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Found 16 results

  1. Thanks to a cart donation by flip, I've been working on a 3d printed replacement shell for the RCA Studio II cartridges. Fortunately the cart is a simple design suitable for my limited skills Here is what the first prototype looks like: I don't have an idea on cost yet (shipping from Canada will be a killer but maybe I can send a batch to someone in the US and they can distribute, same with Europe...we'll build that bridge later) For now, I'd like to get a rough idea of how many I'd have to produce initially. I'd expect to do some on demand later but for now I'd do a big batch. Colors: Red Green Natural (kind of an off-white) Blue Black Glow-in-the-dark Please post here how many you would want of each color, I'll keep a running tally.
  2. Update 2020/05/28 - As you can see it looks a little different 4 years on. 'lo all, I've recently been working on a Dungeon Master-esque maze game in 7800 Basic with the intention of maybe turning it into a basic first person roguelike but I just flick between different projects and never finish anything. Instead of letting it go to waste I thought that if I upload it here somebody can learn from it or use it as a starting point for another project. For the sake of making something quickly all the walls are large banners rather than being made of tiles so it wastes a lot of space in memory and I've had to put the plot commands in subroutines as the closest wall graphics are too big for an IF statement to jump over the draw calls. The best improvement would be to switch to using a tilemap for each wall to reuse graphics and save space for other wall graphics and/or monster/item graphics etc. The HUD would also need a lot of adjusting to make it more efficient and I've not been able to get the text to work properly in the time that I was making this. Hope somebody finds this helpful. 3D Maze.zip
  3. EDIT: Current release 4/25/20 can be found here Hello! Long time no see! Due to the coronavirus outbreak my schedule has conveniently been freed up, and I've started to port VePseu to the TI-99/4a! Attached is the progress so far.. Kinda sad I couldn't make a raster engine like BUILD or DOOM, but floating/fixed point is kinda a pain to implement and multiplication/division isn't signed like addition/subtraction, so I didn't feel like tackling that beast just yet. Is it possible? more than likely. Would it be playable? Not so sure The cart limitations are very similar to the original VeSpeu, in that I aim to keep the whole shebang under 4k. The code I'm working with also uses the upper 4k of the cart for RAM (specifically, as a video buffer so we don't have to access the slow VDP to manage basic graphics, you'll see why). The basic render code is done and only takes up around 1520 bytes *including an uncompressed map. I also plan to implement basic RLE or possibly simplified gzip compression on the maps as well, i'll just need to see how that goes.. Here's the basic to-do list Optimize code so it can run at 60/50 fps Comment the code Code Java-based development tools for maps, sprites, etc. Implement basic compression Make walls prettier Increase map size from 16x16(maybe, depends how tight optimization has to be) Minimap(maybe, depends if I have trouble moving through maps. Colored walls are a thing now) I do tend to have a habit of not finishing projects, I'm aware of this, but I still plan on optimizing the code a little and commenting the code before releasing the source. The TI-99 does have a lot more room to implement a game compared to the Atari 2600, and I already have a few in mind The source will be licensed under the BSD 3-Clause Revised license, and I'd love to see a game or two made with it! Plan on the code/binary to be released within a day or two, but don't quote me on it...
  4. He got two questions about the Virtual Boy. I see castlemania games has virtual tap. It cost around $70 and has the name of three Western hemisphere modders who do they recommend will mod it for you for a price. I tried writing castlemania games but it wouldn't let me in to their letter page. They don't usually let non-customers join. First of all I've seen anaglyph videos of Virtual Boy. Most are red and blue but I don't have the red and blue glasses. I do have the red and cyan glasses. From what I know in science, blue light plus green light equals cyan light. I heard you could play either left eye or right eye. Could you play both? I assume if either VGA or RGB is a simple pin connection to have the left I have the red and the right I have the Green in the blue connected. It says it could swap between 8 colors. I assume it's the seven main colors scientifically defined that isn't black, and the eighth color can you be a custom color or by default is inverse White.(black spots on white backgrounds) Is there a color switch on both sides? If so it would be easy to have independent color shifts. If you are not independent controls for left and right eye could there be a 3D mode where whatever the left eye is the right eye is the opposite. So red and Cyan are together, green and magenta are together, blue and yellow are together, pick the opposite side to flip sides. most of the video show red and blue and I've seen a cyan video before so I know the combination is possible. I know to buy it from castlemania have it sent directly to a modder along with my working Virtual Boy and pay the labor and extra parts fee. The best thing you could do is play it on a TV screen. I assume it works for VGA and RGB scart because all those have separate pins for red green and blue, adding a composite or S-Video chip would have really thrown It off. so now it's the console and pretty much anything that is not specifically analog I prefer my fightstick for, without tearing apart a virtual boy joystick, could someone add a method of getting a brook retro fight stick board working with Virtual Boy? I know it has very weird controllers. It's partly robotron control, partly NES control. what would be the ideal arrangement for most schemes using a fightstick with a virtual boy?
  5. First I read something somewhere about a virtual boy mod that's made that I'll let you connect a virtual Boy 2 some modern TV. Anyone know where that is? I got a couple other questions. one cannot be hooked up natively to a CRT TV in component video or RGB via SCART? Also if hooked up my HDMI is there some way to get it in 3D just like the virtual boy originally was? My TV accepts side-by-side half as a 2d compatible 3D. Also in terms of the processor are the graphics considered white monochrome and red is just the theme filter? Also I see people wondering how you stream portable video games on Twitch and mixer. This would be an answer for virtual Boy, a Nintendo has official answers for Gameboy on both Super NES and GameCube. someone was talking about a Game Gear player on the 32x cartridge where you insert the Game Gear cartridge inside the 32x cartridge. The reason why 32x is because Genesis doesn't have enough colors to accurately display game gear. and since this website is called atariage why not a Lynx player for the Jaguar? insert a lynx cartridge inside a Jaguar cartridge shell?
  6. Wondered if anyone has a copy of 3D Galax by Gremlin Graphics that they possibly would consider parting with? Thanks!
  7. Hi, I'm new here and am happy to release my "3d" tennis. If you find any glitches let me know. Atari_tenis.bin
  8. Just in case you have not seen already the 3D homebrew game Hyper Fighting for the Nintendo Virtual Boy: http://youtu.be/nW8lPCNEFGc
  9. Hi Guys! I've purchased Atari Lynx II recently. Everything works (except scrren which I want to mod) but battery cover is missing. I know that there are many places to get missing part (original or substitute) but has anybody acces to STL file of it? I ask because I have (limited) access to 3D printers. Thanks in advance. miker
  10. Hi all, The original shell for my Ultimate Cart was a hacked Atari grey cart shell, which I spray painted blue. Unfortunately the paint has rubbed off a bit, and its now looking rather tatty. So, now that I've got a 3d printer of my very own, I decided to design a shell for the Ultimate Cart. Like the rest of the project, this shell is open-source. I've uploaded both the STL files and the design files (OpenSCAD) to the github site: https://github.com/robinhedwards/UltimateCart/ The shell should fit any PCBs produced using the board files on github. This should be most of the boards out there, with the exception of the redesign by Panos that he used for his later runs (but I think these came with nice shells anyway). If you're not sure, compare your board to the pictures on github - if the connectors and screw holes are in the same places, it should fit. The cart has been tested for fit in my 65XE, and 800XL. Flashjazzcat has been kind enough to test it for me in a XEGS, 800 and 1200XL, and reports it fits well. If you don't have access to a 3d printer, I'm happy to make a few of these for others. This would be using the same printer and filament colours (bronze & red) as the pictures above. The price would be £22 + P&P (£1 to UK, £3 elsewhere). Send me a PM if interested. Robin
  11. Hi, I recently got Super Burnout and was wondering a few things about the strategies needed to win at it. First, for some reason I cannot get better than 6th or so in the america track, no matter which bike I choose (not counting cheats). I haven't found any of the other courses to be as challenging, with the drones seeming much weaker on the others. What's the secret here? Did they really start off the championship with the hardest course or am I missing something? Second, does taking the inside of a turn actually shorten the distance through the curve that you have to traverse (like in real life), or are you just less likely to slide off? The manual hints that taking the inside might actually shorten the curve, which would be a first for a pseudo-3d back view game like this (afaik) I found a good guide here.. any good strategies I should know that aren't mentioned there? http://www.gamefaqs.com/jaguar/586905-super-burnout/faqs/55195 (and, full disclosure, I'm only scoring a D in the championship so far haha. Guess I have a long way to go) Thanks all
  12. There haven't been many attempts at a mapped 3d engine/game for the Atari, and I wish to change that with an in-development project I call VePseu, the Very Pseudo 3d engine It works by going through the map and gathering a list of walls to draw, which are then rendered onto the screen. It (should be) very predictable and fast, but also limited (the max. viewing distance is 4 walls away). DASM has been marinating in my brain for about a year now, and I think I am finally prepared to take on a fully featured Atari 2600 program. It's fairly simple, and I hope it isn't absolute crap so you guys can use it. The GitHub page can be accessed here. UP to go forward, DOWN do go backward, LEFT to turn left, RIGHT to turn right Looking for ideas to make in the engine. I'm currently thinking of a zombie shooter and a Wolfenstein 3d "port", any other suggestions would be appreciated The demo for VePseu III.I.MMXIIX Rev. 0 can be downloaded here: vepseu.bin
  13. Howdy! Today, I'm here to inform you that I'm creating "Nintendo Power FX" for the SNES. It uses the Super FX Chip 2 to manage detailed 3D polygons at an outstanding framerate! Play as Mario, Luigi, Samus, Megaman, Link, Donkey Kong, Diddy, and Yoshi as you rush through iconic levels from games. There is a battery save system. Levels include World 1-1, Yoshi's Island 1, Cutman, Jungle Hijinks, and many more! This project will take lots of time, as there has been no attempt (as far as I know) to make a 3D platformer using the Super FX chip. I will keep you peeps updated.
  14. Yay, my new TIPI case arrived in the mail today! I'll be putting this bad-boy together this weekend. Thank you Thomas, it looks GREAT! When I bought my TIPI and 32k board, I screwed up and bought a "shorty" thinking it was "shorty" because it's a small short board. Not that the connector was too short to support any upcoming cases. So, Thomas also took care of me by sending a board with all components except the chips (at a great price). A simple chip-swap and I'll be able to use the new Case! Here's a pic. of that board...
  15. Planetvb is hosting a Virtual Boy coding competition. The compo will run from Sept 1st until Dec 31st 2013. The winner will get their project released on 20 physical cartridges, complete-in-box. The VB has been extremely well documented. You can find everything you want to know about the hardware over at planetvb. There also exists code examples, tutorials, documentation, a coding environment, and more. Developers can use emulation to work on their projects. I am sure planetvb members would be happy to test on actual hardware using their Flash Boy linkers. The Virtual Boy is a really fun system to use and has a lot of potential. All it needs are some creative coders to release some new games and applications for the system. For more info: http://www.planetvb.com/modules/news/article.php?storyid=373 *News borrowed from the Neo Flash off-topic forum and posted here by permission.
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