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Blogs

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  • creeping insanity
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  • Syntax Terror Games
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  • That's what she said.
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  • The (hopefully) weekly rant
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  • Guru Meditation
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  • Tezz's projects blog
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  • DJT's High Score Blog [Test]
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  • ¡Viva Atari!
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  • The hunt for the PAL Heavy Sixer
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  • people to fix atari Blog
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  • Joey Z's Atari Projects
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  • Lynx Links
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  • CorBlog
  • My Ideas/Rants
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  • jamvans game hunting blog
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  • wibblebibble's Basic Blog
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  • The Golden Age Arcade Historian
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  • Bergum's Thoughts Blog
  • marminer's Blog
  • BubsyFan101 n CO's Pile Of Game Picks
  • I like to rant.
  • Cleaning up my 2600
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  • HLO projects
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  1. hello, there are sample RPG codes for the atari 2600, such as the now-abandoned, homestar runner rpg, peanult or this demo thanks to ramdom terain to grom the platformer code
  2. Lately, I've had the idea of porting a cancelled NES game of mine, to the Atari 2600, just for fun. I'm perfectly capable of coding this game in ASM, but unfortunately, the Stella emulator hates my computer (Open GL), so this will be Art / Design Notes, for now. No ROM tests, unfortunately. After some reading, I've opted to use the "venetian blinds" interlacing technique, to potentially minimize sprite flickering. This also works surprisingly well with what I've designed for screens! This is the current look of the title screen, though I've apparently made the text a few pixels too wide? I'll fix that, when I have some free time, to do so. The visual design of the dungeons is heavily inspired by the Legend of Zelda. Slay Monsters, find Keys, unlock Doors, and kill a Boss enemy. You know, the basics. I'm not sure how well this boss would work at the moment. But it would ideally function similarly to the Giant Snake boss, from StarTropics. Even leaving it's bones in the "Triforce Room", when it's slain. (It sits in the doorway, wiggling it's body segments, occasionally spitting a fireball, to attack.) The outdoors have barely been started, but I had fun with making this first dungeon! The visual theme is a castle, with a moat. Can you see how the colors are used? Lastly, the caves in the world, will be dark without a lamp. They'll be traversable as you can see, but the monsters will be completely invisible! It's best not to get caught, stumbling around in the dark. At the moment, I have 8-byte background "tiles" defined, with a multi-color option, that doubles the data size. These tiles are 32x32 blocks, with each color row defined in a single nibble. I have some basic data structures defined, in an attempt to write fast tile-mapping, on this hardware. Colors are swapped out, every other scanline, to allow for 2-color map screens. Potentially more, if a screen has sectors defined (such as the castle moat, in my mock-up, for example.) I'm not really sure what would need to be cut back for this project. But for now, it's just a fun distraction from a NSFW RPG that I'm developing, with a friend of mine! Thoughts are welcomed. Tear this ambitious idea to shreds, yo!
  3. TL;DR — A turn-based RPG that requires SaveKey or AtariVox. This is version 1.2. For the latest ROMs and information, check the web site https://Grizzards.com/ . UPDATED 2024: here are the v1.2 binaries as well. (2022-10-28) Check the web site (or this thread) for complete details. Each ZIP includes a PDF manual (including map), and NTSC, PAL, or SECAM binaries (a26). There are also pro files for Stella. Caution: put the pro file in the same folder as the a26 to configure Stella properly. Correct configuration is: left port, joystick (or Genesis or Joy2b+); right port, AtariVox. You want the Grizzards.NoSave.v1.2.zip for a light demo that works without a SaveKey/AtariVox/MemCard; Grizzards.NoSave.v1.2.zip or Grizzards.Demo.v1.2.zip if you can only load 32kiB binaries (e.g. original not-Encore Harmony cartridge) but do have the AtariVox/&c., Grizzards.Demo.v1.2.zip or Grizzards.v1.2.zip if you can load a 64kiB binary (eg. Harmony Encore, PlusCart, UnoCart) and have an AtariVox/&c. Grizzards.v1.2.zip SyrexMap.pdf Key differences from the retail version are the lack of save-to-cart circuitry (thus, requiring a SaveKey) and lack of high score records. The game play is nearly identical. The demo and NoSave versions show about the first ¼ or so of the game. * You see, what had happened was … Back in June I started a little project somewhat loosely inspired by Pokémon for the 2600. This requires a SaveKey (MemCard) or AtariVox, and it works in Stella. Aside from requiring a SaveKey, this is a straightforward F4 32kiB cartridge. At this point I have reached a sort of alpha quality and put together a little demo build that shows off some of the main mechanisms of the game. There's not much to look at, but you can get the gist of how it'll play. You are a Grizzard Handler, and you can take your Grizzard companion out with you to fight monsters. The goals are to find all 30 Grizzard companions (only one is in this demo) and destroy all the monsters in the game world (except random encounters). Hopefully it seems entertaining enough, and I'll put out a beta version at some time in future (as time permits). The original first post is here in the Spoiler tag (although it contains no actual spoilers) EndLabel.pdf FrontLabel.pdf
  4. What Advance Dungeons and Dragons style Fantasy Role Playing Games had been done on the 8-bit? I had been going around and doing research on MS-DOS based Role Playing Games. Seen a few also been ported to the Commodore 64, Apple II, Atari ST, Amiga, but is another thing that had been skipped over with the Atari 8-bit. There is something called the Gold Series by SSI for PC DOS and "Dark Heart of Uukrul" by Brøderbund. These got my attention, but I am sure there are many others. I have been researching some of this stuff for improvements for Secretum Labyrinth. Video 61 suggested an ideal of the combat screen when you come upon enemies. However Secretum Labyrinth was never intended to be turned based what so-ever. It is more Zelda and 2600 Adventure inspired. I want to keep the top down view action adventure type game. Save turned based ideal for a different turn based RPG game. There are many types, action or turned based. 3D first person, top down, isometric, point of view. Ones I am speak of here are usually turned based, when doing combat, you are usually prompt where to move, attack, use spell or item, flee. Shows hitpoints of the characters in your party, hitpoints of the enemy(s). If you kill whatever, you get rewarded some experience points, if you get enough experience points, you can go up in skill level. I know a few the played non computer Advance Dungeon and Dragons game with cards, character sheets, fancy dice, and books, know all about this stuff. Books have tables and rules, and something that computers are great at handling. Books with Data Tables = great Database application. They really like seeing these games done on the computer. I know there also been stuff done in Basic, here, and on other platforms. Some RPGs done on other 6502 based machines, so these is a chance a few can be ported to our Atari 8-bit world. I can assist IF anybody else is up to the task, I have no intentions of doing more games all myself. I have no-intention to re-sale anything done by someone else unless I get permission or work with them. That is something someone needs to discuss to me through PM and Email. Some games have copy protection in the form pictures in books or with those decoder disk shape things. Might be collectors items. Some DOS games where hacked and pirated back in the day to get around this.
  5. Hello everyone, I am Oscar Kenneth, from Kai Magazine (Developer of Ninja Odyssey). Here we are again to let you know that we FINISHED the second game for Intellivision (now it is in beta-testing process) and that it will be published by Elektronite on April if the betatesting process checks out. The game’s name is: TNT Cowboy An explosive Western Action RPG. Imagine playing a game such as Zelda or Final Fantasy, in which you defeat your enemies by blowing them up with TNT charges. Yes, this game is a full blown action RPG with experience points, level ups, money, quests, etc, but also, the combats have Bomberman elements. Just watch the video and you will understand (NTSC colors): https://youtu.be/Ws0aIlTEql0 It can’t be appreciated on the video but the game works completely smooth at 60 fps (50fps on Pal/Secam) but the video conversion and emulator and vsync problems make it impossible for me to record a 1:1 video. This game also features a real time shadow system which modifies the shadow casted by the solid elements in the game as they change (due to the explosions) and the main character gets affected by the shadows as well. This game took us thousands of man hours to complete and it is really big. There is a full screen intro with several images, an ending with the same, several complex BGM, many many areas to play etc. The game is more than 200Kb big, which if I am not mistaken, it is the biggest finished game for Intellivision ever created (not demo, there are bigger demos). I usually make Kai Magazine covers myself (such as Ninja Odyssey and many of our other previous games) but for this game I hired a professional cover artist who did a really nice job. I also hired a music composer and I wrote and adapted the music on Intellivision format. We all went the extra mile for this game to make it as big as we could. I really hope you like it and that you will support it so we can continue making games for Intellivision. On that regard, I can tell you that we started the development on the third game already. “Antropomorphic Force” will be a fast-paced frenetic Sci-Fi Arcade Space Shooter with humanoid shaped robots, weird aliens, multiple scroll layers, multi-colored sprites (player and enemies) and lots and lots of stuff moving on the screen at the same time. We will show you something as the game advances further, but I can tell you that it already looks better than Ninja Odyssey and TNT Cowboy. As we learn more about the Intellivision hardware we can do better stuff. Thank you everyone for your support! Special thanks to Elektronite, Artrag, Nanochess,Victor Sanchez, Miguel Angel Jimenez and Xavi Sorinas for making this possible!
  6. Purpose Have fun, share your experiences with others and test your skill at surviving in one of the most challenging, ground-breaking and technically advanced sandbox RPG games of the 1980s. Share your screenshots and videos and have fun participating! See setup, rules, tips, and survival guide below. CURRENT PLAYER RANKINGS #1 Jim Norris #2 Dan0 #3 Chunder #4 axewater #5 dgiors #6 Xebec's Demise #7 Gunstar #8 WestofHouse #9 SilverAR #10 smartwhois #11 Goochman #12 Chenzy #13 Angry Jedi #14 Bunsen #15 eclecticmonk Atari 800 emulator The Alternate Reality Wrapper is attached below automating all disk swaps. You may also download it directly from the source. AR Wrapper 1.0_Release.zip Doing it all manually is more complicated and tedious, but here are some basic instructions for playing Alternate Reality on your Windows PC or MAC with an emulator without the AR Wrapper. Rules For the purposes of the competition, you only have one life, no character editing or backups allowed. Have fun seeing just how far you really can make it in this hostile alien virtual world with one life and no saves. If you make mistakes try to overcome them. If you die and want to try again, start over. This is a challenging game and you will likely have a handful of characters die before surviving past the first few levels, but keep trying! Take a screenshot of your initial skills to share here with others. F10 takes a screenshot in Atari800win Plus. Have fun sharing other interesting screenshots and stories too! Most of all, just have fun playing and trying to surviving in one of the most incredible virtual world games of its time! Tips Here is the original game map if you want to experience the game as designed and a completed map (spoiler). You may also print this 64x64 (City size) blank graph paper to map yourself. Try playing a good aligned character. That way only half the population will be out to kill you and you will be pretty safe during the day. To do this, only attack neutral beings such as thieves, muggers, fighters and warriors if they take a swing at you first. Do not try to Trick them or Charm them; only try these acts on evil beings. If you surprise a neutral being like a mugger or fighter, always Hail them. If they Attack you, then you are free to attack back. The Following is a list of evil beings. Dragons, Thieves and Warrior classes are not evil. They are neutral, but their intro sounds similar to that of evil beings so be careful. Notice that the only evil human life form is the Assassin!: Assasin Orc Giant Rat Black Slime Spectre Imp Gnoll Troll Wolf Ghost Zombie Ghoul Goblin Nightstalker Brown Mold Wraith Gremlin Skeleton The first thing you should do is try to buy a Dagger or Stiletto. Straight from the floating gate go to Occums Weaponsmiths 19E, 32N hours 05:00-21:59 in the NW of town. If he does not have a Dagger or Stiletto then go to Sharp Weaponsmiths 54E, 9N hours 04:00-20:59 in the SE of town. Usually one or the other will have one. Occums is the cheapest by 23%. You can usually make an initial offer of less than half of the asking price. For example, if the Dagger is being sold for 200, then start by offering 90. Keep bargaining by meeting the Smithy a little less than half way of his counter offer i.e. if you Offer 90 and he counters with 130, then Offer 110. You should be able to buy a Dagger or Stiletto for between 100-120 Coppers depending on your CHR and skill at bartering. The very next thing you must do is head straight to the Tavern in the NW corner of town, 20E, 62N, (See map linked below) whether you were able to buy a Weapon or not. You can find or buy a weapon later, but for now you need to supply with food and water. After entering the City Wall, turn right or East and go through 19 secret doors. To be safe, after 18, you can turn right or south and try to enter. If you have counted correctly you will not be able to. Just turn left or back east and go through one more, turn right or south again and try to enter. You should enter the Tavern. If not, and you have messed up your counting somewhere, continue checking every south section of wall until you find it. If you go further than 19 secret doors you will have to exit the City wall and start over, so if you lose count, then try to error on the low end as you can keep checking until you find it. Once you have located the Tavern, go inside and buy a free Water. This will help save your Water Flasks from being used. Then, if you have any money, buy as many Food Packets and Water Flasks as you can, saving about 10 copper so that you can pay for an Inn. Buy Food Packets/Pemmican and Water Flasks so you always have twice as many Water Flasks as Food Packets. This is because Water Flasks are used up twice as fast. Pemmican = 1 Food Packet and only costs 16 Copper. If you do not have any money, then wait outside the Tavern and try to get some by defeating evil or neutral (if they attack first) beings. You can continue to go into the Tavern to get Free Water ever couple of hours so that your Water Flasks do not get used. You can tell an hour has passed, by the white text on the screen flashing ever 2:50 for NTSC and every 3:50 for PAL displays. Its a good idea to use a stopwatch to keep track of the hours, that way you do not have to watch for the text to flash. If the Tavern does not have Water Flasks or Food Packets/Pemmican, the menu will change every hour, so keep checking. Try to stock up with as much food and water as possible, remembering to keep about 10 coppers to sleep. If at any time, you are very low in Hit Points or Tired, then turn left or East, go through two secret doors, turn right or South and exit the City Wall. Head SW to the Warriors Retreat Inn 28E, 54N (see map linked below) and Sleep on the Common Area Floor for 12 Hours for 7 Copper. Try to go to sleep before it gets dark, you gain maximum hitpoints if you go to bed before dark and you choose a time to awake that is in the morning daylight. After you awake, you should either try to go buy a Dagger or Stiletto again if you did not get one, or go back to the Tavern and continue drinking free Water and stocking up on Food Packets and Water Flasks while fighting the beings that you encounter while waiting outside the Tavern door. If you get a surplus of money or Gems or Jewelry, vist the bank, Grams Gold Exchange 2E, 61N, which is close by in the NW corner and make a deposit so that you have a reserve of cash. Original Alternate Reality Homepage FAQ: http://www.eobet.com...reality_FAQ.txt How to Survive - Alternate Reality: The City Make a complete map of The City and list of potions first. Also note what stats each guild on the map raises. You will appreciate and cherish your own handmade map for many years to come, but if you don't enjoy mapping or do not have the time, then print one off from sites such as eobet's The Original Alternate Reality Homepage: http://www.eobet.com...ernate-reality/ or here: http://web.archive.o...s/AltrReal.html When rolling your stats, focus on STA, WIS and SKL. These three often-overlooked skills do not rise from potions or in-game use. They also happen to be very important for initial survival. SKL determines how easily you can escape an encounter without being stolen from and also how well you dodge blows. If you have a high SKL and average STR, you will be able to punch muggers to death with your Bare Hands, even 1 point at a time without them hitting you! WIS helps you determine what type of potion you have found - a single potion can change the outcome of your game! When you are a poor, weak character, it is very important to know what you are drinking! The right potion could be great, but the wrong one will surely kill you! WIS also helps you determine if a weapon is cursed or not. A Cursed weapon can also result in a bad start for a new character. STA is very important because it determines how many Hit Points you gain when going up a level. Even if you start with low hit points as a result of focusing on STA WIS and SKL, you can gain an additional 20+ Hit Points if your STA is near 20, just from gaining 300 experience, which is quite easy. On this basis, Hit Points are actually the least important in the long run because they can go up so quickly, unfortunately many people focus on them when rolling their characters. STA also affects your resistance to hardships and is likely to affect disease, hunger, thirst and tiredness - I am still confirming this. The best you can possibly roll in these three important skills is a total of 63, three 21s, but I have never seen it. Any combination above 50 is really good. You can pretty much ignore the other skills when rolling, they will go up with use and also gain much easier when leveling. Play a Good Alignment to begin with! You can always switch later. Never Attack, Trick or Charm Good beings. Only use Trick or Charm on Evil beings. Never Attack Neutral beings first. Neutral beings, such as Fighters and Thieves, have the same intro music as Evil creatures so be careful. Always wait for Neutral beings to take the first swing. Dragons are Neutral also! When you Surprise Neutral beings make sure to Hail them. They will then begin to leave you alone. This is especially important for encounters with the more skilled and powerful Thieves, Knights and Dragons. If you have a good alignment they will normally let you go and most of the time will leave if they surprise you! Otherwise, they will try to steal your vital food, water and coppers and you will find it very hard to survive. If you are Evil, then Guards will constantly be after you also. Basically, by being Good, you cut your enemies in half and avoid being hunted by Guards and stolen from by Neutrals. This is very important for the survival of a new character. If you have 110 coppers or more, the very first thing you should do within the game is head straight to Occums Weaponsmiths and barter for a Dagger or Stiletto. If he does not have one, go to Sharp Weaponsmiths. Depending upon your CHR they will usually be offered for between 150 to 220 coppers. Start by offering about 80 coppers. The Smithy will then cut his price by about 70%! Then meet him a little bit less than halfway of his counter offers. If you barter well, even with low CHR, you can get a Stiletto or Dagger for 110-120 coppers! Remember to ready it as soon as you leave the Smithy. Practice this with Temporary characters until you are good at it. It takes some skill and knowledge to do it well without being kicked out. The very next stop should be the Assassin's Guild. A new character starts out with a Surprise modifier of 00. This stat raises slowly per level just like any other stat, but the Assassins Guild will give you +30 to the stat! Yes, that is +30, not +3! This will make a huge difference in your encounters. Also near the Assassins guild is the Sleeping Dragon Inn, the cheapest Inn in town. One of the cheaper taverns, the Flaming Dragon Tavern, is also right across from the Inn. There is no better place to restore your Hit Points if you are low and do not have enough coppers for the Healer. Always consider the healer first though; because sleeping will use up precious Food Packets which cost a minimum of 16 coppers each as Pemmican at The Tavern. Another option is to navigate your way to the Physicians Guild and Star Wizards Guild which will both give you some more Hit Points. These 8 Hit Points from the Guilds may be enough to survive, allowing you to kill that next aggressive mugger in order to gain even more Hit Points from gaining a level. If you have decent Hit Points, your very next stop should be The Tavern in the City Wall. Your next most important strategy for survival is to spend every copper you can on getting Pemmican/Food Packets. Always save 7 coppers to use for sleeping in the Warriors Retreat Inn close by on the East side of The Arena. Do not buy Water Flasks! They are a waste of your precious coppers. You can get as much water as you want for free at The Tavern. Even being Very Thirsty will not begin to affect you - you actually have to be Parched for a couple of game hours before your stats start dropping. Sit outside The Tavern and every hour the menu will change, hopefully offering Food Packets or even better, Pemmican. Buy as many as you can. You can use a stopwatch 2:50 for NTSC and 3:50 for PAL is a new AR hour; you can also tell by the lower white text portion of the screen flashing once, but you have to pay attention or you will miss it. I use the stopwatch on my watch and just let it run, i.e. 2:50 is the first hour change, 5:40 is the next hour change and so on. Every time you go in The Tavern, get free water. Your thirst does not display "Thirsty" until reaching a level of 04 and each water will reduce thirst by 4. You never know when it might not be available. Never waste any coppers on any food either unless you have not found any Pemmican/Food Packets and are "Famished" AND losing more than a couple of each stat. If this is the case, then try to buy Bowls of Chili, which reduce hunger level by 4 and only costs 8 or Sandwiches, which reduce hunger by 3 and cost about the same. Most other food is much more expensive or only reduces your hunger level by 1. While you are waiting outside The Tavern trying to collect coppers and supply yourself with Food Packets, try killing muggers and fighters that attack first, imps, gremlins, skeletons, zombies, orcs, gnolls and goblins. These are fairly easy to kill. Always try Tricking or Charming Evil creatures first as you may get lucky. When you become "Tired" AND begin losing stats, head as quickly as you can to the Inn and use the 7 coppers you were saving to sleep on the Common Area floor for 12 hours. Only sleep if it is dark or close to being dark. You will recover much faster if you are sleeping at night and awake in the morning or daylight. The optimum sleep time is from about 1800, when it turns dark, to 0600, when it turns light. If you sleep at that time, you will fully recover just from sleeping in the Common Area floor for 12 hours, even if you are Tired and have lost all your stats and almost all your hit points! A good strategy is to wait safely inside the Inn until about 1800. You will be safe inside the Inn no matter how Tired you are. Check the hour in the Inn and when it becomes dark, then sleep. Otherwise, you will be wasting your Coppers and your Food Packets sleeping and not recovering anything. Do not attack Giant Rats! Avoid them at all costs. They are easy to kill, but you will be setting yourself up for disaster as they almost always infect you with Rabies! Remember, in the long run, Rabies will cost you at least 200 coppers to cure unless you get lucky and find a Cleanse potion and it may also cost you your stats or life. You will very rarely get more than 200 coppers off a Giant Rat, so fighting them is not worth it. In fact, they rarely have any treasure at all. Do not fight Giant Rats! Also, still in testing, but it seems that you consume water and food faster, get tired more easily and do not gain stats as well when infected with Rabies or any diseases. As soon as you have a good supply of Food Packets, you can begin making your way to the guilds and raising your stats. Try to raise stats in the most balanced manner that you can. This is because often, the highest stats do not raise when you go up a level. So, if your STA, WIS and SKL are your highest stats, as suggested to begin with, DO NOT go to guilds that will raise these stats higher. Save these Guilds for later, otherwise it will be a waste. Visit these guild when you have gained a STR, CHR and INT that are higher; it will inevitably happen, as STR CHR and INT go up between levels with use. If you want to gain some STR, Parry Trolls. For every 255 hits, you will gain one point of STR. You can usually gain 2 to 3 points of STR off each Troll before losing stats to Tiredness. By Parrying, if you have a high skill, it will be very difficult for the Troll to hit you and you will not damage him enough to kill him. If you are doing more than 2-3 points of damage per hit, try using your Bare Hands or a worn out Stiletto to Parry the Troll. As long as you are not losing stats to Tiredness, Hunger or Thirst, you can sit there and ramp up your STR. STR determines the amount of damage you do, so eventually you will begin doing more damage than the Troll can Regenerate, but it's a good tactic for mid-level characters. Once you have a good supply of food and water and can survive well, head to the SE corner of town. Sleep in the Inn there during day, and fight the monsters at night. There is a good chance of running into easy monsters there that have a high percentage of treasure, such as Trolls, Imps, Gremlins and Goblins. Always get your Gems and Jewelry appraised at all three banks. Many times, one will appraise double that of the other two. It will take you some time, but the difference between a Completely Worthless gem and one that is worth 4 gold could be as big as the difference between life and death. AR Wrapper 1.0_Release.zip
  7. The 6502 Workshop team is thrilled to announce that 8-bit RPG Nox Archaist has been released! Journey with us back in time to the 1980s an experience an adventure inspired by classics like Ultima and Bard's Tale. Lord British himself has traveled to Vali, the world of Nox Archaist, to help thee on thy quest! Game Trailer https://youtu.be/zeMIDv7xYr0 We would love to put a collector's edition box in your hands, featuring cover art by Denis Loubet, or set you up with the Digital Edition. Collector's edition includes: *Game box with full color art *Printed manual (cover painting by Denis Loubet) *Cloth map *Coin of the Realm *More! Available to order now!
  8. Greetings fellow Atarians and Lynx addicts! Today I give you a preview of the big project I've been working on for a long while now. The main reason to open a new thread for this is because I had to change the name of the project to something new because I overlooked a game with a similar name. Another reason is that it has been shown on e-JagFest this year and I would like to share what has been shown there on the forums as well. With that, I give you a sneak preview of the foundations of Wyvern Tales! There will be dragons coming to your Lynx in 2013! Attached is a small poster that I've been playing around with in 2 formats. I'm gonna try and have a website up and running soon if time allows it. At the moment the website has little priority though, so please ignore the URL in the poster for now. Thanks for 108Stars for helping me out with the project wherever possible. Been a great help so far, and I'll have to claim more of that valuable time in the near future. He also was kind enough to record the gameplay on his Lynx HD: Hope you enjoy the progress!
  9. Looks like another person has been fascinated with the 3DO, and brought up its Japanese exclusives: Enjoy!
  10. Nobody expected this, and I thought to myself, "Might as well show this."
  11. I was just wondering if Dark mage is worth getting for someone who likes text adventures and atari 2600
  12. I am pleased to announce start of development for a new action RPG: Game name: Shadow Kingdom Credits: Game design: @phoboz Graphics: KarlisZabers Music & SFX: @Eternal-Krauser Story: @Arcadia
  13. THE DEAD OF THE NIGHT CASTLE The good TMOP, translated, updated and compiled this Italian 1985 game (the original title was 'Il Castello Notte Scura'), creating an English version, fixing a pair of bugs that was present in the original TI-BASIC code and adding the joystick use. This is a strategic adventure where will be need to find 5 hidden keys somewhere and remaining alive. The compiled version by @tmop69 is much faster and playable compared to the TI-BASIC one and the translation in English can help to understand the game better. (also he is added a nice intro title picture ) He also created a Manual (in English) and a cart Label to complete the game with complete instructions! here you can find the official page of the game where you can find the downloads and also the play-on-line button: https://www.ti99iuc.it/web/index.php?pageid=database_cerca&archivioid=975 the downloads are at the bottom of the linked page but these are the direct links: - ORIGINAL 1985 ITALIAN TI BASIC VERSION (DSK,FIAD,TXT,WAV); - TMOP COMPILED 2022 VERSION (BIN,RPK); - THE MANUAL AND CART LABEL PAGE; Hope you like! Happy Holidays.
  14. Unfortunately there were not many RPGs for the Atari Jaguar (I am only aware about one e.g. Towers II) This is hopefully about to change in the future with the addition of this tile (current working tile: Kings of Edom) I am glad to announce a rouge-like RPG that I have been working sporadically between my other game releases. This will probably take a little bit more time to complete, as it turned out to be more complex to develop compared to my previous titles (available at: http://tjocktv.se/shop/) The levels are randomly generated every time you play a new game, so this will guarantee a good replay value for this game. You can always go back to a previous level (as long as you are still alive), all monsters defeated will stay defeated, and all items picked up will be gone. Note that currently there is no sound in the game, but you can see in the battle animations if an attack hits the opponent (e.g. if the hit animation is played). Far from all attacks are successful, this will be even more noticeable with the correct sound effects to be added. Also you can see at the bottom of the screen a message for each event that occurs in the game e.g. if an attack is successful, how much damage it did, what items you picked up etc.
  15. I am trying to create a better story for my next game Wizzy by using some structured methods. Well, actually I bought a copy of Fabula that is basically just a blank board where you can put post-it stickers describing your ideas. As we all live apart I have replaced the post-it stickers with blog entries. So if you feel interested I can add you to the Wizzy club. There is no money involved. But you will get a copy of the finished boxed game and your name in the credits. (In case you contribute to the story.) Any takers? The engine will be similar to On Duty (top down action with text flowing on the bottom line and a status bar at the top). The game may be multi-player for two lynxes (a wizard and a witch). But it can also be played on one Lynx taking turns. (Perhaps) At this first stage I am still working on the assets in the game. Later, when the big idea is starting to materialize there will be a second part for the storytelling.
  16. Any fans of Final Fantasy 5 here? I have it on my PS1 Final Fantasy Anthology collection (FF6 is my personal favorite followed by FF9...but that's a whole other thread). It is an honest shame we didn't originally get it in North America as the whole job system was thought to be confusing to American & Canadian players. I'll be honest - the job system is the best part of the game as besides customizing characters, it adds significant strategy. You have to have a balance of characters with proper abilities and you need to master a number of classes by game's end to make a really potent party. The way I went was usually Bartz as my heavy hitter (Knight, Samurai, Berserker, Sorceror), Lena as support magic (White Mage, Time Mage, etc), Faris as attack magic (Black Mage, Summoner, etc) and Galuf/Lena as support and backup (Blue Mage, Ninja, Thief, Bard, etc). After two failed attempts to beat the game, due to poor planning, I finally beat it last year. I had two characters as the bare class (with several mastered classes and available abilities) backed up by two Mime classes who mimicked the really powerful attacks. Anyone else play this title? What do you think?
  17. Interesting game in development (early stages). Topic on AtariOnline.pl (Google Translated): AtariOnline: Archon Adventures Official Website: Official Website: Archon Adventures
  18. As we did get a new 64k eeprom almost working ( @Nop90 and @42bs ). I decided to start on a new interactive game for the lynx that is slightly different. It will only run on the real cart with 64k of eeprom as it will heavily rely on non volative memory. Christmas holidays in 2020 tend to be a bit of isolated. I feel like an astronaut trapped in a spacecraft. Some spare time ahead. Fortunately we have a holodeck for getting out every now and then... Follow this thread. A very limited cart release may pop up after the game is complete. This screenshot is from Titan. But it may give away what style Holodeck will have.  The cart with the 64k prototype is a bit bigger than the normal carts. But it fits in all Lynx models. 
  19. Hi All, It's been over a year since my last post about the development of this game, and just thought I'd update you, development is still going strong. Over Christmas I took the decision to completely overhaul the engine after running out of Sprite ROM, which put the whole project at risk! Luckily, rewriting the engine after proving the concept of an actual, working, turn-based JRPG on the 2600 has freed up enough space to bring it to completion. I'm hoping this will be the first of a trilogy about the land of Gaia, dpending on how successful the first one is. We are being published by AtariAge, who demoed the proof-of-concept build at PRGE, and the new engine should hopefully be unveiled in alpha demo form on ZeroPage this week (or next). The game should be a decent number of hours long. You will have multiple dungeons, over-world, shops, itinerary, inns, turn-based battles with a large selection of baddies, a story, text, cut-scenes, environmental music, player leveling, Armour and Weapon leveling, elemental spells, animations and save feature. All these features have been built and work! The engine works, it's smooth, it's easy to use.... its just a case of filling up with content now. Finally, genuine JRPG is 100% coming to Atari 2600 on a physical release, very soon!! Please get involved on our Facebook Page, http://facebook.com/generation2games or http://www.generation2games.com This will be released AFTER Panic! Rooms (April), I am aiming for PRGE for this one, but we shall see, it's a rather large game! Could take some time.
  20. Hi guys! How are you all doing? I hope you all are OK in these hard times. I wanted to let you know that we (Kai Magazine as developer and Elektronite as publisher) are working on the remake of the Intellivision's original TNT Cowboy, with the same essence that you enjoyed so much (as many people told us) but better graphics, musics and longer game-play. The game has the same depth and fun as the original: A "Final Fantasy" kind of game (where you can level up your character, accept quests, earn money, build your reputation, buy abilities and better equipment, etc) but instead of boring turn based combats, you get to blow up all those mutant beasts and undead creatures with TNT charges in real time! Regardless of this last statement, it is family friendly, it is aimed for all ages. The game will also have new features such as multiplayer! We thought it would be fun for those who played the original game, to be able to compare certain key elements and areas of the original game versus the remake's same elements and areas, so here you can see a bunch of pics, showing the original Intellivision’s graphics, and the remade graphics of those areas. I hope they are shown in the same order I uploaded them, so they are easier to compare ^_^! Many graphics and elements still need to be improved, such as the main character itself and some background details, so the final game will probably look much better than this. We are developing the game in Unity, so it can be easily ported to any modern console or device. We are aiming the game performance to work (with different quality settings) to the following systems: -Amico -Atari VCS -Nintendo Switch -PC (Steam) Other systems might be considered in the future. We will publish a promo video shortly, so stay tuned if you are interested in this game. Please let us know what you think about it, and for which systems would you like to see this game published in. Stay safe!
  21. I'm replaying the original Wizardry games - this time via the Llylgamyn saga version released for the Super Famicom. Having a surprising amount of fun, I never really had the patience as a kid to play the games "properly." It has the nice graphics and music of the NES versions (upgraded to kind of 16-bit) and the Dumapic spell works as an automap rather than just giving coordinates (once I refill my mechanical pencil, I hope to not rely on it as much.) It includes the original trilogy of games although I'm not sure how transferring characters works (the NES version of Wizardry Knight of Diamonds was rebalanced towards starting at level 1 rather than requiring an imported party from Proving Grounds of the Mad Overlord - don't know if that still is true here, but it has some kind of data transfer functionality in it.) When people say it's the best way to replay the original trilogy (if you don't demand the authenticity of the Apple II version, that is) they're not kidding. For those who remember tips for the game, one of my fighters just reached the attributes necessary to switch to samurai. Is this something I want to do immediately or let them grind out fighter levels for a while still? I know my spellcasters I want to let build up a healthy reservoir of spells known before switching, but my melee types?
  22. The Mystery of Ultima V for the Atari Hello everyone, I am the (infamous) Rob that worked on the Atari 8-bit port of Ultima 5...sort of. For the sake of history, allow me to tell you a story to help clarify what the disk images you all have for Ultima 5 represent. It's quite a long story, so bear with me. First of all, I have no idea how these ever got out. They were my own personal copies that I made images from. Must have included them on some disk images I converted for some people somewhere along the way. Just for the record, they were never intended to be released or seen in this form. I should also clarify that I am NOT the "official" programmer hired for the project. I don't even know that there ever was an official version in the works (more on this later) but I have seen some posts to that effect. If so, thats not me, thats some other guy, and I hope someday maybe he would release whatever he had gotten done as well. So lets case out minds back to 1988, and see if we can reconstruct how these disks came to be. Origins, as it were So it's 1988, I'm all of 22 years old, and I have started my own first neo-company, Creative Software Systems. I didn't really know what I was doing, or what I wanted to do, except that I wanted to have my own software company and I wanted to write programs for the Atari. I was working on a couple of utility programs for the Atari that I thought the world could use. My work system consisted of a 130XE that I bought when they came out in 1985, a 1050 drive and a recently acquired Indus GT. The main program I had been working on was a disk utility program called Sleuth, which was a heavily modded and expanded version of one of the type in programs from an issue of Analog. I added full menu-driven support for it, and a bunch of other features for managing disks. The sector editor portion took a great deal of time to get it to do what I wanted, and is one of the more full-featured ones I think was ever done for the Atari. It supported full text/hex/asc searches, as well as allowing you to edit the data in a variety of ways, like being able to type text directly into the sector. It was pretty slick, and I tried very hard to make it a user-friendly and advanced program or the 8-bit world. This would come in very handy when trying to put together Ultima 5 on the Atari. One of the other utilites was a program I called Ultimapper, which was a program that allowed you to load and print maps from the Ultima 4 disks. Nowadays, you can just look all this stuff up on the net, but back then there was very little way for someone to get access to maps like this. Maybe you could buy a book, but that was about it. These two utilities, and what I learned from programming them and how the Ultima games were laid out, would lead me to try my hand at doing a port of Ultima 5. Inspiration I had played Ultima 4 back in 1985 on a friend's Apple II. I couldn't wait to play and finish it on my Atari, but it took a while for it to come out on that platform and before I was able to get it. When I was finally able to get it for my Atari, I spent weeks playing it, and loved it. What a great game! I was excited about the prospects for an Ultima 5. Ironically, I actually called the main story line for Ultima 5 about a year before they even announced it. After finishing U4, I thought what could they do for an encore? You can't got back to the "attain perfection" well again, so I came up with, "well, you need a big story and a big quest. What if someone kidnapped Lord British and you had to spend the game trying to find him?" Seemed to be a good idea, and it really was just a variation on the old RPG trope of rescuing the princess, but with larger implications. So it's about 1988 now and I'm looking for Ultima 5. I played it a bit on my friend's Apple II's, but I really wanted it for the Atari. I read somewhere that an Atari version was in doubt, and no one had any info about it, so I had an inspiration: I would see if I could work on port of it for the Atari, then contact Origin, show them the work so far, and they would naturally go "oh, well, if you've already gotten that much done, by all means finish it!" Right? Either way, it would be a proof-of-concept and it would let me see if I could hack it (hah!) as a programmer. A part of me also just wanted to see how it would look on the Atari. Given that I had no official access or support from Origin, the natural question is: how the hell did you get the graphics and all that for the Atari? Now that is quite a fun hackish-type story. I had a friend, John Hendrickson, who had one of those nifty Commodore 64's that was the portable (the SX-64) with the 5" built-in color screen (an actual 5" CRT no less!). Ultima 5 was out for the C64 and he also had a cartridge that could basically dump the memory of the machine and make a copy. Then you could reboot and scan/copy the data from the memory on the cart. This was going to be my secret weapon. Hacking Ultima Starting on the Apple II that I used from friends and school, I had already spent some time learning how to sector edit various attributes of my characters and even a little map hacking here and there on all the Ultima games. I had already done a lot of hacking on U4 on the Atari (and the whole Ultimapper utility) and had, of course, hacked the characters stats. I also had researched and figured out how the tiling system of the graphics worked, and how the main map was stored. This was WAY before the internet, and there was almost no information on this stuff. All we knew then was the map was 256x256 in size and each element on that map was 1 tile. The rest we had to figure out on our own. For instance, we had to calculate and measure the actual tile size. We figured it had to be 16x16 pixels, and the onscreen area of the map you see was 11 x 11 tiles. This would leave 8 pixels above and below the map area (for the border) on an Atari, which had a screen height of 192 pixels. I went in and sector edited some of the sectors using Seluth to put a string of tiles in the map sequentially from 0 to 255 (there were 255 graphics tiles as well. Some were blank, but they used most of them) and this showed what tile was tied to what number. As an aside, doing this created a permanent chest in the map (as you have probably seen in other screenshots of U4 in various places) that you could mine infinitely. Hacking is fun! Anyway, having messed around with this to create Ultimapper, I knew the basic methodology for extracting the map and tile sets for Ultima 5. John helped me on his 64 to sector hack the map with the sequential numbers, then I walked to that part of the map and hit the "capture" button on the cartridge. This had to be done a few times to get all the tiles, since they obviously wouldn't all fit onscreen at once. This process was used to get all the rest of the graphic screens, like the title screen. The flames were fun to try to capture, as its an animation and I had to keep doing captures to try to get the each of the 4 frames of animation for it. The font was similarily copied from the captures, but I used a mixed method to display them on the Atari. The Atari's supported the ability to user-deifine the character sets. Since the U4/U5 character sets used the same size (8x8) for their graphic characters as the regular set, it was just a matter of redefining them with the new bitmaps and pointing the Atari to use the copy. Displaying the text to the screen was one of the assembly language routines, which we'll get into in the next post. I can't recall if the memory was just in memory on the cart, or already in files on the cart. Whichever way that worked, eventually we got them into files on C64 disks and I was ready to transfer them! How the hell do I get this onto an Atari? We didn't have any drives that could read or write the other's format. But we did both have modems. 300 baud modems. As in, 300 BITS per SECOND modems. Slow? Yeah. It took forever to organize and transfer the data, sometimes several hours per disk, if the transfer didn't fail and you had to start over. It took a long time, but it DID work! So now I was set. I had the basic graphic tiles, font, most of the main title screens, and some other info from the C64 version. All I needed was to program it to life.
  23. I am pleased to announce that the Kickstarter campaign for the boxed edition of Nox Archaist is now live! Click here to pledge! What's better than a brand new, hand-coded 8-bit classic 80s era tile based RPG? Answer: One that comes in an awesome collector's edition box with lots of cool physical goodies! What's even better than that? When the game will also feature an NPC appearance by Lord British, the alter ego of Richard Garriott, the creator of the Ultima series of games! Pledges include the following awesome stuff: *Full color collector’s game box *Cloth map *Printed manual *Game artifacts such as coins of the realm and various other cool trinkets All Nox Archaist boxed editions will include 5.25" floppy disks for real Apple II hardware and a flash drive for Mac and Windows PC emulators. The game will also run on real and emulated hard drives with ProDOS installed. We can't wait to get Nox Archaist into a collector's edition box and put it in your hands. Click here to pledge!
  24. Howdy. Welcome to 2019, everybody. So to kick off the new year, I'm happy to announce that we @ Super Fighter Team have partnered with extreme Co., Ltd. and an independent development team to bring an English language version of Vixen 357 to market: on a new cartridge, with color cardstock box & instructions, much like we've done with our previous 5 games for the Sega Genesis / Mega Drive. It's available for pre-order now. Check it out @ www.vixen357.com Game will ship later this year, we'll keep everyone informed via our mailinglist@superfighter.com account. Important updates will also be shared here, in this thread. As I may not be able to swing by the forum very often, please feel welcome to contact me directly with any questions: contact@superfighter.com Thanks for your attention. Have a nice day.
  25. I would like to make it official that I am releasing "Secretum Labyrinth Kings Gold" for public release today. It is the game to be included in my Secretum Labyrinth games series. This is an executable game designed to showcase the Action Adventure RPG programming I am developing for the Atari. I can say this is a beta demonstration for future games that will be sold on cartridges sometime in the future. No dates had been set yet because work is ongoing at this point. I would like to get the ball rolling with beta the programming and promote the Secretum Labyrinth series. I am also looking to attract other interested parties that are looking to do this top down style of Adventure type game. I can say what I am doing here has some elements similar to the 2600 Adventure and The Legend of Zelda. I did try to make it unique and there are a vast number of differences. This executable version has less rooms and monsters compared to what I am planning to put into the cartridge base games. I also watch what was going on with "Adventure II" for the 5200 and avoided duplicating what they where doing and make my stuff different. What I need tested is how things behave on real hardware. Is the SuperIRG an issue on PAL TV and monitors in Europe? How bad is the flickering from the multiplexing of multicolored sprites? The game requires 64K main memory and loads parts under the OS ROM so it won't work with SpartaDOS or on an Atari 800 with 48K. If you run on emulation in Altirra, make sure you have "frame blending" on.
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