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  1. Hi all! With a lot of support from @Random Terrain and some pro help from @ZackAttack I finally have my first game for the Atari 2600 ready for testing! Introducing FLY HUNTER! You play as a spider with an insatiable appetite for flies. Lucky for you, there's a steady flow right below the branch you're on. Just drop down on your web and snatch it right out of the sky! But watch out for the inchworm. Get too close and he'll push you off the branch to your demise. HOW TO PLAY - Use the joystick left and right to move horizontally on the branch - Hold the fire button to descend on your web - Release the fire button to ascend back up to the branch GOAL This is a game all about streaks. Catch as many flies in a row as possible. If a fly reaches the opposite side of the screen, your score resets. (Don't worry. Your best score is stored) Miss three flies and it's Game Over! OBSTACLE Avoid the inchworm. He's a bully. One touch and it's Game Over! LATEST GAME FILE fly_hunter_20240121.bin PREVIOUS GAME FILE fly_hunter_20240115.bin fly_hunter_20240111-pt.bin Please share any feedback, bugs, ideas, questions, high scores, etc.
  2. Welcome to Atari Dev Studio for designing homebrew games for the Atari 8-bit systems (Atari 2600 and 7800). Atari Dev Studio is a one-stop-shop for any programmer and includes a number of built-in features to allow you to design, develop and test games for your favourite system. Get started with batari Basic (2600) or 7800basic (7800) using easy to learn BASIC-like languages or go hard-core with assembly using dasm. During development test your creation using the Stella (2600) or A7800 (7800) emulators right from within Atari Dev Studio. Requirements Atari Dev Studio is an extension for Visual Studio Code and VSCodium and will run on the Windows, Linux and macOS platforms. The latest releases of batari Basic, 7800basic, dasm, Stella and A7800 are included so you can begin coding straight after installing the extension. Features Atari Dev Studio includes the following features: Develop your game on Windows, Linux or macOS Compile source code for your Atari 2600 or 7800 using batari Basic, 7800basic or dasm Use scripting (makefile, batch or shell script files) to build your dasm projects [preview] Optionally launch and test your game using the Stella (2600) or A7800 (7800) emulators Document outline support (batari basic, 7800basic, dasm) Peek/Go to Definition and Reference support (batari basic, 7800basic, dasm) Built-in Sprite Editor (also suitable for tiles and other objects) [preview] Manage your project using the File Explorer or version-control your source code directly with GitHub (and others) using the built-in features of the Visual Studio Code platform. Provide references to your own specific releases of each language or emulator rather than use the includes ones via the Settings. Additional features are planned for the future. At this time the focus is on the core functionality and ensuring full cross-platform support. Installing Atari Dev Studio What is Visual Studio Code? Visual Studio Code (VS Code) is a streamlined code editor with support for development operations like debugging, task running, and version control. It aims to provide just the tools a developer needs for a quick code-build-debug cycle and leaves more complex workflows to fuller featured IDEs, such as Visual Studio. Which OSs are supported? VS Code is a cross-platform application which runs on Windows, Linux and macOS. See requirements for the supported versions. Note: Linux users on 64-bit systems will be required to install the 32-bit compatibility libraries on your system to ensure everything will run as expected. Note: macOS users will require a 64-bit operating system to fully utilise all features of Atari Dev Studio and will be required to install the SDL libraries on your system to ensure the A7800 emulator will run as expected. Note: M1 based Mac users will need to install the INTEL CHIP version of VS Code before installing Atari Dev Studio. Also thanks to Scott Lahteine (thinkyhead) the current dev stack should now have compatibility with the M1 chip (ARM64) and includes most of the recent versions of bB, 7800basic, Stella and dasm. See here for further discussion around the potential issues you may encounter. Installing the extension Once you have installed VS Code (available here) or VSCodium (available here) open the program and complete the following: From the Activity Bar, click the Extensions button to display the Extensions window. From the Extensions window, type Atari into the Search box and press Enter to display the list of available extensions. From the list of available extensions, locate Atari Dev Studio and click the green Install button. Updating the extension Updates will be regularly provided and you will be notified via VS Code when one has been made available. Once an update has been installed you will generally be prompted to restart VS Code. Using Atari Dev Studio Compiling your program To display the available extension features press CTRL+SHIFT+P to display the Command Palette. From the command palette prompt type adv to short-list the available options: ads: Open the Welcome page ads: Compile source code (Shift+F5) ads: Compile source code and run in emulator (F5) ads: Kill build process ads: Open the Sprite Editor Language Selection When you load a file the initial language will be chosen based on the file extension. For example: batari Basic (.bas, .bb) [Default for .bas files] 7800basic (.bas, .78b) dasm (.dasm, .asm, .a, .h) To change a language you can click on the Status Bar Language selector and a list will be shown allowing you to choose another language. Optionally in the Settings you will be able to either let the extension choose based on the active language or set a specific language to always compile against. Build scripts [preview] Prefer using scripts to build your dasm games? If you have chosen to override the dasm compiler (select Make via the Settings) , Atari Dev Studio will scan and detect for makefile, batch (makefile.bat) or shell scripts (makefile.sh) files which are located in your root workspace folder to build your game. Note: You are totally responsible to ensure your environment is properly configured to allow you to utilise the tools and applications you will be interacting with. No support will be provided for this feature. Status Bar Apart from using the Command Palette to select compilation, there are a number of short-cut buttons on the Status Bar allowing you to: Display the extension version (might be useful at times) Open the Welcome page Open the Sprite Editor Compile source code (Shift+F5) Compile source code and run (F5) Note: The short-cut buttons on the Status Bar can be turned off via the Settings. Sprite Editor [preview] Atari Dev Studio includes a simple and easy to use Sprite Editor allowing you to create sprites, tiles and other objects for use in your projects. It has the following features: New Project wizard allowing you to select the console (2600 or 7800), size, region (NTSC or PAL palette) and total colors of your sprites Load and Save projects allowing you to save and come back to on-going work Editing features such and palette selector, zoom, pen, eraser, fill and move modes Ability to manage your sprites in a sortable list with options to copy, paste, duplicate, resize and delete Export sprites to batari Basic or assembly source code (2600) Export sprites to .png files (7800) - either selected or all (compatible with 7800basic 3+1 and 12+1 image requirements) Load and save palettes The Sprite Editor is based on Spritemate by Ingo Hinterding (GitHub) and was suggested by RandomTerrain for inclusion in Atari Dev Studio. I have customised the source to provide the required features necessary for editing sprites, tiles and objects for the Atari platforms. This work is currently in preview and will be on-going until all required features have been added. Settings There are a number of compiler, emulator and editor configuration options available in Atari Dev Studio which can be changed via the Settings (Preferences -> Settings -> Extensions -> Atari Dev Studio). Debugging the extension During the development phase of the extension I've added some developer output to assist with any issues that may appear. To view this output, open the VS Code Developer Tools by selecting Help -> Toggle Developer Tools from the menu, and in the debugger window ensure the Console tab is activated. This information may help identify the area where the extension is failing to process as expected. Known Issues There are currently no known feature issues. If you find a problem please raise an issue on GitHub or contact mksmith at the AtariAge community. Acknowledgements This extension is only available due to the great people of the AtariAge community who have created these tools to help developers build their vision. Special thanks to the following for either allowing the inclusion of their tools or for their ongoing help and encouragement: 7800basic - Mike Saarna (RevEng) batari Basic - Fred Quimby (batari) and Mike Saarna (RevEng) dasm - the many contibutors Stella emulator - Stephen Anthony (stephena) A7800 emulator - Mike Saarna (RevEng) and Robert Tuccitto (Trebor). Scott Lahteine (thinkyhead) for the M1 Mac Compatibility for bB, 7800basic, Stella, dasm (generally or close to the most recent versions) Mats Engstrom (SmallRoomLabs) The AtariAge community including Albert, CPUWiz, Random Terrain, Trebor, Synthpopalooza, sramirez2008, Defender_2600, Gemintronic, Karl G, ZeroPage Homebrew, Muddyfunster, TwentySixHundred, Lillapojkenpåön, Andrew Davie, splendidnut, andyjp, sexyUnderwriter, MikeBrownEmplas, Generation2Games, cwieland, slacker Languages Atari Dev Studio includes the following programming languages: batari Basic (release 1.7 - 20220703) batari Basic created by Fred 'batari' Quimby is a BASIC-like language used in the creation of Atari 2600 games. batari Basic is compiled to generate a binary file that can by used on actual Atari 2600 VCS hardware via cartridge (such as a Harmony or UNO cart) or by using an Atari 2600 VCS emulator such as Stella. batari Basic is an external project is kindly currently maintained by Mike Saarna (RevEng) and can be downloaded separately from here. Further information is about this release is available here at AtariAge. 7800basic (release 0.33 - 20240208) 7800basic is a BASIC-like language for creating Atari 7800 games. It is a compiled language that runs on a computer, and it creates a binary file that can be run with an Atari 7800 emulator, or the binary file may be used to make a cartridge that will operate on a real Atari 7800. 7800basic is derived from batari basic, a BASIC-like language for creating Atari 2600 games. Special thanks to the bB creator, Fred Quimby, and all of the bB contributors! 7800basic is included as part of this extension with many thanks to Mike Saarna (RevEng). 7800basic is an external project and can be downloaded separately here. Further information about this release is available here at AtariAge. dasm (release 2.20.14.1 - 20201109) dasm is a versatile macro assembler with support for several 8-bit microprocessors including MOS 6502 & 6507, Motorola 6803, 68705 & 68HC11, Hitachi HD6303 (extended Motorola 6801), and Fairchild F8. Matthew Dillon started dasm in 1987-1988. Olaf 'Rhialto' Seibert extended dasm in 1995. dasm has also been maintained by Andrew Davie (2003-2008) and Peter Froehlich (2008-2015). The DASM team has taken over maintaining and updating dasm since 2019. dasm is an external project and can be downloaded separately here. Emulation Atari Dev Studio includes the following emulators for testing purposes: Stella (release 6.7.1 - 20240116) Stella is a multi-platform Atari 2600 VCS emulator released under the GNU General Public License (GPL). Stella was originally developed for Linux by Bradford W. Mott, and is currently maintained by Stephen Anthony. Since its original release several people have joined the development team to port Stella to other operating systems such as AcornOS, AmigaOS, DOS, FreeBSD, IRIX, Linux, OS/2, MacOS, Unix, and Windows. The development team is working hard to perfect the emulator and we hope you enjoy our effort. Stella is included as part of this extension with many thanks to Stephen Anthony. Stella is an external project and can be downloaded separately here. If you enjoy using Stella place consider donating to ensure it's continued development. A7800 (release 5.2 - 20220626) A7800 is a fork of the MAME Atari 7800 driver, with several enhancements added: Support for emulation of Proline Joysticks, VCS Joysticks, Lightguns, Paddles, Driving Controllers, Keypads, Trak-Balls, Amiga Mice, and ST Mice. Support for emulation of Proline Joysticks, VCS Joysticks, Lightguns, Paddles, Driving Controllers, Keypads, Trak-Balls, Amiga Mice, and ST Mice. Maria DMA timing has been improved further, with the addition of accurate DMA hole penalties. Selectable and improved palettes with enhanced screen options. Streamlined UI including menu options to have an Atari 7800 system focus. A bug in the existing RIOT emulation has been fixed. POKEY sound emulation improvements. SALLY (CPU) and MARIA (Graphics chip) performance adjustments. Audio indication of no ROM loaded silenced. BIOS files no longer required and made optional. Implementation of XM control registers updated. Graphical register updates made mid-scanline are now displayed mid-scanline. Bankset bankswitching support added. POKEY@800 added for non-banked, supergame, and bankset formats. Machine targets a7800dev and a7800pdev added, which display DMA usage per-scanline. MAME compatibility and syntax has been maintained, to allow for the reuse of MAME configuration files and front-ends. A7800 is included as part of this extension with many thanks to Mike Saarna (RevEng). A7800 is an external project and can be downloaded separately here. Further information about this release is available here at AtariAge. A7800 Linux The following libraries may be required for Linux users: TESTED ON UBUNTU 22.04 LTS (12/07/2022) sudo apt-get install -y libsdl2-2.0-0 sudo apt-get install -y libqt5widgets5 sudo apt-get install -y libsdl2-ttf-2.0-0 Releases 20240209 - Build v0.9.6 / 20231106 - Build v0.9.5 / 20231101 - Build v0.9.4 / 20231003 - Build v0.9.3 / 20230923 - Build v0.9.2 / 20230809 - Build v0.9.1 / 20230731 - Build v0.9.0 20230703 - Build v0.8.9 / 20230702 - Build v0.8.8 / 20230518 - Build v0.8.7 / 20230302 - Build v0.8.6 / 20230209 - Build v0.8.4 / 20230104 - Build v0.8.3 / 20230102 - Build v0.8.2 / 20221107 - Build v0.8.1 / 20220730 - Build v0.8.0 20220702 - Build v0.7.8 / 20220628 - Build v0.7.7 / 20220627 - Build v0.7.6 / 20220614 - Build v0.7.5 / 20220504 - Build v0.7.4 / 20220401 - Build v0.7.3 / 20220101 - Build v0.7.2 / 20210422 - Build v0.7.1 / 20210315 - Build v0.7.0 20210305 - Build v0.6.9 / 20210216 - Build v0.6.8 / 20210210 - Build v0.6.7 / 20201124 - Build v0.6.5 / 20201008 - Build v0.6.4 / 20200917 - Build v0.6.3 / 20200915 - Build v0.6.2 / 20200912 - Build v0.6.1 / 20200901 - Build v0.6.0 20200829 - Build v0.5.9 / 20200624 - Build v0.5.8 / 20200622 - Build v0.5.7 / 20200616 - Build v0.5.5 / Build v0.5.6 / 20200608 - Build v0.5.4 / 20200518 - Build v0.5.3 / 20200508 - Build v0.5.2 / 20200429 - Build v0.5.1 / 20200427 - Build v0.5.0 Manual download
  3. Someone in another thread suggested compiling a list of homebrews that do currently work on the 2600+. I thought I would start that thread. Please only list those that DO work, AND region. I have a relatively small homebrew collection, but here is what I have that works, so far (ALL are NTSC): Cannonhead Clash Galactopus Gyvolver Juno First Hunchy 2 Lead Thrust+ (NOT DC) L.E.M. Squish ‘Em Ninjish Guy in Low Res World Blinky Goes Up Conquest of Mars
  4. 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 "
  5. *** Post edited with ordering details *** (please view in HD for less lossy image and higher overall video quality) downfall+ is a single player arcade-action gravity/platform survive-em-up. Use the left and right buttons on the d-pad to guide Barry from platform to platform, avoiding the open depths below and the dreaded scanline zero above as you journey deeper into the unknown. Collect candied fruits and sushi treats for bonus score. Backdrop colour changes denote level increase, more devious platform layouts and larger rewards for collectables gained. Three power-ups can be found to aid your quest: Jet Pack, Balloons and Jump Shoes. Use B to activate. When you hear "bankowanego" your power-up is about to expire - be prepared! Rotary controls, Pro Controller shoulder buttons and Heiko mode are also available to those who dare. The cartridge supports BJL file loading (BJL cable required) and Jagtopia CD bypass via button presses at boot for quick and simple access to these extras. For info on how the release will get under way, either read through or skip to the bottom of this post. There are no lists and no pre-payments or pre-orders, just wait a little while and we'll offer all the info you need in this post, cheers. Some background to the release: downfall was originally a quickly created game we made in under two weeks as a last minute AC2011 party release, we supplied it in a number of formats so as many people as possible could get to play and we also released the source code. Later that year, GGN ported the game to the Atari Falcon030 computer. This port took advantage of the Falcon's extra memory (4-14MB vs jaguar's 2MB) and hard disk space to allow for massively enhanced background visuals. The gameplay remained largely unaltered, but the port allowed for optional Power Pad rotary control (somewhat experimental). CJ approved of the enhancements and vowed to one day remix downfall with prettier, more Falcon-like visuals. As downfall became the game most people requested in cartridge form and kick-started a glut of similar games on other platforms we kept that idea on the back burner until recently. It was clear people loved this simple little game! So what we ended up with was downfall+. Gone are the 5 rather 'wooden' parallax layers of the original and instead we have something with an equivalent of 128 independent scroll depths, making use of the tool GGN created for designing the Falcon's level backdrops, giving a very smoothly textured backdrop appearance. Further to this, the results were post-processed to give a real-time lighting effect and further depth/highlighting of the rock face (this is more apparent when playing on a large screen rather than viewing the video or gif above). The sprites were reworked into something more in-keeping with the new game branded as a SuperFly DX prequel. The Sinister Developments sound routines have been left by the wayside and now the game benefits from the use of U-235's remarkable Sound Engine, and with it the added bonus of rotary controls as per the Falcon game. Support for the Pro Controller's shoulder buttons is also present if you prefer exercising your index fingers to a left-thumb work out. The music from the original is still present in-game, but the title screen, along with its new rather psychedelic look, has a great track from 5o5 - parts of which you can hear in the trailer. RaptoR also pops its toe in there to help with some minor enhancements. downfall+ is a 4MB ROM supplied on Jagtopus cart. It supports high score saves and also webcodes for the Reboot website. While our QR code generation for high score entry via smartphone is ready (it was initially planned for inclusion in SFDX!) we simply ran out of space to include it in this release due to the asset requirements of the game, but it will be implemented in future games. downfall+ is only made possible for us due to the 4MB cart size of Jagtopus. "Heiko mode" from the Falcon game is implemented as an option for downfall+. This game mode does not alter gameplay whatsoever and is just a graphical variation inspired by CD-i's amazing and legendary Jaguar downfall video. The game will not be released as-is in digital form. If people really, really wish to have a digital copy for their skunkboards as opposed to a physical cart or the freely-available-for-personal-use original downfall, then our best advice would be to pester RGCD as they already have a system in place for this with C-64 and adding Jaguar binary sales should be trivial. For us though, that's not something we wish to pursue. downfall+ story - edited highlights: more or less strange than the original story? You decide! downfall+ is the prequel to SuperFly DX and tells the story of Young Barry. In the days before he became a super-star everyman super-hero, before he met and fell in love with Kylie, before he learned to equip rocket boots and to fly space ships, all Barry wanted to do with his life was eat candied fruit and occasional sushi delicacies. If he could engage in these activities while dabbling in a spot of spelunking, even better. Barry lived for candied fruit. Oranges, Grapes, Water Melon - he adored it all. If it was sugar-encrusted and came from a tree he was all over it. Deep in the Fruity Forests, Barry discovered the Sweet-Smelling Caves of Almost Certain Doom. While that name initially put him off, his inquisitive nature got the better of him and he ventured inside. It was in these caves that he honed his parkour skills, deftly leaping from one ledge to the next in search of stashes of Fruit Candy, stowed away by the mysterious Fruit Candy Fairies. Little did Barry know that his penchant for these crunchy caches would lead to his ultimate downfall(+). ... As Barry fell deeper into the unknown depths below, he decided right there and then that if he did indeed ever make it out of this predicament alive, he'd much prefer to do so on a rather more steady incline. He'd most certainly had enough of this vertically scrolling backdrop for one lifetime and instead dreamt of the day he could take a rather more horizontal approach to mid-air navigation... * * * * * * * * * * The bottom line: downfall+ cartridge with label and insert, supplied in universal case (see Elansar/Orion collection for examples), packaged in sturdy mailing box: GBP£45.00 + s/h As above but with CD-R copy of original game, old-style Reboot release in small case (see Beebris) - essentially the same as the ejagfest micro-release release in 2011: GBP£60.00 + s/h s/h details: UK 1st Class Signed For £5.00 Europe Small Packet - proof of sending but no signature, no insurance and at your risk £6.00 Europe International Signed For Small Packet, insured to value of item £12.00 USA Small Packet - proof of sending but no signature, no insurance and at your risk £8.00 USA International Signed For Small Packet, insured to value of item £14.00 Others - please ask In order to purchase, please send a PM to sh3-rg, let me know which options you have chosen and your PayPal email address and I can send you a payment request. Remember, prices are in £GBP sterling and that's how we'd like payment, please. You don't have to pay the PayPal fees, but if you feel like it there won't be any complaints :0) I'll be sending games out every Saturday following payment, or earlier when possible. Better photo of an original downfall ejagfest microrelease, thanks to CJ: The reason for the two options is that we are looking to use this downfall+ release to liquidate our game-production investments and re-invest in larger quantities for a full-scale release of Rebooteroids. When we realised what can happen with a limited release of sought-after titles between runs, it was decided in order to do Rebooteroids "properly" and to be fair to everyone, we'd need ample supply of hardware materials up front (the lead time for flash carts isn't trivial). This is in-keeping with our "self-funding" ethos and also allows us to put out a game that has been the most requested for a cart version re-release. We make no secret of the fact that by purchasing the more expensive option, you're not only getting a nice extra collectible copy of the original, but you're helping us see Rebooteroids released either sooner, more fairly or both. It'll be 1 copy per person to be as fair as possible to everyone and sales will take place either here via PM, jagware.org PM, NexGam.de PM or facebook message. We don't have a store front at this time and do not wish to put up an all-access PayPal Buy Now button. The side-effect of this is that it potentially deters any non-fans looking simply for a quick investment opportunity. Basically if you're active in the community you're all set. We can't promise that things will work this way in future due to the nature of online store-fronts and the volumes future releases might see, but for now at least we're happy to do things the way we always did, person-to-person. * * * * * * * * * * downfall+ ©2014 Reboot/Jagware. A jagwareboot production. Brought to you by: Cyrano Jones, GGN, sh3-rg, Neo_rg, mSg_rg, 5o5, Sauron, Shaun, LinkoVitch, remowilliams, christos, partycle and probably some other xunts you remembered and we didn't (sorry!). PUSH. THE. BUTTON.
  6. EARTH is Doomed…Can anyone be saved? And who will save them? Months ago, Earth’s planetary defenses detected a large swarm of objects racing past Neptune on an apparent trajectory toward Earth. Asteroids? Comets? People and politicians around the globe argued, but the military knew what was coming. They had seen these objects before, torn them apart, dissected them. ...this was an Alien Invasion! ------------------------------ FULL GAME RELEASED!!!!! Artisan Retro Games invites you to just have fun The Manual is below as well as the FULL binary file. If you would like a real Cartridge and printed manual, send me a message. Might make a short run if there is enough interest. Video of Game Playthrough HAVE FUN!!! Plan B- Escape Earth Manual.pdf PLan B-Escape Earth FULL.bin
  7. 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
  8. Kovi Kovi is a completed homebrew puzzle game for the Atari 2600 for 1 or 2 players. Binaries are provided below for NTSC and PAL60. It should work on any multi-cart system such as Harmony and PlusCart and with emulators such as Stella and Gopher2600. It was revealed on the @ZeroPage Homebrew show on Monday 20th March 2023. If you happen to find a bug or have a suggestion please write a comment below. Thanks for playing Kovi Kovi! 6th Atari Homebrew Awards 6th Atari Homebrew Awards Nominations Released Binaries NTSC - KoviKovi_R1_NTSC.bin PAL60 - KoviKovi_R1_PAL60.bin The binaries are also in the PlusStore under Public ROMS->Homebrew->NTSC->E-L and Public ROMS->Homebrew->PAL->E-L The above Work in Progress ROMs are listed for completeness. (new) Gameplay Video (Single Player) (new) Gameplay Video (2 Player) Story: The Kovi virus is spreading, multiplying and mutating. Time to take charge and administer vaccines to eliminate the 5 different strains of the Kovi virus. Score higher by eliminating many Kovi viruses within a single turn. Beware of viruses filling up and overrunning the game board. Gameplay The screen is a game board which holds the game pieces. In each turn 2 game pieces will fall. The pieces will either be 2 Kovis, or 1 Kovi and a vaccine needle. The player can rotate the pieces where desired to fall onto the other pieces in the board. The 2 pieces will split apart as they land. Players with a Sega Genesis style gamepad can rotate the pieces in either direction. Between turns it is also possible to change the orientation of the pieces before they drop. Kovi Strains There are 5 known strains of the virus – blue, green, pink, yellow and white. The viruses like to cluster together with their own kind, except for white Kovi which are individualistic. A vaccine needle will eliminate the Kovi strain of the same colour. White Kovi are also eliminated from nearby dieing strains of other colours. Kovi Vaccine needle types On some turns, Kovi vaccines are dropped. The blue/green/pink/yellow needles have the same chance of appearing, whilst the multicolour needles will appear half as often as the other colours. The multicolour needles are special in that they can destroy ALL virus strains. Injecting a Kovi with the wrong vaccine will cause the strain to turn into a white Kovi. Kovi Vaccine needle placement Needles can be positioned up, down, left and right. Once landed, for a short time, needles can be re-orientated and also toggled open/closed when they land by pressing fire. It is possible to create chain reactions with multiple closed needles within a single turn when space is created under the needles and they fall down. Debris Management Beware, injecting a white Kovi with a non-multicolour vaccine will create a debris field to appear which is difficult to remove. This also occurs when needles collide with each other. Debris will fall down progressively as space is made underneath. When Debris gets to the bottom of the map, it will disappear. Basic Scoring A single green/pink/blue/yellow Kovi eliminated is 1 point. When two are joined together, the score is 3 points. When 3 are joined together, the score is 6 points. This pattern escalates up as the chain gets longer, such that for example, a chain of 10 Kovi will score 55 points, as opposed to just 10 points for individually eliminating the Kovi separately. White Kovi score 4 points for each. Chain Reaction scoring When needles fall down onto Kovi and start a new elimination chain directly after another chain, this will result in chain reaction scoring. For the first chain reaction, the score is doubled. For the second reaction, the score is quadrupled. For the third, multiplied by 8, etc. It becomes lucrative to engineer chain reactions, but beware the risk of making a mistake and stacking one’s board is higher. Game Modes There are 2 modes available – Marathon and Sprint. In Marathon mode the game will last until the player’s board is filled up. Every 16 8 Kovi chains, the rate of pieces falling will gradually increase until the highest speed of 13 is reached. In Sprint mode, the game will end after 32 Kovi chains are formed, but the speed will not increase during gameplay. Pre-Rotation After Kovi pieces have dropped it is possible to rotate the next piece before it is released at the top of the game board. This can help orient a piece so it is convenient to move it without needing to rotate while falling. Choosing various orientations can also help marginally in preventing a full board (game over). In 2P mode, the pre-rotation orientation is shared between players; keep in mind that the opposing player may use this to their advantage in tripping up the other player. 2 Player Mode Players take turns at playing on their own game boards. If a player scores a chain of at least 4 Kovis, a nuisance Kovi will be thrown into the opponents board on their next turn. With at least 8 Kovi, 2 pieces are thrown. Likewise with 12,16 and 20 chain lengths, 3, 4 and 5 Kovis respectfully will be thrown into the opponent’s field. The player who runs out of space first loses the game. In B game mode, if both players survive the 32 chains, the player with the highest score wins. PlusCart High Score Club Single player matches are logged for scores in the online PlusCart high score club. A number of pre-defined match games are defined for the differing skill level of players. It is also possible to play a custom defined game. It is possible to play with Mode A and B for each of the games. New for V02 - To see the PlusROM high scores for a chosen Game and Mode, press select from the main menu. This function will only work if a PlusROM connection is detected; currently PlusCart and Gopher2600 supports it - support in Stella upcoming in the next release. Game Parameters Several parameters make up the characteristics of each game. Ratio – For the pieces that fall on each turn, the ratio is the number of pieces containing a needle as opposed to pieces which are both Kovis. A ratio of 1 has a needle in either turn, whereas a ratio of say 4 has a needle piece every 4 turns. Speed – The rate which new pieces fall. Stack – The amount of Kovi which are present in the game board when the match starts. Seed – The random seed used to generate the Stack environment. (new) Blow – The degree to which nuisance Kovis are created (Blowback). During single player games: 0 - none, 1 = 1:4, 2 = 1:2. During 2 Player games: 0 = 1:4, 1 and 2 = 1:2. Game Scoring Screen At the end of a match, a screen will present the scoring for each player. Kovis - The number of Kovis that were eliminated. Chains - the count of the number of turns in which Kovis were being eliminated together. This also includes Kovis transforming into other Kovis. Chainmax - the highest number of Kovis that were eliminated in a single turn. K Factor - the ratio of the number of Kovis eliminated compared to the number of chains. (Kovis divided by Chains). The higher the number, the more efficient the player is at forming long Kovi chains. Couch Compliance (new) To reset the game, hold down the fire button on the Player 1 controller for approximately 4 seconds during gameplay. Interlaced/Non-Intelaced Screen Mode (new) The screen drawing mode can be toggled between interlaced and non-interlaced by using the right difficulty switch. This is useful for some consoles/displays which can only display at 30Hz. About Kovi Kovi's Development Kovi Kovi is written in 6502 assembly. It uses the E7 banking scheme for it's use of extra 2K of RAM and also bank switching for 16K ROM. Like Pitkat, the screen is drawn by a venetian blinds method and uses a self-modifying kernel that runs in RAM. A new flicker interlace method is used to solidfy gaps between lines. Out of E7's RAM, 1.5kB of the RAM is used for display kernels, 256b is used for the play board and 256b is used for sprite storage. All of the zeropage RAM is used (and reused). The music was composed with TIATracker by Andre Wichmann @Kylearan . DASM is used for compilation and linking. Credits @MarcoJ - Coding and Music @Jamtex - Design and lead playtesting Special thanks to @Armscar Coder and @ZeroPage Homebrew for additional playtesting.
  9. I have recently started learning 2600 programming and here is version 1.0 of my first Atari 2600 game: Play it here: https://magovinna.itch.io/coarse-blade
  10. 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
  11. I did not know this mobile game until lately. It soon becomes really hard, but I think it might be a good candidate for a 2600 game. A bit easier, without the bells and whistles and probably rotated by 90°, it seems quite doable. Duet (V0.1) (Thomas Jentzsch).bin Duet (V0.2) (Thomas Jentzsch).bin Duet (V0.3) (Thomas Jentzsch).bin Pas De Deux (V0.4).bin Pas de Deux (V0.5) (PAL60).bin Pas de Deux (V0.5) (NTSC).bin
  12. EA 70's Arcade Classics will be a collection of three classic 70's arcade games in one cartridge. The three games in the collection are: Lunar Rescue Lunar Rescue a classic early shoot em up game by Taito, ran on Space Invaders hardware. Navigate through the asteroid field to rescue each of the stranded astronauts, then dodge and shoot your way back through the invaders to return back to your mother ship. Depth Charge Your battleship is under attack from squadrons of enemy subs, drop depth charges to take them out before they get you. Time attack game, with extended time gained if you destroy enough enemy subs. Stunt Cycle Very early black and white stunt cycle game, reimagined for 8-bit hardware with a nice splash of colour. There will be versions for Colecovisions, MSX and the original Spectravideo (318/328).
  13. Attached you find my latest little project called TopBot&Tom 2. If that name sounds familiar, please have a look at the game's history below. Here are some basic instructions: TopBot&Tom 2 is an enhanced variation of the browser game game Top&Tom by chsxf. Like in the original, you play TopBot and Tom, two bots that went on a road trip while being attached to one another. The twist is you can only control TopBot directly, but you have to help both of them continue their journey. Use a joystick in the left port, to move TopBot up and down. Tom cannot be controlled directly, but you can make it avoid obstacles anyway. Jump then rush for the ground to bounce it below obstacles on its side of the road. Jump just after to bring it back to the road faster than it would be by itself. A 2nd player can take over control of one direction, up or down by using a joystick in the right port. Press Select to check and change the current game variation. There are three difficulties which each can be played on three non-random and one random tracks. On top of this, you can combine each variation with power-ups and shield options. The current variation and its options are displayed at the bottom of the screen, while the game is stopped. To start a game, press Reset at any time. Or press the fire button, when a game is over. During the game, TopBot and Tom will face numerous blocks in multiple combinations. If they hit these blocks, they will lose energy. If all energy is lost, the game ends. Use joystick up to make TopBot jump up and bring back Tom fast to the road. Use joystick down to bring it TopBot back fast to the road, which then allows Tom to jump. The game is played in stages, each lasting ~60 seconds. At the end of each stage, you gain some extra energy and the game pauses. If you have the Power-Up option enabled, you can collect power-ups, which randomly appear at the top or bottom of the screen. But you will get no extra energy at the end of a stage. The shield option allows you to pass an obstacle without losing energy from it. But while the shield is enabled, it will require a little energy too. And if you still hit an obstacle, you will lose twice as much energy as without this option. Note: The options can only be changed while being in select mode. During the game changing them has no effect. While you select a variation, the display will alternate between the current variation, high score and high score stage display. After the game is over, the display will alternate between score, stage, high score and high score stage. High scores will be displayed in red. Note: The ROM supports the PlusROM Highscore Club. But since this is a WIP and I am still tweaking some paras, all scores will be deleted for the final version. Some history Since I am always lacking ideas, I was browsing the web when I found Top&Tom by cxsxf. I really liked the unique twist in game play and the nice physics. And it looked very doable for the 2600. This was late in 2021 and I started working on it until I got a nice kernel and were able to play the game. Then RL and other projects interfered, so development stuck until after summer vacation. I was making good progress when Arlasoft (who I thought was chsxf) released his 2600 version the same original idea. This came a bit like shock. What should I do now (I thought it was his original idea)? I contacted Arlasoft and it turned out that he is a very nice person who likes my version and doesn't mind at all about me releasing it. Nevertheless I decided to wait some weeks before I got public to give him time to finish his version. Since that did not happen, I finally decided to announce and release my WIP during AtariAge day. And after going public, Arlasoft came here and corrected my mistake. Top&Tom (V0.9).zip Top&Tom 2 (V0.91).zip Top&Tom 2 (V0.92).zip Top&Tom 2 (V0.93).zip Top&Tom 2 (V0.94).zip Top&Tom 2 (V0.95).zip Top&Tom 2 (V1.00).zip Bot&Tom (V1.01).zip
  14. Current version: BlackJackThetaVIII-0-96.bin Test version: begins at $90,000,000 and split is always allowed on opening hands. BlackJackThetaVIII-0-96-90k.bin This is the latest version of my blackjack game. It's almost feature complete. The features I've implemented so far are: 16K F6 bank switching Screens: Title screen, Ship crash landing animation, Betting screen Play with 1, 2, or 4 decks Dealing to 75% penetration, Deterministic card dealing Navigation menu, Dashboard display of current options Game Options: Early surrender (Es); Late surrender (Ls); Hit on soft 17 (H17); Stand on soft 17 (S17) Hand Options: Double down (D); Surrender (Su); Insurance (I); Splitting hands (Sp) Card flip animation, Sound effects Expanded the betting denominations up to 10,000 Made the player's chips represent current number of chips The fire button now works to take the currently selected action. Cutscenes: landing, losing, and winning Features I will be adding next: Keypad support Refining the split hands interface, because it's confusing Idle animation Features I'm considering: Red/Black pip colors Looking into allowing more than 2 split hands Premise: You're a NASA astronaut who crash landed on the uninhabited, inhospitable planet Theta VIII. You're living out the rest of your life in an artificial hotel casino created for you by the intelligent species who damaged your craft and killed your crew. Not knowing your preferred living conditions, the intelligent species constructed the hotel using the narrative from a poorly written pulp fiction novel in your possession. You can't leave and Blackjack is your only entertainment. However, there may be an escape. The casino closely resembles the story in the novel, which describes a casino being bought up by foreign investors. Perhaps your way out is to break the bank! Instructions (click the spoiler) New title screen. New landing screen. It's been rewritten using tail call optimizations and a new vertical positioning scheme that uses a modulo strategy. It's composed of four 32-pixel rows and two variable sized rows. I plan to use this kernel in Battle for Proton, which is why I spent so much time on it. Old screens left for comparison: Dev Notes: Older versions:
  15. Steamboat under attack and a new idea I had for homebrew. It's a simple game as captain of a steamboat, you will depend on a cannon to fight several enemy aerial targets that want to sink your boat. All of this starts on a beautiful evening, at sunset, but there will also be attacks at dusk. It is still in its development phase, a lot can still be added REV. ALPHA - 14/01/24 Steamboat Under Attack_Rev_Alpha.bas.bin REV. ALPHA 02 - 16/01/24 Steamboat Under Attack_Rev_Alpha02.bas.bin REV. ALPHA 03 - 09/02/24 Steamboat_UA_Rev03.bas.bin REV. ALPHA 04 - 11/02/24 Steamboat_UA_Rev04.bas.bin REV. ALPHA 05 - 14/02/24 (NTSC/PAL) Steamboat_UA_Rev05.bas.bin Steamboat_UA_Rev05(PAL).bas.bin REV. ALPHA 06 - 15/02/24 (NTSC/PAL) Steamboat_UA_Rev06_NTSC.bas.bin Steamboat_UA_Rev06_PAL.bas.bin REV. ALPHA 07 - 17/02/24 (NTSC/PAL) Steamboat_UA_Rev07_NTSC.bas.bin Steamboat_UA_Rev07_PAL.bas.bin
  16. As you may (or might not) know, Coleco was supposed to release Vanguard for the ColecoVision back in the 80s It sadly became one of the many vaporware announced by Coleco For years, CollectorVision strived to release prototypes, unreleased and vaporware games announced by former Coleco In fact, we made it our very own commitment! Well, today I'm happy to announce yet another former vaporware game! That's right! We're finally bringing Vanguard to the ColecoVision, and we're very proud to bring you to MOST ACCURATE home conversion of Vanguard! It even includes the famous original speech synthesis, music and sfx We're also not afraid to tell you it compares in term of quality to Pac Man Collection and Mario Bros CV version, in other words..... it's arcade perfect! Yes, it is that much good!! The cartridge is 128K and is packed with full goodness! What else can I say, other than you'll have to play it to believe it! ''The best is yet to come''
  17. Hello. I created a new game : Mummy Maze An archaeologist explore many Egyptian pyramids. In order to open sarcophagus. He must find all anks dispersed in the maze. But beware: the tomb is stuffed with deadly spikes and lethal arrows. Bats and cursed mummies gonna give you a hard time; however, if you find the holy khopesh, you will can face them. When you open sarcophagus, a new exploration in a larger and harder tomb awaits you. Good luck. I had the idea about this game since I was a teen. I planned to create a game inspired by Atic Atac, a famous gamy for ZX Spectrum, with a nightmarish ambiance. Finally I decide to create a simple game with original idea. Specidications : - Mazes are generated randomly so you gonna not risk to encounter the same level. - Tombs become bigger during your progress. You gonna need your memory, else you gonna have trouble to find yourself. - You earn an extra life every 1000 points for a maximum of nine lives. mummy_maze.rom
  18. Hi. This is a post to introduce my games here in AtariAge. I created a demo version for the two titles for download here. Alien Holocaust The year is 1960. Bruce has his ordinary life, his job, his family... But something extraordinary is about to happen... DESCRIPTION Based on the short film of the same name, Alien Holocaust is an action-adventure game for the Atari 2600 where you must dodge the aliens, explore the scenarios, collect items, and, above all, try not to go crazy! There are four different screens filled with action and mystery! The game has an ending and connects with the second part: Alien Holocaust II: Invasion Earth. CREDITS Game by Fernando "Bruce" Salvio. Based on characters created by Marcus Garrett. Alien Holocaust (Super 8 short film by Marcus Garrett) Demo: alien_holocaust_demo_atari2600.bin Alien Holocaust 2 - Invasion Earth Humans think they have sovereignty over this small planet... “Alien Holocaust II: Invasion Earth”, winner of the IGN Brasil Award for Best Indie Game at Brasil Game Show 2023, is another new game by Fernando Rodrigues Salvio for the Atari 2600. DESCRIPTION After the events of the Alien Holocaust, with the abduction of Bruce and the certainty that they could dominate planet Earth, the aliens start the invasion. In this game, you are part of the invading force and must destroy as many buildings and monuments of Humans around the world as possible. Your first mission is in Brazil, passing through several cities. Then North America, Europe, Asia and finally Egypt. Destroying defence forces: helicopters, fighters and tanks are possible. Between phases, you can abduct people. The lowly humans will fly through the air when firing the tractor beam. There are stages in which you will abduct… cattle! CREDITS Design and code by Fernando Salvio. Music by Pedro Pimenta. Based on characters created by Marcus Garrett. Short movie: Demo: ah2_demo_atari2600.bin You can buy here: Cartridges: https://www.bitnamic.com.br/categoria-produto/atari/atari-2600/ Rom: https://teknamic.itch.io/ You can contact Marcus at marcus.chiado@gmail.com for international (out of Brazil) sells.
  19. Do you have 3rd party carts that won't fit properly into your 7800 or 2600? I've personally experienced on a few of my systems; this is why I created the "Lock-On 2600", the Tight Cart Fix for 2600 games. No modding needed, just attach the Lock-On 2600 to your cart and plug it into your system. It couldn't be easier! This has been tested with many systems and the compatibility is stellar, see all the reviews in this very thread! Updates: 03/26/2022: The items from Winz were returned and the hardware is being reused, sadly the 3D prints are not in a usable state and will be recycled. I received the shipment of 100 circuit boards and 100 card edge connectors, this means I can make a good quantity of these for a while. Extra m3 12mm screws have been ordered, should be here in the next week. Each cart takes 3 screws for stability. @Albert has the test unit, hopefully no issues arise. 03/19/2022: A new version was created, now v3. Each case now includes clips on the front to help remedy separation and some side grips for easier removal. https://twitter.com/ChrisKewlTV/status/1505309243502649349 The Lock-On 2600 will no longer be sold by @winz_mod. The remaining stock will be sent back to me. Once the stock is returned they will be rebuilt and sent to @Albert for the AtariAge's store. 07/28/2020: Round 3 carts have been shipped out by @winz_mod. Everyone should've received a DM on tracking. If you haven't please let me know. We are still evaluating our options on placing stock in the AtariAge store. 07/23/2020: Round 3 carts are being sent to @winz_mod , they should be there on Monday. Then it'll take another week to prepare for shipment. Expect these to go out around the first week of August. I will send tracking numbers once we are ready for that I do apologize for being a week late, I fractured a bone in my foot. Everything is good now We are evaluating our options on further releases. One option we are considering is placing them on the AtariAge store. 06/30/2020: Round 2 carts will be shipped out today. Everyone should have a tracking number. Round 3 carts are being 3D printed as we speak. @winz_mod has ordered more stuff to make sure we can accommodate everyone in Round 3. Expect these to be ready around July 15th. 06/26/2020: Round 2 carts were shipped to Winz. There are 10 more carts we are sending. Each cart was tested twice before being sent out. People who requested, in order, are being contacted to see if they still wish their order fulfilled. Carts are the v2 version so they are a bit slimmer. Due to this we had to use some glue with the screws used to connect the top and bottom parts. We also tried a new method of bonding the shells to the 3D printer bed so the back logo may seem a bit cloudy. A bit of high-grit wet sandpaper to polish should give you a nice clean finish if desired. 06/21/2020: Round 1 shipments are all delivered but one, the USPS machine ate it. So we owe a lucky person a new cart. Speaking of new carts, take a look at the v2 case. Slimmer and with logos! https://twitter.com/ChrisKewlTV/status/1274581215119638529 The new PCBs should arrive next week and they are quite pretty as well. I will be showcasing those when I have them in hand. 06/10/2020: Round 1 shipments are going out today being shipped from Brooklyn by @winz_mod. Tracking numbers will be given once available. Round 2 boards have been ordered and should arrive by the end of the month. 06/03/2020: We are out of stock but we have ordered more. @winz_mod is waiting for the card edge connectors and shells so he can build them and ship them out. Demos: Atari 7800: https://www.youtube.com/watch?v=iCnQamrC4s4 Atari 2600 Light Sixer: https://www.youtube.com/watch?v=mbDyTvMgnGk Contact: Twitter: https://www.twitter.com/ChrisKewlTV
  20. 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
  21. For a few weeks now I am thinking more and more about - please just theoretically at this point - what if I like to produce a real cartridge for an »Atari 800 XL« system? Say I have a game in either 16 Kbyte or 32 Kbyte - or maybe more - and I like to put this into a cartridge. I am not talking about programming but manufacturing this. The 16 Kbyte version would be straight forward with just some very simple glue logic on the board. 32 Kbyte - and possible more - would need some bank switching logic, prefereable the one for the XEGS (for not inventing the wheel again and again). Does some PCBs for such circumstances already exist? What would you do if you like to put your game onto a real board? I am not talking about harvesting existing cartridges but making something on your own. Any suggestions appreciated. Kind regards, Henrik (Island2Live)
  22. (latest update: January 23rd 2024) ALL THE VINTAGE CHANNEL F GAMES ...AND MORE - ONLY $172 GET ONE NOW! FREE Tracked Shipping Worldwide Get it now: https://paypal.me/e5frog/172 If not using the PayPal "friends and family" option it's US$184 https://paypal.me/e5frog/184 Make sure payment is sent in US$ Auto switching Multi-Cart with more than all original software. Fits all System Fairchild machines no matter what the TV system is (so Fairchild, Zircon, SABA, ITT, Nordmende, Luxor, Barco, Ingelen, Grandstand, Dumont, Emerson). Please, either answer in this thread, send a personal message or e-mail to address further down. Multi-Cart will be delivered in a brand new box. Cartridge shell is a used original with new labels and new PCB. The shell will have signs of wear. If you wish to provide your own cart shell - let me know. I can have 3D-printed shells made at the buyers expense, last time I checked it was about $70 for the cheapest material at a professional manufacturer. If you want to print your own shell I can provide 3D print files. To my knowledge the Multi-Cart contains all original games and variations (both Democarts, all dumped protos, newly made games and known homebrews) for the System Fairchild, and a bunch of homebrew - even the complete version of Pac-Man! Games can be chosen via a menu that you reach by resetting the system while holding button 1. Holding other buttons or combination thereof while resetting will immediately start one of the more popular games (according to previous requests), just check the instructions on the back label (before inserting, afterwards will be tricky). How to select game: Try and find the Easter Egg(s) in your cartridge menu... Payment Instructions: Please use the friends/family/personal payment so I don't have to pay the fee, you can use the link on top. For manual payment with the same prices: http://paypal.com my address is e5frog@gmail.com I will also answer e-mails sent to that address. Make sure payment is sent in US$ ... and not KR/SEK - as PayPal seems to change the currency by default. If you read all these instructions, ask me to knock off $10 on the price. Please write your shipping address as well as email address as a message in your PayPal payment These are not automatically included with personal payment, if you forget to include it send an e-mail to the same address or send me a PM here. For European customers I also accept bank transfer, just write me a message and I'll supply needed information. For Swedish users there's the above but also the option of using Swish (you send money with your phone almost as easy as a text message), let me know. Customizations are possible, if you want something special, let's talk about it, I'm not difficult. List of games (Latest update April 20th 2020): All the happy customers until today: ================================================================= This is a hobby of mine, I build these in the order they were purchased. It may take some time for it be built and to reach you from Sweden. I hope it's worth waiting for. Waiting orders:
  23. Many thanks to all who contributed (see credits below) and voted. The final version includes a Novice, Arcade, and Expert difficulty. Novice - Rev F Popeye Faster; Spinach resets after losing a life; Extra @ 26,500 Arcade Comparable to arcade difficulty; extra life at 40,000 Expert Brutus is faster and more aggressive; Bernard is craftier; Items fall really fast Credits: Thanks to all who voted Popeye as 2020's "Best Homebrew Atari 7800 (WIP)". A SPECIAL game demo is available on the JS7800 emulator. This demo includes Novice & Expert. Popeye gets 2 lives, but he can earn a 3rd. The game ends after the ship, so POINT PRESSING IS A MUST! The game is 1 or 2 player alternating. Red background can be removed in the full version: right, down, right, up, up down Video: Below is the DEMO version (Most recent to oldest). Players can play 1 or 2 player. Players now get 2 lives and can earn a 3rd. Players cannot unlock the cheat mode in the demo. Arcade mode is the only level available. Novice and Expert are exclusive to the final version and the version on the JS7800 emulator. 3/3/2021 - Demo of version 2.40! For Concerto compatibility, I have to run firmware .95. Added High Score Cartridge header for use on 7800GD No slowdown Better collision detection Brutus throws 4 bottles, regardless of whether Popeye leaves his line of sight. Revision F is now pink, like the arcade. It can still be turned off with the code. Unlocked Novice and Expert levels Popeye now has 3 lives for all demo difficulty levels. (Full version offers 5 lives on Novice.) Still limited to 3 levels of play. Points awarded for punching bottles on the See-Saw level. Popeye_2.40_Demo_8-8-23.a78 3/3/2021 - RC3.5 Concerto still has issues at times. Dragonfly now seems stable. These issues do not happen on the final cart media. The mcpdev is also very stable. There are some minor cleanups. Fixed the color on the high score erase screen. This is it, unless some bugs come up that need attention. Popeye(RC3.5_Demo_NTSC-PAL).a78 Popeye(RC3.5_Demo_BUP).a78 2/25/2021 - RC3.4 Fine tuning. Brutus now jumps at an angle, like the arcade. It's not quite as drastic. Popeye(RC3.4_Demo).a78 Popeye(RC3.4_Demo-BUP).a78 2/22/2021 - RC3.3 Tile change on first level. Was able to add a rail to the ship's crow's nest, during the intro and level clear. I also found out that Olive doesn't scold Popeye if a Letter falls into the water, on the ship level. I have corrected that inconsistency. I assume it doesn't make sense, since she's captured in this level. Popeye(RC3.3_Demo_NTSC-PAL).a78 Popeye(RC3.3_Demo_BUP).a78 2/21/2021 - RC3.2 More minor graphical changes. Now the title Popeye head has a brown pipe, like the arcade. Tile tweaks on the first level. Also reversed the ship mast shading, to match the arcade. Popeye(RC3.2Demo_NTSC-PAL).a78 Popeye(RC3.2Demo_BUP).a78 2/21/2021 - RC3.1 Minor update. Has a few tile changes Popeye(RC3.1_Demo).a78 Popeye(RC3.1_Demo_BUP).a78 2/20/2021 - RC3.0 This version has a lot more changes than a "release candidate" should have. From this point out, I would like to stick to bug-fixes. Fixed a high score issue, which was introduced by adding the High Score Clear. I noticed this while watching the @ZeroPage Homebrew stream. Each difficulty should line up properly now (Novice, Arcade, and Expert). No high score device should read "Top 5 Chart". That is the header for the arcade table. High Score Clear is accessed by holding RESET and pressing both buttons on the first stick! Also seen on ZPH: Brutus doesn't get stuck in the bottom left corner when Popeye has the spinach. (He gets stuck in the bottom left corner of the Notes board, but that is by design. That happens in the arcade.) @Defender_2600 had color suggestions: Popeye's drawn with a different hue of blue. The ship has a more midnight blue background, and the floors are more golden than yellow. (The arcade is a dark blue-ish purple when I play on an actual arcade machine. It seems similar in MAME.) Defender2600 had level suggestions: The Notes screen tower is now slightly thinner. The floor that leads to the see saw no longer extends to the end of the building. This required a lot of work in adjusting the logic. (See below) Fixed some tiles on the ship level. More color adjustments. REV F ROM set (Novice is based off an easier Popeye arcade ROM) has more of a burgundy background, on the Hearts level. The arcade REV F has a pink-ish background. I think this works well. The old "brown" was mistaken for green. Popeye now turns red, instead of pink, when he eats the spinach. Logic adjustments with see saw logic: This was about 8-10 hours consuming. I had some logic in place. Moving the floor exposed a couple holes in that logic, given a very specific alignment of the stars. In making the level adjustment, I got to recreate the 1%. It was still extremely hard to recreate. If Brutus kicked into pursuit mode, right as Popeye jumped onto the see saw, Brutus could still jump on top of Popeye. I believe I worked this out. I can't seem to get it to happen again. Tune adjustment: If the last item gets collected from the water, the game does not revert to the level tune. Last Note & Last Letter would sometimes still be present. I think I took care of that issue. Fixed some garbage that would flash after dying on the Notes stage. Popeye(RC3_Demo_NTSC-PAL).a78 Popeye(RC3_Demo_BUP).a78 2/9/2021 - RC2.9 Many fixes and updates. I am concerned that "Arcade" difficulty feels a little easier to me. That might encourage more people to play the arcade difficulty. I do want it to feel like the arcade challenge though. I can run this for hours on my Dragonfly and versa-cart, without any issues. It does crash at times on Concerto. It seems to be when idling in attract mode. 1. Fixed remaining issues with Brutus's pursuit music. 2. Colors and spinach timing are different for NTSC and PAL systems. 3. Reduced slowdown by limiting collision detection-per-frame. 4. Better proportioned Bucket. @KevinMos3 5. Adjusted the better proportioned bucket to fit Brutus's head 6. Lessened the use of flicker in some areas, due to the overhead saved in adjusting the collision. 7. Minor bug fix: Popeye disappears if collecting the last note when starting up or down the ladder. 8. Updated the Windows on the Notes Level. 9. Found duplicate tiles, and used the extras for "Thru" posts on level 2. 10. Last player 1 and player 2 scores display in blue during demo. 11. Fine-tuned Popeye's punch. ** 12. Popeye walks off the screen when wrapping around on the levels. ** 13. Brutus doesn't gain super speed when Popeye gets the spinach. 14. Brutus imitates the quirky behavior of the arcade when he's stuck in the corner, by the see saw. (When Popeye has spinach) 15. Brutus logic tweaks. 16. Fixed some artifacting when returning from demo play. Popeye(RC2.9_Demo-NTSC-PAL).a78 Popeye(RC2.9_Demo-BUP).a78 Most will not notice this change. Eliminates a flash of garbage after Popeye dies on the notes and ship levels. Popeye(RC2.9a_Demo_NTSC-PAL)s.a78 Popeye(RC2.9a_Demo_BUP).a78 2/1/2021 - RC2.8 Update. Only need one version for A7800, Concerto, and Dragonfly. BUP has a special version. I can play this version all day on my Dragonfly or versa-cart, and it doesn't crash. It plays pretty long on the Concerto, especially once things are warmed up. There's nothing I can do about that at this time. That was the inspiration to clean much of the back code up. A LOT of behind-the-scenes cleanup & some polish The bottles rotate slower - @tep392 Olive doesn't constantly walk on the Notes and Ship. (This affects game play in other ways that I won't disclose.) When Brutus gets his burst of energy, the bottle throwing music now plays, like the arcade. Popeye's house now has window panes. I can't believe I missed that. Popeye's now falls below the water line when he dies. On the arcade, Popeye reappears at the waterline, following the splash. I made Popeye bob back to the top. I like arcade purity, but I think they did it that way for sprite overlap issues with the water. The demo play scene is now more versatile. Popeye gets scolded often, like the arcade. Fixed rare combination that would silence music on the Notes level. Popeye(RC-2.8_Demo).a78 Popeye(RC-2.8_Demo-BUP).a78 As always, play the point-pressing version on JS7800! 1/26/2021 - RC2.7 The levels are now more in-line with the arcade aspect. Many tiles were re-drawn and repurposed. This was a 14-hour day (with hour break) and a few hours the following evening. The characters now know the levels, the attract modes are up to date, and everything seems fine. Let me know if there are any issues. @Defender_2600 suggested that I address the issue with the crammed levels. I didn't think I'd have enough tiles, but it worked out in the end. I think it was worth the effort. He also recommended toning down the yellow a little. Redrew the tiles Reprogrammed the tile graphics to line up with the new tile indexes (Hearts in the house, Whimpy and the see saw, etc.) Reset the coordinates for the staircases Reworked the self-play intro Cleaned up some sprite plotting. Adjusted some areas where the text colors were not flipping correctly. Popeye(RC2.7_Demo).a78 Popeye(RC2.7_Demo-BUP).a78 Popeye(RC2.7_Demo-Concerto).a78 1/23/2021 - RC 2.6 This version has major tile re-work. I started cleaning up the first level. This simulates the lower-res look of the arcade. In doing so, this cleans things up. Bricks are no longer 1px apart vertically, the stairs have 2px underneath. The floors are thicker, including the bottom level. I am unable to color the bottom blue, but I have a water shadow of sorts, to keep in the arcade spirit. On the logic side, I adjusted Brutus's randomness. He is less likely to jump down, based on difficulty, round, and number of items collected. This may not be obvious, because he will still jump down a decent amount of the time. Changing logic meant adjusting the demo play. The demo play now starts with an example of a heart falling into the water. Popeye(Beta2.6_Demo).a78 Popeye(Beta2.6_Demo-BUP).a78 Popeye(Beta2.6_Demo-Concerto).a78 1/16/2025 - RC 2.5 I wasn't going to do this, due to the amount of work, but I had to. New upper playfield on Level 1. The tileset with the grass are now one row lower, allowing more arcade-accuracy. Transferred tiles from one tileset to another, which caused an offset in tiles re-aligned plotted tiles (hearts in Popeye's house) Olive will now center herself after throwing the last heart. This keeps the large heart from being drawn off-screen. Fixed the staircase "bricks" to be blockier, like the arcade Revision F has a plum background, to match the arcade ROMs Flower doesn't disappear when level 1 is cleared Popeye(RC2.5_Demo).a78 Popeye(RC2.5_Demo-BUP).a78 Popeye(RC2.5_Demo-Concerto).a78 1/14/2021 - RC 2.4 Got rid of random off-pitch item collection noise, @playsoft This makes the game more stable using the Concerto. The sound seems to behave similarly to other games I tested. This has gotten rid of complete songs playing out of tune or missing parts. Updated sprites and palettes Title music plays every other loop; Atari Today only plays when the game is turned on. Olive doesn't walk in space after scolding Popeye Popeye's footsteps are closer to the arcade pattern. Overhaul of Popeye's ladder climb Fix some reset behavior The JS7800 Demo will also be updated, which allows Novice & Expert to be played. Popeye(RC2.4_Demo).a78 Popeye(RC2.4_Demo_Bup).a78 Popeye(RC2.4_Demo-Concerto).a78 1/2/2021 - Beta 2.9 Two-Player with shared joystick option. I figure this will be helpful for people with only one joystick. Sometimes I just like to play a two player game by myself. This should also help @ZeroPage Homebrew too ;). New death sound by @Synthpopalooza Updated the credits page More Popeye sprite tweaks Updated self-play sequence Brutus is smarter when Popeye has the spinach. Olive screams "HELP!" on the ship level. "Popeye Catch!" call out is present on the Notes level now. (Yes, the gray does show through the letters on the arcade too!) If the punch button is pressed during an intro or pause before a level starts, Popeye will punch when the level begins. This is a personal detail I wanted to include from the arcade. I am out of space in the hearts bank, so that level doesn't have a pause after the intro. No room. Shifted some code for less bank switching on the hearts level. Brutus is back to throwing a minimum of 2 bottles, instead of 4. This reduces slowdown, which is a better experience. All systems of the day made exceptions. He will still throw up to 4, if Popeye is in his line of site. Popeye(Beta2.9_Demo).a78 Popeye(Beta2.9_Demo-BUP).a78 Popeye(Beta2.9_Demo-Concerto).a78 12/25/2020 - Beta 2.8 - Many Changes. Merry Christmas/Happy Holidays Thanks to @tep392, I have confirmation that POKEY sound on actual hardware matches emulation. Just in time for a late Christmas release! Sound will still cut in and out on the Concerto, but some sound is better than none! Since it's Christmas, I have changed the "DEMO" version to include 2 lives (an extra life can be earned). The game now ends after clearing the SHIP. Updated sprites and colors Brutus has different color outfits to match each level Other various changes *** Brutus now throws all 4 bottles, like the arcade. I am not sure that I want to keep this, but I wanted to try it for a version. In a previous version, I added code to allow Brutus to stop throwing bottles after the second one, if Popeye leaves his line of sight. This helps eliminate some minor slow down. Also, there are certain areas where Brutus and the bottles will cause sprite overload. This is found on the Notes level. Should I sacrifice arcade pureness for this to eliminate slowdown and what ends up being flicker? I might go back in the next version. Will that be the final version? Updates some of the self-playing demo routines. Updated the credits. That still needs tweaked and cleaned up, but I wanted to get it out there. Popeye(Beta2.8_Demo).a78 Popeye(Beta2.8_Demo_BUP).a78 Popeye(Beta2.8_Demo-Concerto).a78 Popeye(Beta2.8_Demo).bin 12/8/2020 - Beta 2.7f - Fixes and clean-up. Popeye(Beta2.7f_Demo).a78 Popeye(Beta2.7f_Demo_BUP).a78 Popeye(Beta2.7f_Demo-Concerto).a78 Popeye(Beta2.7f_Demo).bin 11/27-2020 - Beta 2.7 Popeye(Beta2.7_Demo).a78 Popeye(Beta2.7_Demo).bin 11/24/2020 - Beta 2.6 Updated high score routines No High Score device - "Todays Top 5" will be stored with initials until power off. High Score device - "Novice Top 5", "Arcade Top 5", and "Expert Top 5" saved permanently. Brutus will wait for Popeye to clear the see saw, like the arcade. He did before in most cases. I fixed this when Brutus is in pursuit mode. Fixed artifacting on Title screen, found when level was selected in 2.5b Popeye(Beta2.6_Demo).a78 Popeye(Beta2.6_Demo).bin 11/23/2020 - Beta 2.5b - Update Popeye's fall (slower), fix bottle collision at far left, align some title elements. Popeye(Beta2.5b_Demo).a78 Popeye(Beta2.5b_Demo_BUP).a78(BUP disables high score saving, to work with BupSystem emulator) Popeye(Beta2.5b_Demo).bin 11/23/2020 - Beta 2.5a - Fix collision issues with items (still broken on some far-left bottles); Set Popeye stance after punch; slowed notes on higher levels Popeye(Beta2.5a_Demo).a78 Popeye(Beta2.5a_Demo).bin Popeye(Beta2.5a_Demo_Bup).a78 11/09/2020 - Original public demo Popeye(Beta2.1_Demo).a78 Popeye(Beta2.7f_Demo).bin Older revision screenshots
  24. This is a new game I made for Gameboy Color! The files attached are: Label (.png file) Gameboy Color Rom (.gb file) Enjoy! HyperWarpV1.gb
  25. Laura, an awesome new game has been released at Silly Venture 2K16 in Poland: http://www.arsoft.netstrefa.pl/laura.htm An English version will be available in the future. I will definitely buy it. Thank you Arkadiusz and Polish Atari friends!
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