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Blogs

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  • Kelp Entertainment
  • 2600 Fun Blogs
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  • Blogpocalypse
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  • That's what she said.
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  • The (hopefully) weekly rant
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  • A Ramblin' Man
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  • GEOMETRY WARS ATARI 2600
  • LEW2600's Blog
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  • Bri's House
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  • Chuplayer's Blog
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  • Guru Meditation
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  • The 12 Turn Program: Board Game Addiction and You
  • Tezz's projects blog
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  • ¡Viva Atari!
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  • The hunt for the PAL Heavy Sixer
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  • Joey Z's Atari Projects
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  • BubsyFan101 n CO's Pile Of Game Picks
  • I like to rant.
  • Cleaning up my 2600
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  • HLO projects
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  • MegaData Manifesto
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  • Make Atari 2600 games w/o programming!
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  • Atari 2600 game maps
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  • Keith Makes Games
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  • bow830
  • Gernots A500 game reviews
  • Byte's Blog
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  • Zsuttle's gaming adventures
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  • My blog of stuff and things
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  • GG's Game Dev, Homebrew Review, Etc. Log
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  1. Welcome to the 1st round of The AVC Games: Harmony Games (2600 division) Round 1:Work in Progress Port: Zkeep by Krzysztof Kluczek Rules: play until you die (I don't see any other things mentioned about settings so it doesn't matter) ------------------------------------------------------------------------------------- go here to d/l the game: link Rankings: 10pts for for 1st place and 1pt for last place and after This round begins on 3/11/2024 at Noon Central and Ends on 4/7/2024 at 2pm Central Score can be submitted three ways Now: via this post on Atari Age (like normal) via Facebook on the Atari Video Club group (thread post will be set up) via the AVC Online website on the AVC Games Page
  2. As I don't happen to own any 2600 compatible flash carts I tried to make something simple. Google told me that this idea has failed before. But that may be because of speed considerations. As the 2600+ just dumps the cart my guess is that it is better suited for a Pico approach. The image tells it all: glue a Pico on a PCB that has a 2600+ connector. After that solder the wires to correct places on the pcb. Once I get the soldering done I will try to copy relevant code from nickbild/picoROM: Emulate ROM chips with a Raspberry Pi Pico. (github.com) and see it I can get this to work with 2600+ dumper. The goal is to program a 4k game into RAM and when it is ready I switch the ROM emulation on and the dumper would read the cart image from the Pico's RAM.
  3. Hello everyone! I'm proud to announce an upcoming 2600 homebrew game in the making. Let's play Pong! It's based on the classic Pong game, Just with more details and modes, More artwork and features should be coming in later this month and early April. If there any update in later on project it " most likely be updated here "
  4. I had this idea i came up with back in college ages ago of a sequel to Berzerk called Berzerk II on the 2600. Disregarding my lack of understanding on what the hardware is capable of, this was my idea for a sequel. The game would set you in one of the 3 set positions at the bottom of the map, you would then need to navigate and avoid the robots and find 3 coloured dots (keys) in order to open the gates at the top to the boss. Once in there, 2 shields will cycle along and you will need to time your shots between the openings to destroy the boss ( he does not move ) , dodging lasers all the while, standing in front too long will result in being fired at. Once defeated, you will have 2 minutes to get out of the base, pausing (b/w switch) will bring up a blank map, with your position, and the exit position, you will use this to find your way out, the exit is random but always on the edge of the map. Once you escape you will start again and the game gets harder ect. I gather there would be a way to randomize the map slightly each time after the first, softlocks would be my concern. Some rooms will have lasers that fire and you need to run through, generally guarding the keys needed. Evil Otto will come as normal if you linger to long, and when the base is on countdown. He will have an angry face when you are escaping. Trap room exist as dead ends but a challenge for the player, defeating them all grants 1 extra hit, these can stack up to 3 extra hits. There are drone enemies now, both will charge and increase speed if your in their line of vision, one of them will hunt you down if they see you while the other just keeps on its set path, speeding up if only on that plane its on. The robots like usual keep their Ai as before, saying things to you depending on how you enter, or leave the screen, or die. That is the just of the idea. The box art i hobbled together with AI and some manual editing to fix up some of the anatomy and a bit of the face, if this was a legit thing it would best be redrawn by someone else for proper authenticity. This game is placed about 40 years after the first, all have failed in their missions since and you are the last one up, failing results in the downfall of humanity, so this time you really cant afford to lose. I thought of having an ending game over where the robots say some grim one liner, though i cannot think of any of yet. Let me know what you think. Link to the files in case they expire, larger map included - https://drive.proton.me/urls/XDY1E7BXD4#aRr2X4wG4m82
  5. Maybe this is a stupid question but ... I was wondering while updating my detailed list of Atari 2600 games: Is there an official name for the new Atari 2600 label variation (10in1, 4in1, Mr Run and Jump, Berzerk Enhanced Edition)?
  6. New 02/04 Atari 4 switch. System works (turns on, signal outputs to tv via rf cable), but some flaws. Pretty sure one or both of the controller ports are not working and the a/b switch and channel switch are gone. The casing alone is in good shape. No cracks or damage. Some of the screws are missing, namely the ones to open the unit. Atari Jr. Also working, tested - powers on, video out works. I tested the left controller port, it works. I didn't test the 2nd but pretty positive it works. Slight cosmetic damage 😁 Sega Multi-Play $6 bucks + ship $25 + shipping for both. Open to offers of course. Shipping is exact cost. Paypal F&F
  7. Thanks to all who participated in the 2023 Atari Homebrew High Score Contest. It was another slow season. And now like last year it time for a change, a name that is, what started out as Harmony Games where players picked the homebrew 2600 games than decided by voters in the Atari Homebrew Awards, and later changed to Atari Homebrew High Score Contest last year now including homebrew 7800 games. instead taking request like before for names I just deiced to call it the AVC Games with the subtitle: Playing The Best Scoring Games From The Atari Homebrew Awards. Like the subtitle suggests: we are playing the games that have scoring systems that was a winner of The AHA's. the stipulations on deciding what games from the top 3 winners from AHA are used in the AVC Games are: The game must have a scoring system (either be normal scoring or best time) the game must be one player (two player games are disqualified) and the ROM must be public to be played on flash cart or emulator (we will always use the current version of the ROM) For now we are still doing 2600 (Harmony Games Division) and 7800(Concerto Games Division) games. Due to format changes of the AHA's the rounds been altered: Harmony Games Division: 1st round: Work of Progress (stays the same as past Harmony games: Original for normal points (10 for top score 1 for last and after) Port for bonus points(9 for the top score and 1 for last and after) 2nd round: Completed Games, reverting back to Original format similar scoring for Work in Progress 3rd round : 4k and below only for normal points Concerto Games Division: 4th round: Work in Progress (same points as Harmony Games Work In Progress) 5th (final round) Completed (same points as Harmony Games 4k and below) Score submitting remains the same Atari Age (Harmony Games topic for 2600, Concerto Games for 7800) AVC Online Facebook group(topic will be set up) and AVC online website on the AVC Games page via the form. Harmony Games Division Starts on March 11th,2024 at Noon Central Concerto Games Division starts on Second Monday of the Month after Harmony Games Division ends. This topic will be used for the Leader board updates as well as announce when the games start
  8. Welcome to the 1st round of The AVC Games: Harmony Games (2600 division) Round 1:Work in Progress Original: OH No More Peril by @vhzc VHZC Games / Vladimir Zuñiga which came in second place in the 6th annual AHA (Button which did win didn't fit the guidelines for the AVC Games for not having scoring system and Oh No! More Peril was chosen) ----------------------------------------------------------------------------------------------------------- Rules: like most VHCZ games you must finish the game to get the score go here to d/l the game: link Rankings: 10pts for for 1st place and 1pt for last place and after This round begins on 3/11/2024 at Noon Central and Ends on 4/7/2024 at 2pm Central Score can be submitted three ways Now: via this post on Atari Age (like normal) via Facebook on the Atari Video Club group (thread post will be set up) via the AVC Online website on the AVC Games Page
  9. The Accu-Pick 2600 robots get a break from farm work to practice their catching skills. Help them successfully catch the ball in 1 of 3 possible landing locations or let them try to do it themselves with 4 varying A.I. skill levels. But beware! The red Squiffal-ball seemingly has a mind of its own when travelling through the air. The game ends when the first player gets 10 points or when the game clock expires. Current Version (Complete): V1 ROM (NTSC): Catch[V1][NTSC].bin V1 ROM (PAL60): Catch[V1][PAL60].bin Instructions: Catch Documentation.pdf Previous Versions: Following ElectroBall and Berry Fun!, my new game Catch is my 3rd homebrew for the Atari 2600. For my third game I decided to try and make something using the Keypad controllers after multiple suggestions on integrating Keypad support for Berry Fun! (one big reason I didn't do it for that game is because I didn't have enough actual clock cycles to do game logic and read from the Keypad). The artwork for Berry Fun! also inspired the "robot claw" sprite to indicate where to catch the ball, as opposed to the original Blip! placement of [1], [2], and [3]. Game development started in the summer of 2023 and was completed with an hour here and an hour there when I had some spare time. Beta 1 was wrapped up at the end of 2023, but didn't make its "debut" on the scene until 2024. Beta 2 was complete in mid-January 2024. The game was officially declared "complete" on March 9, 2024 (the only difference between the final V1 ROMs and the B2 ROMs is changing of "B2" to "V1" on the title screen). If there turns out to be a bug in the game I'll look to fix it, but I was not planning on any new overall developments (instead I will turn my attention to my next game, a return to the more standard Joystick control). This game is in a sense is a "port" of the Tomy handheld Blip! game, which itself was a port of Pong. So this is a port of a port (port^2?). While developing it I put in further goals on what I wanted to do for this: Try to lean into the "port" aspect of game development as much as possible (my other two games were "heavily inspired" by other games but could be considered original), use the Keypad controllers, make this a 4K game (no bank-switching!), use a single line display kernel, add in an options menu and keep it "Couch Compliant". At the moment I'm able to do all of that (and currently have 3 bytes of ROM space left over). I definitely had to use a lot of ROM space saving tricks and arrange my graphics data so that they fit into 2 256 byte spaces to avoid wasting any sort of ROM space. I didn't have enough space for an opening music jingle, but with Keypad support I was able to program in the ability to generate tones with each Keypad, allowing people to come up with their own jingles. I used Darrell Spice. Jr's joystick/keypad sample code as a starting point, then Darrell was kind enough to send me an updated sample code on how to read both controllers at the same time (included here 2keypads.zip for posterity). I did some additional space saving optimization, switching from SLEEP macro commands to a DELAY_X_CYCLES macro to do a loop to wait for each line of the keypads to be read. I also used some of the delay time to generate some random numbers, added in an option to not read the keypads for certain situations (when a player scores, for example), as well as add support for the computer to decide what key to press (and not have the human override it). My "even more optimized" Keypad reading subroutine code and the DELAY_X_CYCLES macro (and web link to OmegaMatrix's original post on it) can be downloaded here: ReadKeyPad_V2.asm. This is version 2 of my keypad code, which has dozens of bytes of savings due to waiting to assign my final keypad values at the very end of the subroutine. With those byte savings I was able to add a "Medium" ball speed and have the version and year displayed on the title screen. Because of how I did the "Medium" speed, it is technically closer to "Fast" than to "Slow" ("Slow" ball takes 106 frames to cross the screen, "Medium" takes 75 frames to cross the screen, and "Fast" takes 58 frames to cross the screen) but "Medium" definitely feels like a cross between "Slow" and "Fast" .. so mission accomplished! This game gave me some incentive to buy a used copy of Blip! from E-bay for further study to closely study it. The mechanical construction of this game is quite interesting. It essentially operates on a wheel, and after a certain period of time eventually loops around to repeat the same pattern. One of the options in the game is to use the exact same pattern or use one that is completely random. The original game is also really hard, and I think some of the movements of the ball (especially near the edge) borders on ridiculous. I did a pseudo-adaptation of the ball movement, having it be a little "squirrely" as it travels to not make it blindingly obvious where it was going to end up, but also not completely unpredictable. On the original game the instructions explicitly say "anticipate" where the ball will land, as if they knew it's just a complete crap shoot from the player perspective where it will land. Depending on how my concentration goes I vary between being able to catch the ball and not catch the ball so some skill is involved. The default options from game load-up are as close to the original as I could get. 2 human players, a "fast" ball (which travels roughly the same speed as the original), follows the "wheel pattern" of the original (starting at a random point in the wheel each game), and plays for 99 seconds (depending on how I wound up the game, I was getting games ranging from the low 70's to mid 120's in seconds, but I think this is a game best played in short bursts). But I've also added in the ability to do shorter games, a slower ball, completely randomized ball placements, and 4 varying computer skill levels (from an A.I. that just makes a guess each time to an A.I. that will get it perfectly each time, and all skill levels in between). Instructions are attached underneath the ROMs (available in NTSC and PAL60 flavors). For those that don't want to read instructions, any button on the lowest part of the Keypad serves the ball, any button on the 2nd to lowest part of the Keypad selects the bottom row to catch the ball, any button on the 2nd to top part of the Keypad selects the middle row to catch the ball, and any button on the top part of the Keypad selects the top row to catch the ball. The left Keypad controls player 1, and the right Keypad controls player 2. Please enjoy! If you've wished for another homebrew game that used the Keypad like an arcade controller, your prayers have been answered. Using Keypads certainly limits the game's availability across all available platforms (not playable on Javatari, not playable on Argon, currently unplayable on 2600+), but it was an interesting exercise making a game for this particular controller.
  10. I recently purchased a Panasonic 1984 and a Sanyo 1990 CRT TVs on eBay and am having trouble getting either of them to activate Atari. Can anyone give me any solutions to this problem? No matter which channel I turn to, nothing responds. By the way, I have an another CRT TV with Coaxial connection to play with on channel 2, so I think I know how to use it at least. Thank you! Shinji
  11. 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
  12. Let's make the testing a bit more structured and useful. So please put all your Atari 2600 games, controller etc. related test results in here. If possible, verify your results with original consoles. First, there are numerous games (especially homebrews) which are known to not work (yet). In brackets you find the bankswitching type name of Stella. Pitfall II (DPC) Activision (FE) (most likely): Decathlon, Space Shuttle, Robot Tank - Note: there exist cart versions (e.g from HES) which use Atari's F8 and thus work M Network (E7): Bump'n Jump (not the Telegames version!), Burgertime, Masters of the Universe CBS (FA): Mountain King, Omega Race, Tunnel Runner CommaVid (CV): MagiCard, Video Life Megaboy (F0) CompuMate (CM) Arcadia Supercharger (AR) games Melody enhanced homebrews: DPC+ (e.g. Space Rocks, Stratovox...) CDF(J) (e.g. Draconian, Galagon, Lode Runner, Mappy, Stay Frosty 2...) FA2 (Star Castle Arcade) CTY (Chetiry) Homebrews using EF, DF or EF bankswitching: e.g. Zippy the Porcupine, Penult Toyshop Trouble (0840) (there exist carts which use standard F8 bank switching and thus work) Boulder Dash (3E) Circus Convoy (SB) Stella's Stocking (X07) Realsports Boxing (F8) (there is a bug in the dumper which affects this game) Thrust+ Platinum (constant thrusting because properties cannot be found) Also some rare carts/prototypes like Pink Panther (WD), Pleiades (UA) or certain Brazilian bank switching types will not work. All other games should work. Exceptions found so far: certain bankswitched white Coleco carts seem to have problems Also not working: Harmony cart works only for 4K games in developer mode PlusCart As of now only standard Joysticks and Paddle seem to be supported. Sega Genesis and BoosterGrip might work (please test). Unsupported controllers: Keyboard, Video Touch Pad Driving controllers Lightgun Mindlink KidVid Trackballs (CX-22, CX-80, Atari or Amiga Mouse ) (in real trackball mode, works in joystick mode) AtariVox, SaveKey QuadTari(?) Joy2B+(?)
  13. If this game had been released by Activision or Imagic I think it would be better remembered than it is. https://youtu.be/KfuTFIyT2xY?si=9ZktaRpVZg78PN2f
  14. Now that the 6th Annual Atari Homebrew Awards are done time to announce the games for the AVC Games for the Harmony Games Division (2600 Division): as mentioned in AVC Games Topic with changes to the AHA's we had to reformat the rounds: Round 1: Work In Progress: Original: Oh no more Peril Port: Zkeep Round 2: Completed: Original: Game of the Bear 2 Much To Bear Port: Elevator Agent Round 3: 4k and below: Bot and Tom (on Round 1 Button did win 1st place on Work in Progress, but didn't have a scoring system in it, so Oh no more Peril was the next choice: on Round 2 Penult did win Completed Original but it didn't have a scoring system so Game of the Bear 2 was next choice) here is the schedule for each round: Work in Progress March 11- April 7th Best Completed April 8th - May 11th Best 4k and below: May 13th- June 8th When rounds go active there will be links to them above and in bold (as well mentioned in the AVC Games Topic)
  15. Updated: Reset and pause features added. PAL version added. New manual It’s a dystopian future... The year is 2112 and you find yourself on FOX HUNT, the world’s most popular game show. But Foxhunt is not like any other game show. Of course there is prize money, Up to a million dollars, but in order to win, you must survive 7 rounds and 50 unique fields in the arena! It will not be easy. The Hunters are out to kill you. Fight through each round and collect the codes that will set off the explosive charge placed in each Hunter’s neck. There are objects stored in stations scattered around the arena that can help you. If you find yourself in a tight situation, use the Crossbow that you found. Run fast, collect the cash, find every station, and fend off the Hunters before they find you…. Don’t let the audience down! Give them a good show! LET THE GAMES BEGIN! Fox_Hunt_Arena.bin Fox_Hunt_Arena_PAL.bin Fox Hunt Arena Manual.pdf
  16. 20 years ago I decided to get my feet wet learning how to make games for the Atari 2600. I had sincere intentions but back in 2004 I was simultaneously just starting my first ever gig writing humor columns for an online outlet. I was torn between two loves and because my foundation as a creator was grounded in performing comedy I took the route of following the path of a writer, though I always wondered what was down the road less traveled. Now I am back to hopefully relearn everything and then some and bring some of those old video game ideas to life and it all can be traced back to this game. Pineapple 2000 was my first "finished" Atari 2600 project and I had big aspirations for it. I wanted to get a miniature comic book made for it that told the story of the lone gingerbread man fighting off the invading swarm of "Fruitoids". Real stupid stuff and definitely something that matched the spirit of "lol so random" humor that permeated the early 2000's. Ultimately none of this came to fruition and I wound up getting about 20 cartridges made to sell to people on AtariAge who were interested in collecting oddities for the system. I did not sell all of the cartridges and a few of them (like 3 or 4) are buried in my garage somewhere. (If I ever locate them I plan on selling them at a slight premium due to their rarity in order to fund future game design endeavors.) This game is based upon the code of Space Invaders. In fact there is very little separating it from the base game as this is predominately a graphical hack. I wasn't sure how else to really improve upon Space Invaders beyond that. It's not an impressive hack in the slightest but it's important to me from a historical standpoint. Maybe you too will find something to smile about when you play it. I've attached the BIN of the game to this post for you to download. Additionally the game is available through itch.io and archive.org. If you are interested in reading about the fate of the "Radio F Software" label that produced this hack I wrote up a blog post about it here. Thanks for checking out my post. Keep your eyes glued to this section of the forum as my first proper game in 20 years is nearing completion! pineapple_2000_v1.bin
  17. My latest Atari 2600 homebrew Muncher is ready for release! This is the limited edition, 40 numbered copies are available, NTSC only. Muncher is an original game where you play as an astronaut who crashed on an alien planet. You must journey across the surface to eat all the food that splattered all over during the crash. There are aliens who chase and try to eat you as you try to hold on to dear life. There are 9 levels where the alien(s) behave differently. Here are threads about the game: http://atariage.com/...-2600-homebrew/ http://atariage.com/...8-muncher-2600/ There is also this video on youtube of a WIP (courtesy of atari2600land ) http://www.youtube.com/watch?v=QgtbUzL9zY8 Note that the latest ROM posted in the thread is not the final, and this release differs slightly from it. There is no manual included with the cartridge, but the controls are as you would expect. The game uses a joystick controller. The button can be held to get a temporary boost, that is replenished by eating more food while going normal speed. The Color/Black and White switch turns off the sound effect of eating food if you prefer. There is also a pause after loosing a life or beating a level before it lets you resume the game. Now on to the cartridge Artwork by Necron99 Cartridges are $30 USD, shipping is $6 to the US, $20 to canada, and $24 to anywhere else. Sorry for the ridiculous out of country prices, I have no control over that. These are ready to ship now! If you are interested in a cartridge, please send an email to wickeycolumbus(at)yahoo.com for payment instructions. Of course, replace (at) with @. My PM box is nearly full so I would like to communicate via email.
  18. For me personally, the player damage sound from Millipede on the 2600 has got to be the most ear grating horrendous noise i can fathom; i haven't played every game on the system though just the sound alone is enough to make me avoid that version altogether, it's so shrill. If you got a pick would be interest to hear it.
  19. Hi - I’d like to sell the whole lot to one buyer maybe $3 per cart. Local to NC or SC would be great but I’m fine shipping in the U.S. lower 48. Please PM me if any reasonable offers. All carts were tested (on a 7800) and working as of a year ago. Thanks!!
  20. Hello, I have scoured the web and even SoulSeek for these...I tried to buy on eBay but the seller is not responding (I guess he was in the hospital?). For whatever reason, I cannot find free labels ANYWHERE online...Would anyone be so gracious as to send me print quality PNGs or JPEGs of the HERO and BEAMRIDER labels for activision 2600 carts? I would really appreciate it. Would be nice to have them spec to size to be ready to print. If not, could someone kindly give me the correct print dimensions for these labels as well? truly grateful, thanks! Frank
  21. Hi all I have recently finished my Atari Flashback Raspberry Pi conversion. I have based it on the look of the Atari 2600 Vader edition. This is an Atari Flashback 6 with a Raspberry Pi 3b+ inside with Retropie. I removed the Flashback buttons and replaced them with arcade style buttons. I used black snakeskin style vinyl wrap to cover the brown wood effect front panel. I removed the old Joystick ports and added USB ports. I cut a hole in the back to add an HDMI port. Another hole was cut to add a Micro SD card reader so I can easily remove the SD card without opening up the whole case. I wired the Pi board to the power button and a white power LED. Hot glue, super glue and lots of filing was used for the project. The Pi board is currently sitting loose in the case as not a lot of room to bolt it in, but it is very secure as it is. I have converted an Atari Flashback 7800 joystick to work via USB by using a convertor. Also connected, an 8Bitdo wireless controller. Just for effect......I messed around with a couple of "free" retro wallpaper backgrounds and stuck my Flashback in the middle, which came out well.
  22. I’ve got a junior that turns on fine. You see the game, but it’s as if the signal is not fully lined up with the channel selected. I’ve tried different channels, gave it a cleaning, twisted the red thingie to see if that would help, asked politely but nothing’s made a difference. I also tried to find what’s always referred to as the chiclet looking film capacitor on earlier models but not having luck. Any experts know if there’s a specific that seems like an obvious fix?
  23. Time to announce the fifth round of the 2014 Harmony Games: Gingerbread man as suggested by SpiceWare Description Unrefined sugar, flour, ginger and heat have combined magically to produce consciousness and mobility in a delicious culinary confection. You, a Gingerbread Man, find yourself baking in a gas-fired oven, and you must find a way out! Gingerbread Man is based loosely on the popular children’s story of the same name. And although this game is appropriate for children, it’s not child’s play! In Gingerbread Man you must fight your way through 20 levels consisting of five unique game-play screens, facing a variety of obstacles and challenges in order to survive! In the first level you begin in a hot oven where you must escape before being cooked alive! Once you break free from the oven, you find yourself in the dining room where you need to collect all of the balloons and float up to the roof through the chimney. Now that you're on the roof you must build a bridge to a nearby tree while fighting off cats and birds that want you for a tasty treat! Once in the tree, you need to evade all the dangerous creatures in the forest (will you ever get a break?) And if you do escape the forest, you enter a cave where you must fight off your most fearsome enemy yet! Once you defeat the boss, to your dismay you are captured again and put back in the oven too cook some more, and this time the heat has been turned up! Will you ever escape? Can you battle through 19 levels to have your chance to out-fox the final boss and win your freedom? Gingerbread Man includes three game variations: Selection 1 is the default. Selection 2 is expert mode. Selection 3 is a special mode for children. You can d/l the game here Being this is our Special Game to be played at Atarimania 2 on June 14th as well were going to use selection #2 (expert mode) you can use the continue feature only once This round begins on June 9th at 3pm CST and ends on June 25th at 2pm CST **June 14th is a one day HSC challenge taking place at galloping ghost arcade the winner at Atarimania will get a free admission to VGS'14( if a person online beats the person at event the winner will get an e-certificate for our cafepress shop(which will expire 1 year of the date issued) valued at 25.00. (if online user is overseas a digital copy of 2014 VGS Program will be sent) this is only for that day from noon till 7pm CST)*** post your scrores here (ranks will posted at the AVC Online forum and on the harmony games web page (see signature))
  24. This is the final entry in the SwordQuest 'Jr' series. WaterWorld is pretty much the easiest game of the three anyway, so making it 'Jr' wasn't nearly as hard as the other two. One significant tweak here, I didn't like how the game 'reset' after each clue, so I disabled that feature. Unfortunately, there is a considerable pause after the clue before you can start playing again. But other than that it seems to work fine. Another tweak was getting rid of all of the in-game hints. They just seemed annoying without any real benefit. Each room needs at least 4 items to get a clue. The clue will help with the next room, as long as you work from the top room to bottom room in that order. The final clue will actually help in AirWorld, if you are able to get a copy of that game. Although there is no official PAL version of WaterWorld, a conversion was made by Omegamatrix (among many other PAL conversions), so I hacked that one to match the NTSC version. Hopefully it works as intended. Swordquest Waterworld Jr.bin Swordquest Waterworld Jr (PAL).bin I actually have some more ideas for the three SwordQuest games, but they must wait until I get much better at understanding and manipulating 2600 code. Until then, thank you all!
  25. Hello, I'm relatively new here and I'd like to present a game I've been working on for a while. First, let me tell something about myself. I'm 8bit and 16bit geek from Czech Republic. I'm a professional sound engineer who works on high budget games and I've been active in the demoscene for over 21 years now (I participated on plethora of productions: demos, intros, games,...). I always liked restrictions and Atari 2600 seems perfect for my taste. I do sports, especially ice hockey and inline hockey. Now about the game itself. It's a single player game. You are some guy who lives near some huge factory. And you have a dog. The problem are common deadly acid rains and acid snow storms because of the permanent pollution. One freezing day your doggy really wants to go out for a walk. So you go out despite imminent acid snow storm. Did I mention that if a snowflake hits you then you die instantly? Oh surely I did. You control both yourself and your dog. You can go to the left or to the right. If you press joyfire, you tell your dog to stay. If you press it again, you tell your dog to come. He will come and stay nearby you. You and your dog only need to stay away from those deadly snow flakes for as long as possible. Snow flakes come in waves - slow falling and fast falling. After every wave the delay between seeing a snowflake and when it actually starts to fall decreases, so the game becomes harder and harder. Color/BW pauses the game. It's a common 4k game without any technical achievements. Although the concept is simple I think it can be fun for a while. I had more complex music in mind but I quickly ran out of space, sorry about that. I had same problem with SFX, some had to go. Recently I saved about 80 bytes (learning is fun) so I may do something about it. Despite I'm from EU region I made the game primarily for NTSC regions. I made a PAL conversion, too. My friend phob made that gorgeous graphics and the rest is mine. I haven't tested in on real HW but I'd like to make my own cartridges. Curious how that will go. I may release source code on request but it's a mess (I have limited programming skills). So please tell me what do you think about it. Is there something what can make the game more fun to play? UPDATE 2019/09/19 I put a new version together (0.92 RC). I added some sounds and changed missiles speed progression. It may also be the final for the 4k version if there are no bugs and gameplay is somehow balanced ;] UPDATE 2019/12/16 Version 1.0 is just the same as 0.92 RC, I just formally made a release 1.0 version. Hope you enjoy it and make it over 500 unlike me ;] dogwalk_v0.9RC_NTSC.bas.bin dogwalk_v0.9RC_PAL.bas.bin dogwalk_v0.92RC_NTSC.bas.bin dogwalk_v0.92RC_PAL.bas.bin dogwalk_v1.0_NTSC.bas.bin dogwalk_v1.0_PAL.bas.bin
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