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Found 6 results

  1. The NOX / Death Chase overlays have finally arrived Still some work to do (boxes, instructions etc) but the games should be released within the coming few months. Some old gameplay videos : NOX Death Chase
  2. I have just a couple remaining harder to find Atari 5200 games on my list to complete the collection: 1) Meteorites - Last game I need to complete collection, help me out! <PENDING> Also looking for the following overlays: Countermeasure Space Invaders Space Shuttle And looking for the following boxes (mostly interested in Atari/Parker Bros): Astrochase Ballblazer Berzerk Buck Rogers Choplifter! Dreadnaught Frogger II Gremlins Gyruss HERO Joust Jungle Hunt Kangaroo Keystone Kapers Mario Bros Megamania Miner 2049'er Monetzumas Revenge Moon Patrol Ms Pac Man Pengo Pitfall! Popeye Rescue on Fractalus Space Dungeon Star Trek Star Wars The Arcade Super Cobra Vanguard I do have just a couple duplicate 5200 games or I do have some 7800 games from loose to NIB. Beyond that I have duplicate NES, N64, SMS, and common 2600 games. Otherwise paypal works too. I am fine with loose carts, just looking to complete the set! I do not have much feedback here, but I have lots on nintendoage or ebay.
  3. Hello again, y’all! I’ll need INTELLIVISION game controller overlays (or (at least) the graphics files for those by that guy from England...), as I plan to get myself an INTELLIVISION (or (preferrably) a rare TUTORVISION) video game console to convert it to an ULTIMATE INTELLIVISION FLASHBACK unit (with a Raspberry Pi 2B+ and extra ports...). Please send PAIRS (preferrably 2 PAIRS) of overlays (or the package of graphics files for those), as I’ll be needing them for use with my new ULTIMATE INTELLIVISION FLASHBACK console. I’ll also be updating content on the INTELLIVISION Archival Materials Thread on the AtariAge Forums. Thank You!
  4. Hello! I’m starting a BRAND-NEW COLLECTION of archival materials (overlays, rules booklets, ancilliary items, and game cartridge boxes) for the INTELLIVISION video game computer system. This new project will take me quite some time, so—I’ll set up my 1st relevant post. I uploaded a .SVG template for an INTELLIVISION game overlay on Google Drive; please click on this link: https://drive.google.com/drive/#folders/0B126UWeG-OsRN0Zlc0UtNXo4T2M/0B126UWeG-OsRSnFrNlBtdjVqeFU/0B126UWeG-OsROTJFQkE5c3NtTkU/0B126UWeG-OsRfmRibU9VTXZSWUhZSl9lWU4ycVpiR0F6enV2WHEzNU4zeE9tcDY0TVktdDQ Intellivision Overlay Template—.SVG When you do use it in your graphics application, please select the whole overlay template, and select UNGROUP to break apart the separate elements to make editing easier. After doing your overlay design, select ALL the separate elements, and select GROUP to reconnect them into a SINGLE item. Choose SAVE AS, and enter an appropriate filename ([GAMENAME]_overlay.SVG) Thank You!
  5. RAM is always pretty scarce on the 2600, so when developing something a bit more complex, you eventually find yourself running out of RAM space. To overcome this, people have defined versatile temporary variable areas or gave the same RAM address different labels. This is not very convenient and error-prone. To overcome this, for Boulder Dash, Andrew Davie had developed some DASM macros, which allowed using a shared RAM overlay section for multiple purposes. During a current project I have reworked those macros and made them easier to use and much more versatile. These macros allow you define as many different overlay sections as you need. Also you can nest other overlay sections into an overlay section. And all this with just two simple macros, BEGIN_OVERLAY and END_OVERLAY. Those will take care of the memory requirements, output them and also help verifying that you use them correctly. Example: Imagine you write a game which consists out of two different scenarios. Both scenarios need their own variables for display and processing. Then you use the same overlay section twice, one for the 1st and one for the 2nd scenario. For both scenarios you can then define your variables freely inside the scenario's section. You just have to make sure that the labels are still unique (local namespaces would be cool, maybe later...). Also, in one scenario, you may have variables which are local to the kernel or to processing outside the kernel. Then you can define two nested overlays inside the overlay for that scenario, one for the kernel and one for processing. And so on... The macro code looks pretty complicated, but you do not have to understand it at all . Just have a look at the example at the end of the file. Then everything should become pretty clear (I hope). If you have any requests or ideas how to make RAM variable handling even more convenient (like namespaces) then please post your ideas here. overlay.zip
  6. Hi guys. I'm Orionsangel. I'm a life long gamer. I grew up with Atari and have had almost every console imaginable. I hung out in Arcades in the 80's. I still play games to this day even modern games. So last year I started making bezels for retro games on Mame. My idea was to bring the arcade experience at home without owning the arcade machines. Check them out. https://www.youtube.com/orionsangel Playlist - http://bit.ly/2u1Yl42 Here are some examples.
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