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Blogs

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  • That's what she said.
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  • The (hopefully) weekly rant
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  • BubsyFan101 n CO's Pile Of Game Picks
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  1. Atari 5200 SuperSystem Donkey Kong Jr (UPDATED VERSION FOUND HERE) Here is the 5200 version of the A8 Dk Jr hacks. "Arcade" is for Arcade likeness DKJr_5200(Arcade).bin "Enhanced" has more of a jungle feel. DkJr_5200(Enhanced).bin DKJr_5200(Arcade).bin DkJr_5200(Enhanced).bin
  2. Here is a hack of Galaga to make the player's ship a little more like the arcade; or rather an alternate interpretation. While I was at it, I changed some of the colors and tweaked a few other sprites as well. List of changes: New player ship sprite & colors Player & enemy missiles now like the arcade in both shape and colors Tractor beam curved a bit and color tweaked Score font like arcade, but other fonts left alone Various color tweaks, such as title screen logo Galaga (Ship Edit).a78 Galaga (Ship Edit).bin Here's a 300dpi color label:
  3. Hi, I had a few hours of spare time and, based on my old disassembly from 2001, created a little hack of Pitfall!. This hack allows you to select one of 16 all new maze variations. Especially for those who have still fun in mapping screens and underground passages. Enjoy! NTSC and PAL-60 (with some small color adjustments) versions included. Update: The x256 version has 256 mazes and additional variety of the existing game elements. See this post for details. Pitfall!x16.zip Pitfall!x256 v1.20 (2017) (Activision, David Crane, Thomas Jentzsch) (NTSC).bin Pitfall!x256 v1.20 (2017) (Activision, David Crane, Thomas Jentzsch) (PAL-60).bin
  4. 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
  5. I first played the assorted Ultimas on an NTSC machine where the artifacting gave at least some semblance of colours - blue and a sort of muddy greenish brown - but on a PAL machine they're ugly as heck which is kind of disappointing/distracting. I know of at least a couple of games - DROL and Choplifter - that were hacked to run in Antic mode 14, so I'm wondering if anyone's done the same (or attempted it) for any of the Ultimas? (I've always assumed these games ran in Antic mode 2, so I guess they'd need to be changed to 4 instead?) It wouldn't be perfect, but I still think it would be an improvement...
  6. introducing... Pitfall: Strange New Worlds for the Atari 2600 what if... Pitfall had more than one map? what if... you could start on any screen you wanted? welcome to Pitfall: Strange New Worlds plug in both joysticks, this may be interesting. start up the game, things look, a little different. the tree leaves are blue? and what's going on at the bottom of the screen? use the right joystick up and down to change the map. notice the first two characters at the bottom of the screen change. use the right joystick left and right to change the start screen. notice the second two characters at the bottom of the screen change. use the left joystick to play normally. notice the last two character at the bottom of the screen change. what strange new worlds might you discover? === technical details follow... Pitfall is famous among programmers for using a Linear Feedback Shift Register (LFSR) to generate the 255 screens in the game. LFSRs are defined by their characteristic polynomial. With the right polynomial, a maximal LFSR will visit all possible values. (except zero. 00 is weird. No one has ever been able to see Pitfall's screen 00, until now...) For an 8 bit LFSR, there are 16 different maximal polynomials. For those polynomials, there are 255 different places to start. The starting place is known as the "seed". Why did the author choose the polynomial that he did? Why did he choose the seed that he did? Would you like to explore the others? Well now you can. The right joystick up and down will increment or decrement the polynomial. There are 256 possible polynomials, but only 16 are maximal. The maximal polynomials are: 8E 95 96 A6 AF B1 B2 B4 B8 C3 C6 D4 E1 E7 F3 FA The right joystick right and left will increment or decrement the start screen. For the maximal polynomials, all start screens except 00 will be in the sequence. For other polynomials, smaller cycles may exist, or any given start screen may devolve into an even shorter sequence, leaving you no path back to the start! The hex number at the bottom of the screen gives the polynomial, the seed, and the current screen number. The game starts with the classic original polynomial and seed, B1C4. What strange new worlds might be out there? === notes from the hacker who did this. This project grew from a curiosity itch, and took longer than i had originally anticipated. i have a real appreciation now for the original author, as well as the architects of the curious machine that is the Atari 2600. Please don't ask me for any features, there simply is not enough ROM left. i could probably squeeze some more bytes out of it here or there, but there still wouldn't be enough for even the simplest function. i present this in the hopes that you may find it amusing. i have not published any maps, i'll leave it to the community to discover anything here that might be interesting. Pitfall.bin
  7. After reading the Video Game Critic's review where he was really complaining about the speed the miner moves in this version, I thought at least this point should be easy to fix. Miner2049er (faster).bin
  8. For those who don't know, Commavid's Magicard is a cartridge (initially only sold as a bare board without a case) that allowed to write programs in machine code on the 2600. It has 1Kb of RAM, a 2Kb Monitor program in rom which allows to enter programs using two keyboard controllers and, by building an interface described in the manual, to save and load them using a tape recorder. There are subroutines in the rom to easily generate a 40x42 pixel graphic display, or 7 lines of text with 10 characters each. A reduced ascii charset was also stored in rom. The monitor includes a simple disassembler, an hex dump of memory and a function to calculate relative addresses for branch instructions on the fly. I learned a bit of assembly after joining AtariAge and discovering the homebrew scene. From that I also became interested in the early microcomputers like the KIM-1 or the Cosmac ELF, and got fascinated by Commavid's Magicard which shares a lot of similarities with them. At the time I first discover it, the repros were already out of productions and the original was (and still is) rare and way too expensive for me, so the only way I could try it out was through emulation. I remapped the keyboard controllers in Stella so that they are layed out next to each other and attached little labels on a spare keyboard to make it easy to use. I downloaded and printed the scans of the Manual available here on AtariAge, tried programming it and I LOVED it! Later I disassembled the code (that wasn't too hard, because the monitor is described in detail in the manual, including ram usage and address and function of every subroutine) and I hacked it to work on a supercharger. The hack was a little buggy but it worked and I could run all of the example programs on the manual (with some screen roll due to the slow access to supercharger RAM). With the advent of the Harmony cart, I could finally run the original bankswitch scheme on real hardware and I started again working on it. I made a Pal version and a slighty enanched version with a few bugfixes. Here they are if anyone is interested (Although I'm probably the only one... ) ------------------------------------------------ PAL conversion: magicard.asm Magicard_PAL_conversion.bin Like the original but with color correction and 50Hz display (without black bars on top and bottom of the image: the display is actually stretched to fill the screen, so the aspect ratio is the same as on the NTSC version). Here is a pdf version of the manual and overlays for the keyboard controllers you can print Magicard_Manual.pdf Magicard_Overlays.pdf ---------------------------------------------------------- Magicard+: magicard+_WIP_NTSC.bin magicard+_WIP_PAL.bin changes: - Fixed "JSR" addressing mode in disassembler (The original lists it as "absolute Y", instead of "Absolute". There's a note on chapter 4.3 of the manual) - Different font - RIOT RAM $A2 to $A9 isn't zeroed anymore upon reset. - Debounced RESET switch - The left four digits are now blanked while typing hex codes (The original shows garbage data instead) - "Unshifted" and "Shifted" mode (see Chapter 4) are now indicated by a different background color - Using of "Fetch", "Hex dump" and "Disassembly" functions in write area doesn't cause unwanted writes anymore. I couldn't make the cassette interface to work with any tape recorder, computer soundcard, mp3 player or anything else. I think old tape recorders used stronger audio levels and I'm not able to design a new interface that can work with modern devices. That's the main reason I left it in WIP state. If someone will come up with a functioning interface maybe I'll start working on it again and add some other features I had in mind.
  9. Out of curiosity, does anyone happen to know if any talented programmers ever produced a hack of Combat that added in computer controlled A.I. for the second player? Combat is about as classic and timeless as a home video game could be, but it can be tricky to find someone else who wants to play it with you these days so it would be quite cool if there was a way to play against the computer.
  10. G'day fellow members. MODS: Feel free to delete if not allowed. Been a while since I been on here. I managed to learn and study with Hack-O-Matic III to look into hacking the PAL version of Pitfall II Lost Caverns to add the missing details to make the PAL version look very identical to the NTSC version. Work was done was altering the palettes to Pitfall Harry to the same colours from the PAL release of Pitfall!, fixed the tree colours, and adding the rainbow sunset in the sky which the official PAL version release was missing. Enjoy the ROM hack. Best Regards, Josh Pitfall II (1983) PAL Remastered (Hack) (Josh Russell).bin
  11. Good morning members. After sharing the Pitfall II PAL hack yesterday., I thought I may as well share another graphic modification remastered hack of The Activision Decathlon to give the PAL version a remastered look to give it the NTSC look as well. The work done here are followed. Added the sunset sky. Made the stadium floodlights yellow the Athlete's colour palette has improved significantly that was absent on the official PAL version release. Here's the YouTube video of the gameplay in action. https://www.youtube.com/watch?v=LlqMXiXvNyg Decathlon (1983) PAL Remastered Hack (Josh Russell).bin
  12. 2020 - North Pole - Earth After humans destroyed their chances of survival, only one human was left on Earth. Frostbite Bailey! He's faster, he's more furious ... He's back! Jumping frantically across icebergs, he devours all the fish he encounters and dodges the mutant drone birds who left over from the human resistance, after the machines revolt. Genetically modified shells for human consumption, now try to devour the last human left! And the giant extraterrestrial crabs will give you a lot of headaches. Build your home with blocks full of blood from your raw feet and survive the fastest bear the universe has ever created. 80 incarnations foreseen by Chico Xavier. Start at level 80. And cry until you don't want to anymore ... A homemade production for the most exquisite tastes. Atari Hell Hacks Corp. frost_pro.bin
  13. https://youtu.be/M56i8qTQ-Lk (This video is not the latest progress, not yet uploaded) Here is a sprite and color hack of Double Dragon for the 7800. It's not a major overhaul... no miracles were worked. I was looking at the sprites of the game and realized they actually look really good and are more faithful to the arcade than most of the 8-bit home console counterparts. The thing that always bothered me was the transparency. I know there's only so much that can be done with 3 colors and to do this game justice, we really need at least 4 color sprites, but here's an alternate interpretation. Originally, I used the original sprites and started by filling in the gaps while also adding a bit of shading here and there with various tweaks. Doing this meant having a blonde Billy was no longer viable, so his hair is now dark red-brown. However, as of late Aug, 2016, I've redrawn the player sprites from scratch, trying to match the arcade proportions as much as possible at the decreased size. All levels have also received quite a few graphical and color changes. Let me know what you think and if anyone has better ideas for sprites, please share. The a78 file can be played in MESS as is. If you want to use Prosystem, you'll need to add these lines to your Prosystem.dat. [098b209aac126f2c2edbc982df09cd1b] title=Double Dragon (Sprite & Color Hack RC7b) type=6 pokey=false controller1=1 controller2=1 region=0 flags=0 [59ca19c4b024fdfcd25b75ac836c7749] title=Double Dragon (Sprite & Color Hack RC7) type=6 pokey=false controller1=1 controller2=1 region=0 flags=0 Update 15 June 2017: I probably should have uploaded this a long time ago, but wanted to have all graphic edits done before I uploaded again. As far as I can remember, this is the same as the version 7 ROM, but has a lot more color variations for the enemies. I'd still like to update the leaves graphics in the forest area (not that there's anything wrong with the original ones, but I'd like to make the style match the newer grass), but I don't know when I'll get time to do it, so I'm uploading the latest version which is probably from late September 2016. Update 5 Sep 2016: It looks like I chose the wrong ROM last time I updated this thread. Although labeled as "RC7", the last one was not RC7. That has been corrected and it is now available for download below. If you downloaded the last one, please download this one instead. Changes since the last update include a complete re-draw of the player/enemy sprite. I started from scratch, trying to get as close to the arcade as possible in the constraints of the resolution and colors. I'm finally pretty happy and the animation can be seen above. I introduced a bug a while back where the game would crash if you fell down a pit. This has been fixed. Also, the title screen has been updated as well as Missions 1B, 2 and 4. I still haven't done the work I plan to do on the forest level, but I'm pretty much done with the other stages (unless more ideas come). Latest: RC7b Double Dragon (RC7b).a78 RC7 Double Dragon (RC7).a78 NEW ORIGINAL Older Versions:
  14. it occurs to me that it should be possible to modify this game for fujinet: http://www.atarimania.com/game-atari-400-800-xl-xe-capture-the-flag_888.html There is a file version in the homesoft collection that could be used as a starting point. Basically it would need four things: (0) a screen to connect to host or listen on port 6502. (1) send the maze data from player 1 to player 2 (no translation or anything needed, just SIO WRITE the buffer, the other side just SIO READs it into the same place.) (2) only send joystick changes (3) automatically select 2 player, and have player 1 select invader or defender. If I'm right, the result should be highly playable. Thoughts? -Thom
  15. A while back I made a hack of Combat called Broadside and I thought it might be fun to put it on a cart. At the moment I've only got 4 copies available; this batch will be first come first served. But if there is wider interest I'd be happy to order up some more ROMs and get everyone taken care of who wants one. I am also putting together a manual for this that will ship with the game. Carts and manual will be $26 plus shipping, via Paypal. Message me privately if you are interested.
  16. Welcome to Moominvalley! This is the home of Moomin and his friends and family. For over 60 years children around the world have been fascinated by the stories of Moomin, Snufkin, Little My, and the others. In recent years these characters have started to become recognized in America, whereas they have been a cultural phenomena in Northern Europe, the UK, and Japan for years. Game Story: Stinky is at it again! This time he tricked Snorkmaiden into visiting a giant's house on Lonely Mountain. He told her that he'd seen a beautiful tiara and that the giant would gladly let her have it. After she climbed onto a high shelf, Stinky ran off laughing! Now poor Snorkmaiden is stuck and cannot get down. Only Moomin can save the day! Guide Moomin through Moomin Valley past the giant hattifattener, across the winding river, up the steps into lonely mountain, past that darn Stinky, and finally rescuing Snorkmaiden from the high shelf! Once you rescue her you have to do it again, and this time it gets harder! Not only do you have to deal with the same hazards as before but a mean old crow, a pair of hattifatteners and a bat are trying to stop you! How many times can you rescue Snorkmaiden? This game wouldn't have been possible without the hard work of doctorclu. He spent many hours working on and perfecting this game. Even when I thought it was okay and passable, he kept on, wanting it to be great. It was my daughter and I's idea but it was his vision. Moomin-neo.bin
  17. Doctor Who Berzerk has been done, twice, and Berzerk with sampled speech has been done. But not together, until now!!! Here is our most recent build for you to play: http://atariage.com/forums/index.php?app=core&module=attach&section=attach&attach_id=471225 BezerkWho_160708a.bin older builds below: BezerkWho_150329.bin 2015-03-29 2015-03-15 BezerkWho_150315.bin Faster player! Choose enemy shots off, on normal, or diagonal! Starting AtariVox support. Turn on/off with Difficulty Player 2 switch. Says 1 of 2 things every fire press. Suggest phrases to say when events occur, like when Cyberman appears, player dies, etc. Developers submit your speech strings, and try to make a British accent. Other under-the-hood changes, like speech samples don't roll TV or lose sync, No Black Lines on left!! 2015-02-17 Post the changes that you notice, and perhaps comment on it and the game! Old build: BezerkWho_150217.asm.bin ->Old build: BezerkWho_150211a.asm.bin Sunday, Feb 8, 2015: BezerkWho_20150208.asm.bin Added 3rd speech sound "You will not succeed!" Changed player colors. Added flying scarf! Changed Cyberman again, and added shading.
  18. The Atari Lynx 1-UP from: starforcepi.wordpress.com What’s the greatest handheld of the 1980s and 1990s? Why, the 16-bit arcade juggernaut named Atari Lynx, of course! I was a kid when the original Lynx 1 came out for us here in the old country in 1990, and was blown away. The Game Boy was a monochrome moron in comparison, and the Game Gear was all about converting Mega Drive and Master System games to pocket version – the Lynx, with its hardware-driven zooming and distortion of sprites, was going for Arcade experiences. BOOYA! Sadly, as with everthing Atari, this too turned to dust. BUT, fast-forward to 2018 and look at the love for this loveable giant! So much so, that McWill, a name you must’ve heard of by now, released one of the most impressive upgrades for a system I’ve ever seen – LCD replacement for the waning washed-out Lynx screen, with VGA output. The VGA output was a great addition, but the way I’ve seen people utilize it online seemed rather silly to me; you would have to use the Lynx as the controller when playing on the VGA. No sir, I don’t like it. So I decided to use the spacious room behind the screen to build an interface to: 1) securely place the Lynx on a stand; 2) output VGA; 3) connect a standard DB9 compatible controller (Mega Drive, Master System, Atari). It’s a tight squeeze, but the VGA, Controller port and Stand all fit neatly in the small 3x4cm interface window. This was an absolute pleasure to build, everything went smooth and simple, all the measurements were direct hits, hell even the stand only took me 10 minutes to design (8 hours to print, but hey). So let’s see it in full VGA action: It’s perhaps the best handheld to consolize: the GameGear has most games on Master System or Mega Drive, the GameBoy looks rather silly and clunky on a monitor, and TurboExpress is pointless, because it’s a 1-to-1 conversion of the actual console. I am glad I did it, I hope you will too, and stop placing those ugly connectors on the top of your handheld. Building the Lynx 1-UPI bought a pristine looking junked Lynx 1 for 20 euros – seemed a good place to start, let’s see if we can bring it alive! I replaced all the capacitors, power input socket, MOSFET, but finally it was the two 3906 transistors that were the issue. In order to do these replacements, you need a fine-point soldering iron and some tweezers, but everything on the board is quite spacious, so there’s no mistaking what’s what. This part is cheap: 7 dollars on console5.com. They have links and tutorials on that site, very complete. I also bought the McWill for 120 dollars, I was gonna do this mod regardless if this particular system was junked. So far everything together cost me ~150 dollars. After bringing the console back to live, it was time for McWillification! I followed the 1 page diagram that came with it, but it’s a little information dense, so I followed the following video instead: This worked better than I could have ever imagined, I know everyone says they’re gobsmacked when they see the difference, but it really is very true – I get why it’s such an expensive mod now. I was gonna leave it with that, honestly that’s just everything one could ever want from an upgrade… but, of course, me being the way I am, things escalated. You see, the mod came with the VGA socket, and I saw how people were placing these at the top of their handhelds, and you know what – it looked ugly. I want the facade of the handheld to be untouched. While I was adding the McWill mod I noticed the enormous space left behind the screen, which is when I had the idea: make the Lynx into a hybrid, with the connector ports at the back with a stand for console gaming via VGA, and all the ports hidden behing a minimal cover during handheld gaming. I first ordered DB9 sockets for a controller, and placed this together with the VGA socket on the inside of the battery cover. I made a little window in the battery cover, 3D printed a frame and cover for the ports, and there we have our interface. For the controller ports I had to solder 6 wires on the button pads of the Lynx PCB. Luckily most of these have soldered extension traces, so you can avoid blocking the normal button-to-pad press, but for two I had to solder directly onto the pad: be mindfull to be as flat as possible. Then we wire up the VGA socket to the pads on the McWill screen, this is shown in the accompanied diagram of the screen. We then place the DB9 and VGA socket in the space between the batteries, where the little light tube of the old screen sat (ignore the loose wires, they’re from the battery input, I cut them for ease of access). In the left picture, top connector is the VGA socket you can see running to the McWill screen. The lower connector go to the front of the PCB to the button pads. When assembled the VGA socket is lower, and DB9 is upper. Next to these I added screw connectors, so that I may fix the system to a stand, as shown in the next pictures: Unlike the Nintendo Snack Pack, this was a joy to make. I did it to unwind and relax, I didn’t want to build something from the ground up, but this just gave enough inspiration to just slightly 1-up it. The Lynx Stand and little VGA cover in particular really clean the mod up nicely, and makes this thing into a fully consolized system. I must admit though, I’ve been mostly playing it with the stand and controller via the McWill screen, not via VGA, but hey, it’s there. Finally, it all cost me a substantial 150 euro, but it was worth it. The Atari Lynx is a very strange and powerful handheld, spanning 7 years with 72 games, it’s still enjoying new homebrew releases every year, with a small but dedicated following. I’m very happy to be one of them. Upgrades: Full capacitor replacement MOSFET replacement 3906 Transistor replacement Power input socket replacement McWill Screen upgrade VGA output port DB9 input port Custom interface window & stand
  19. Take a cartridge like the 2600 Adventure, and there’s numerous “hacks” (someone changed the original binary). Some of which have just changed graphics, but some may have changed sounds, maps, number of lives, and beyond changing data, some may even have changed code. I thought about speeding up Pac-Man/Ms. Pac-Man, or changing graphics, colors and more with TI Invaders. Also I thought about a utility to have maybe a definition file for each cartridge locating “objects” like graphics, sprites, colors, sounds, text, invulnerability etc., and then the ability to easily “inject” changed objects. Anyway, I ripped TI Invaders graphically. I start out with an 8K ROM and one 8K GROM. Now it looks like the ROM is only 4K (same chunk repeated). I expected the GROM to be 6K, but then almost 1K looks rather empty. The last 2K obviously being “leftovers” and looks like intertwined repeats. Well, just thought I’d tell you. I’m having a few ideas about a hacked TI Invaders. Should have a twist, be slick and fun too.
  20. If you like Wizard of Wor, this new hack starts where the CBS 2600 version left off. WIzardofWor2.bin The original dungeons have been replaced with 3 and 4 ("The Arena") from the arcade version. Otherwise, the game play is the same as the original. Here's the first screen. And here's "The Arena": Hopefully I got all the movement rules right, but let me know if anyone is going through walls. -Claudio UPDATE: Thanks to Nukey Shay, iesposta, and others, this hack has expanded into the development of a full-fledged 16k "Wizard of Wor Arcade" for the 2600. Features implemented so far include all of the dungeons of the arcade game, improved graphics, title screens, and speech functionality for the AtariVox. See the latest posts for the most current versions. A complete Wizard of Wor "Expansion Pack" is also available here. These are all basically just the 4k CBS 2600 version with different dungeons. http://atariage.com/forums/topic/209266-wizard-of-wor-2-the-arena/page-3?do=findComment&comment=2760814
  21. 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.
  22. Announcing the release of Dig Dug 37th Anniversary Edition to the AtariAge community!   This hack started as a graphics update to a fine hack known as Dig Dug Arcade.   What I changed:   1) All of Dig Dug's animation frames.   2) All of the animation frames for the falling rock.   3) All of the fruit/vegetable bonus items.   Things that I'd still like to see done with the hack (but are beyond my capabilities):   1) Static (unloosened) rocks using the first frame of the falling rock animation instead of the ball sprite.   2) Terrain (strata) divisions made wavy instead of straight.   3) Terrain having a dotted pattern instead of lined.   4) Tops of some of the fruit/vegetable bonuses (carrot, turnip, tomato, pineapple) made a different color than the main body.   5) The mushroom and garlic bonus items changed to colors that better match the arcade.   Please enjoy the new version! Dig_Dug_37th_Anniv_Ed.bin
  23. Ladies and Gentlemen Today i am going to Present my A2600 Hack collection made with Bithacker these games are based on the topic: WWI Biplanes All rights belong to the original game authors Thanks to Atari, BAtari, M Network and everyone whose the original games belong to Atari 2600 WWI Biplane Series.zip
  24. Hi, I am happy to have this console, but wanna know if anybody tested hack that was present from 2017-2018. I not speak Japanese and not wanna brick console or sth. Just wanna know if there is possibility to reflash stock fw. Saw some videos on Twitch where Mupen64 was used, there is also possibility to use other emulators/cores. Link to GitHub page of project https://github.com/hissorii/retrofd Link to some blog posts http://blog.livedoor.jp/akira2005/ Nintendo 64 on Retro Freak https://www.twitch.tv/videos/169903803?filter=highlights&sort=time
  25. The "River Raid Bold" thread got me thinking about this game: https://atariage.com/forums/topic/293861-river-raid-bold/ So here's a simple River Raid hack. The terrain and enemy placement is partially randomized, based on player input. Basically the LFSR that's used to generate the map is clocked an extra time, every time the player fires a shot. The "preview" you see before starting the game is still the original layout. Whichever level you start out on, looks like the original map for at least the first screens' worth, until you start shooting. Carefully counting your shots will result in repeatable maps. The random enemies still follow the rules of the game: the balloon doesn't appear until level 3, the diagonally-moving enemy planes don't appear until level 5, etc. Lower levels have fewer enemies, as usual. As usual, even-numbered levels split into multiple paths with islands in the center of the river, and odd-numbered levels only have one path. The random terrain doesn't actually make the game more difficult, except that it means you can't memorize the maps. The "Press START key Use joystick 1" text has been replaced with "Randomised by Urchlay", so you can tell which version of the game you're playing. Also, for reference, the md5sum of the ROM is 0842355056c3f7f8598a9ae38df3ccfe. Download here: http://urchlay.naptime.net/~urchlay/src/river_raid_random_hack.rom This is a raw ROM dump. In your emulator, select "Standard 8KB cartridge". If anyone's really interested, I can post a .xex file and/or a .car file with a header.
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