library folder. Now you can chose the Atari VCS template when you create a new project in Xcode. There doesn't seem to be a way to configure schemes through project templates so one more step is necessary if you want to auto launch your ROM in Stella. Choose menu : Product -> Scheme -> Edit Scheme... Select Run item from list on the left In the Info tab's Executable popup menu choose Other... Navigate to the Stella app and choose it In the Arguments tab add an argument with the value including the quotes of "$(BUILT_PRODUCTS_DIR)/$(PRODUCT_NAME).bin" Once you have setup Stella as the executable you can build and run from within the Xcode GUI and Stella will be launched with your changes. I have used this template a bunch on Xcode 6. In brief testing it does appear to be compatible with Xcode 7 as well. Even if this template doesn't create projects exactly how you wish, hopefully it will still be valuable as a starting point to configure Xcode as desired for VCS development. Atari.zip
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