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Found 25 results

  1. As long as I can edit this post, it will include any of my future hack projects alphabetically to avoid clutter and simplify finding them. NOTICE: If anyone wants AA to make a cartridge of these, feel free; you don't need my permission. They are hacks and as such, I hold no rights to the software. However, if you do want to make a cart, please contact me in case I have a newer version than what's uploaded. Adventure Long-Term "Mystery" Project I was hesitant to post about this because it's going to be a very long project due to my lack of time to work on it. I know there are already several great Adventure hacks and I didn't want to clutter the list. However, I decided to go ahead and share this teaser because it is at least a completely playable hack. At the moment, this is just a graphically enhanced hack of Adventure with a couple extra features, but the groundwork has been laid and it should give you an idea of where I want to go with this. It uses Nukey Shay's new kernel which is just awesome. I borrowed the bat from one of Espire8's hacks. I think it's pretty clear what inspired the castle and the dragon sprites. One of the members here has been very helpful and patient with many questions I've had. I won't mention names yet, because I don't want to draw them into this at such an early stage, but once I'm further along I will give full credit and thanks that are due to anyone and everyone who helps & has helped along the way. Below are screenshots of some of the changes: Click the button for more: Minor update to avoid overlapping the playfield with the Warren Robinett easter egg text. No other changes: Adventure Enhanced.bin Previous version: Cart Labels: Boxing Color Edit I always wanted a blue boxing ring, so here it is. In one version the players are Red & Blue, in the other they have Skin tones. Zip file includes 3 versions: "Red vs Blue", "Skins", & "Blue Ring". Boxing Hacks.zip Buck Rogers: Planet of Zoom Sprite Edit The player ship has been edited to more closely resemble the arcade version. The saucer enemies look more like saucers and the gates look a little more like other versions of the game. No colors have been changed in this one. A good screenshot is difficult to obtain because of the way sprites warp, but it looks much better on actual hardware. Buck Rogers.bin Cabbage Patch Kids: Adventures in the Park Sprite & Color Edit This has got to be one of the best games never released. The author really did a great job with the graphics, gameplay, and sound (yes, even music). I imagine I would have spent a lot of time playing this as a kid. I loved these multi-screen games like Smurf, Pitfall II, H.E.R.O., etc. Anyway, I recently played some older versions of this prototype and it got me wanting to tweak a few things -- so here we go: As I said, the game is already really good, so I looked for ways to polish it a bit, maybe as if it had been released. Player colors made more like an earlier version. I can now clearly tell that it's a girl with pigtails Many more color tweaks -- too many to list Various graphics cleaned up a bit (Trees and, most notably, the grass) Also, it seems the original game was Athletic Land for the MSX, and Konami used it to add the Cabbage Patch Kids license, which is what made it to the Coleco and almost Atari. So, the zip file now contains Cabbage Patch Kids and an Athletic Land version: Athletic Land - Cabbage Patch Kids.zip Previous version: Cart Label: California Games Sprite & Color Edit What can you do to improve a nearly perfect game on the 2600? Not much, but there is one thing that always bothered me -- the footbag player looks like he has a major bald spot. Looking at the graphics, I think part of them were just miscolored, so I took the liberty of updating the hairdo and tweaked the hands while I was at it. The only other change was on the half-pipe screen. I changed the color to gray with black underneath just for something different. I haven't tested it on real hardware with a CRT yet, so the gray may appear too dark and be indistinguishable from black. If this is the case, just post in the thread and I'll change it back. Footbag player hairdo fix and hands tweaked Half-pipe new colors BMX course trees edited to palm trees (Alternate BMX edit for brown color if you prefer the dirt courses like other versions) Surfing slight sky and wave color edit to better see wave crest, surfer color edit to have tan California_Games_(Edit).bin California_Games_(BMX_Edit).bin Older Version: Commando Sprite & Color Edit I've always loved Commando on the 2600. Maybe it was because I had never seen the arcade version when I first played this, but to me, it had great graphics and was fun to play so I would show it off to my friends (who were playing Nintendo at the time). Anyway, as great as I thought it was, there were just a couple of things I wished were different. I thought the player/enemy sprites leaned back too much instead of having a more aggressive stance, I wished the bridges in levels 2 & 3 were gray instead of orange & blue. So... here's what I ended up with: Player/enemy sprites changed (adapted the 7800 version sprite to this) Enemy color changed to gray to match the arcade Fertilized those mounds in level 1 so now green "grass" grows on top Sandbag barriers now tan instead of green Grenade boxes now green instead of purple Extra lives sprite edited Orange and blue bridges in levels 2 and 3 changed to gray Green of level 2 / 4 changed to be a little less bright Ground of level 3 darkened a bit Detail (shading) added to fortresses Minor palm tree update for v2: color table error present in original ROM corrected and coconuts darkened. See screenshots. Be sure to unzip the file as it contains 2 variations -- first the standard... Commando v2.zip ...and of course an "Airborne!" version. Here's a version with the player as Rambo!: Rambo.bin Older Version: Double Dragon: Arcade Style Sprite & Color & Gameplay Edit ***New Version!!!*** Seeing some sprites by CDS Games inspired me to rework the player/enemy sprites. Here is Release Candidate 4, also compatible with the Flashback Portable (RC3 is not). See the Cast of Characters image below for new sprites. RC4d - Jan 16, 2017 Double Dragon Arcade (RC4d).bin Here is the older Release Candidate 3. I'm leaving this here because it contains an assembly file and trained versions not yet packaged with RC4. Zip file contains standard version, trained version (thanks to Nukey Shay), 2-button versions, & assembly file. Double Dragon Arcade (RC3 pack).zip Click "Show" button for older versions: Here is the cast of characters, old and new (Updated for RC4d): And here are maps of all screens so you can see what's been done. These are new (Sun Sep 09, 2012) updated to reflect changes in RC3. Note: The forum software is preventing the maps from uploading correctly. It is downsizing the images so they are no longer full-size. : Mission 1 : Mission 2 : Mission 3 : Mission 3B : Mission 4 Latest changes: Major color overhaul for several screens. The sunsets are more like the arcade colors. Combined with other color changes, these screens are now some of the nicest in the game. Replaced mountains with city skyline in the 2nd screen of Mission 3 (with long brick wall). This gives a nice transition from outskirts of the city to the woods. Sprite & color edits for everyone to make them look more like the arcade and/or general improvement. Ex: Abobo's walk has been completely redone. I feel he is much more fluid and his walk resembles the arcade more. New punch, kick, bat-swing sprites as well as new hit & knockdown sprites: most characters hunch forward when hit. Abobo and Shadow Boss turn their heads in addition to previous animation. No change for Linda hit sprite. Font more like arcade font. Graphical changes are probably finished, but I'm not yet satisfied with Mission 2. Yet to do: adjust music volume, add pause feature, title screen. Explanation: Cart Labels: Goofing Off: Dragster Color Edit I always liked Dragster, but thought it might look better with more realistic colors. Here's the result of about 5 minutes of tinkering: Dragster.zip I merged some of Atarius Maximus' Drag Race hack into the source & edited the car to come up with this: Drag Race.zip Zip file contains Blue and Red versions. Dukes of Hazzard Color Edit I wasn't going to upload this but I figured someone might like it. The Duke boys hardly ever drove on asphalt unless they were going into town. So... in this hack, they now drive on dirt roads. I thought Daisy looked kinda like a mermaid with the green pants, so I put her in her famous Daisy Dukes. The General Lee is slightly more orange instead of RED. Last and definitely least, Boss Hogg's face is now flesh tone instead of gray. Dukes of Hazzard.bin Cart Labels: Electric Yo-Yo! Title Screen Edit I simply hacked the title screen of Elk Attack to say Electric Yo-Yo! as it may have looked had the game been completed for release. Electric Yo-Yo.zip Front Line Sprite & Color Edit Front Line is a great game, but I wasn't satisfied with the player sprite. The arcade player has a boogie walk, so I tried several variations and settled on this one. There's not a whole lot you can do with the sprite, but here's my best effort at making the player look a bit more like the arcade. If you don't like it, blame it on the boogie. Also made a few other minor color changes. Changed the background at the beginning from gray to orange/brown Minor color changes to desert area, cacti, and rocks Changed colors of brick barriers Changed colors of title screen to imitate arcade Front Line Arcade.bin Galaxian Arcade - Expanded Gameplay, Sprite & Color Edit Update! My previous upload was a simple sprite and color hack of Galaxian to make it more like the arcade. I was hoping to add 2 colors to the player's ship, but Nukey took it far beyond anything I'd hoped for. Here is his tremendous work with my sprite and color arcade interpretations: By Nukey: added startup animation and arcade-like score table added multiple colors per enemy added flagship sprite made player ship multicolor added sound when starting game heightened pitch of enemy diving sound added difficulty switch functionality (flip right switch to A for normal shots, B for wide shots) added pause (flip color/BW switch to hide player ship, effectively pausing action) added hidden bonus level probably more that I can't think of at the moment By Me: all new player ship sprite changed the enemy colors & sprites made new enemy and player explosion animations changed other colors and sprites to more closely reflect the arcade removed the border (actually, I removed it from the old version, Nukey removed it from the source in this version) For more detailed info about this hack and what's under the hood, see Nukey's thread here. Be sure to unzip, as download includes stock and trained version with invincibility as well as the assembly file. Latest Version: Galaxian Arcade.zip Old Version: Galaxian Vector Sprite & Color Edit neotokeo2001 started a Galaxian Vector hack back in 2004 but left a few things for others to finish. I just found his thread the other day and took him up on that offer. I changed the ship a little bit (the other was one pixel too tall) added the new explosions from my "Arcade" hack made everything green that wasn't before -- including enemy shots left the original title screen logo but changed the colors to shades of green Galaxian Vector.zip Mangia' Color Edit This game is rather interesting, but the colors hurt my eyes. So, I made some changes to make it a little easier to look at. Mangia.zip Zip contains 2 versions as seen in screenshots above. Pac-Man Arcade Gameplay, Sprite & Color Edit This is simply a sprite and color edit of Nukey Shay's Pac-Man Arcade Enhanced hack of Rob Kudla's hack. rounded off Pac-Man and the ghosts made alternate style for the frills of the ghosts tweaked the ghosts' colors to more closely match the arcade changed the color of the pellets to match the arcade reversed direction of extra lives sprite to match arcade tweaked cherry sprite to more closely imitate arcade added detail to ghosts' eaten eyes Zip file contains 2 versions as seen in the screenshots above: one with the alternate ghost frills and one with the original frills. Pac-Man Arcade Enhanced.zip Pete Rose Baseball Color Edit I've always loved Pete Rose Baseball on the 7800. It's about the only Baseball game where I can win with the little patience I have to play a baseball game. The 2600 version's gameplay mechanics are pretty much identical to the 7800 and IMO is an amazing visual accomplishment, but I've never spent much time playing it. I decided to mess with it a little yesterday and one thing that stood out to me was how much more green the grass is in the 7800 version. I decided to adjust the 2600 version to my taste and made a few other color changes while I was at it. Changed grass to more green color Changed dirt to light brown Added skin color to players faces in close view Added color to bat Added shading to dirt along wall in close and outfield views Added a touch of shading to players' uniforms Lightened blue wall and added a little more shading Made outfield grass darker than close view and infield Adjusted color of bases indicator at top of screen I spent some time tweaking the colors to look just right on my TV with real hardware. However, they look too light in Stella and Z26 in my opinion, so I've included an alternate version in the zip that looks a little better in the emulators. Let me know what you think. Pete Rose Baseball.zip Note: Zip file includes 2 versions. Cart Labels: Rampage! Sprite & Color Edit I've always been very critical of Rampage on the 2600. I just couldn't get over the disappearing blocks when you punch a building. Due to a friend who really likes the game, I thought I'd give it another shot. I always did like the gameplay, but I decided my main issue with the game was still the buildings. I decided to try out different colors instead of "pink." Then I figured I'd see what I could do with the sprites. I got to this point and decided I really do like the game and it wasn't so much the blocks of the buildings that bothered me, but rather the pink color on some of the stages. So here's a hack with new sprites and a few new colors (no more pink!). It's probably not done, but it's good enough for now. George and Lizzie share the same sprites, so I tried to come up with something suitable for both. Ralph shares these as well for certain frames. George is a little more brown than before, $F2 instead of $34, and Lizzie is one shade darker to help her stand out against the buildings. The color of Ralph on the selection screen now matches his color in-game. No more pink buildings, but I'm not quite satisfied, so more experimenting needs to be done. Helicopters are now a shade of green like the arcade instead of red. I went with a more blueish green than the arcade, just to give more color variation, since there's already so much green with Lizzie, the items, and some of the people. Player sprites re-aligned to improve continuity between frames. More color added to ground/sidewalk/trolley tracks/docks (see screenshot for example). Some other minor color and sprite changes here and there. Here are screenshots: Old vs New: Latest Version: Rampage v2.bin Older Version: Cart Labels: Tomb Raider: Mystery of the Scarlet Dragon Hack of Montezuma's Revenge Original hack idea by StanJr. You can read his backstory here. I got the idea from his hack in the link above. I used a 16k Montezuma's Revenge ROM and altered the sprites and colors. Some of the sprite edits are from StanJr, some are my own. For the Lara standing and walking sprite, I used StanJr's basic appearance and adjusted it to not get stuck on doors and also to be a bit more shapely. I kept the rolling/bouncing skulls and changed the static snakes to be grinding spikes. The spiders have been changed into snakes like in StanJr's, but with slightly more movement animation. The flares are similar to StanJr's, but have been correctly animated. Of course, the Scarlet Dragon sprites have been borrowed from StanJr's because he came up with an excellent backstory for the game that I did not want to alter. The colors have been changed for Lara, the rooms, and some items. I tried to use colors that fit the environments from the early Tomb Raider series. If anyone would like to see the sprites or colors altered/improved in some way please speak up. I'd love to hear your feedback and ideas on how to make this better! Below are 4 variants of the hack along with some cartridge mockups and level maps: Tomb Raider (Classic).zip Lara with with colors closer to the more recent games: Tomb Raider (Modern).zip Tomb Raider (Underworld).zip (This is an alternate "Modern" with some brown in the shirt and dark gray shorts) If you want the older version with the original Montezuma colors, download the one below: Tomb Raider (Original Colors).zip Level Maps: Cart Label & Mockups: If you would like to read my original (heavily edited) post in StanJr's thread, please look here. Again, I'm always seeking advice and feedback. If you like something about a hack... please say so. If you don't like something about a hack... please say so. If you couldn't care less about a hack... why are you reading this? Xenophobe Sprite & Color Edit Xenophobe on the 2600 has all the important gameplay elements, but I never understood the color choices. Here's my effort at making it look a little more like the arcade & other console versions. New Xeno sprites (& raised by a pixel since they are actually out of place in the original ROM) New sprites for weapons and most pickup items Mothership edited to be closer to arcade version Colors more visually appealing: Rooms now shades of gray, Xenos now shades of green, tweaks here and there Changed number font to match arcade Changed player sprite to more closely match arcade stance & walk animation Made variations for alternate characters Mr. M Brace Mr. EEz Dr. Kwak Mr. Fogg Dr. Zordirz Col Schickn Latest version: Xenophobe Arcade v4 (Multi).zip Be sure to unzip; archive contains all character variations. Older versions: Cart Labels:
  2. I've been going through and making tweaks to a laundry list of subtle and minor things. I'm using the CONSOLE keys more than before so that you can play the game on an XEGS without needing the optional keyboard. START resets you back to Game Over / Rankings screen, SELECT Revives you to a Checkpoint, and OPTION is Pause. If you play on a computer like the 800XL etc, you can also rely on the SpaceBar for Pause, "R" for Revive. You can also Revive after getting eaten by just pressing the Fire Button on the joystick which is really the only time I ever use Revive when I play the game. Why Revive if you aren't eaten? Well, just in case you play as a bigger alt icon and get stuck in a bush , or the Troll steals your bridge and you are stuck .... the revive is a safeguard - it takes you back to the last checkpoint. Or players might use it as a shortcut back to the checkpoint screen when they are deep in a castle and don't want to manually find their way out. You have the option to do that. But you don't bring any carried items with you back to the checkpoint screen. That would be cheating!!! There have been approximately 1,000 changes made to the Atari 5200 Adventure II base code, give or take a hundred. So, the last 2 changes I made were: Bridge Building - when you drag a wood plank to either of the 2 island screens, you can build a walkable bridge. I opened up the path more so that all icons can cross over to the left-screen island area now. That wasn't possible on the 5200 unless you build the path AND used the bridge sprite. You build bridges to reach items, but you might also find a secret bat egg that way too. More Rankings tweaking - I had been noticing wrong rankings. One statistic that the game tracks is Time Played. The game gives you 10 minutes for Small mazes, 15 minutes for Mediums, and 20 minutes for Vast mazes. If you exceed those limits, the game will reduce your final ranking. But even on some games where I exceeded those limits, I was getting great rankings. WHY WHY WHY?? So, I found the problem, I was using Hexadecimal $10, $15, and $20 and not Decimal 10, 15, 20. Thus, the game was checking 16 minutes for Small mazes, 21 minutes for Mediums, and 32 minutes for Vasts! I fixed that. You can play a level for that long, especially if things just go wrong. I've played some games from 45 minutes. On the other hand, I've beaten small levels in under 4 minutes as the Square, and under 2 minutes playing as the Bat. Adventure II XE shows which statistics are considered bad by marking those with a little "x". If you quit out of the game, are eaten too much, didn't kill any dragons, excessively Revived, or took longer than the Time budget ... you'll get dinged on those categories and it affects your final ranking. All in all, the rankings are more complicated and robust than the original 5200 Adventure II , and the actual rankings are different with the exception of one which I kept. There are unique rankings for the Bat, Crab, and Knights. The game won't be published for many months because of the AtariAge store workload ... so I'll tweak a few more things in the meantime until I consider it done. That [email protected]#$ Troll sometimes seems to BAMF! around, like X-men Nightcrawler, so I'll look into that next. And I'm still playing around with some new sounds. I have the ROM space for some new sounds and music, but I don't want to overload the game with repetitive music. The silence is golden ... and when a sound does occur, it can add suspense. (_)3
  3. My retro nook I designed in my garage last fall. It was a fun build and I was able to do this project for about $350. I shared this photo on Reddit and Facebook in the last 7 months or so. Chances are most of you have already seen this. I'm really just new to using the AtariAge website and I'm just trying to figure stuff out. This is my first post....lol
  4. So, I'm really kind of sick of Ebay, and want to cut them off {or more precisely, be willing to not care if I tick them off or violate one of there rules and get myself suspended or de-registered or whatever it is they do to bad guys}. BUT, where else can I realistically get something like an AdventureVision or some other obscure thing or system that I don't even know I must have yet? I'd like to think this site could be a place, but it sure seems hit or miss, and the wait to catch harder to find items {like a REAL Eli's Ladder perhaps } might be prohibitive. Goodwill's sight seems to be a total fail. Etsy shows minimal promise. Craiglist - doubtful. But, beyond that, I run dry. I even think I may finally be willing to sign up for Facebook if that site offers real promise as an alternative. I sure would like to hear if there is/are some place(s) that I'm missing, because I sure would like to be ready and/or willing to cut ties entirely from their platform real soon. And, I'm sure tired of playing nice in many aspects over there. Regards all.
  5. Hello! I'm here to post about a potential game idea. A port of the classic "Adventure" game from Atari 2600. Called "Adventure Portable". I noticed there was no ports of this game for GBA, so this is why I post the idea. A MOCKUP potential Title Screen and Skill Select Screen I made: Using the font style of the Sears Tele-Games label (http://atariage.com/cart_page.php?SoftwareLabelID=966). "Start Game" would bring you to a menu-type skill select screen (mockup seen above). "Read Manual" would bring you to a text-only version of how to play the game. "Credits" would bring you to the Copyright stuff. I don't know anything about programming on GBA(I do know HTML) or developing but I know some graphic design stuff, as you saw in the title screen mockup. I also don't know if there is an easy way to convert an Atari ROM into a GBA game, but I remember someone posted about a tool for it a long time ago. Can't seem to find it. Thanks for reading!
  6. 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!
  7. Hello dear Atari fellaz, today I decided to uncover one of my dead projects called The Bitchy Witchy. It supposed to be point and click adventure like you have never seen (and never will) on our 8-bit Atari, but this project was too huge and it required too much time spend on coding that I had to abandon it. There were couple of great pieces of code but yet still it required some generic engine that could run the game and it was (is) beyond my knowledge (just kidding - it is not)... let's say it is against common sense to spend so many hours coding game for our beloved yet barely living platform. (I know I already broke this "rule" when RR was on fire and after it got released I said I will never spend that much time on coding Atari game ever - and it was in 2012 so I became much more experienced in coding than back in 2007). So, most of work was done in 2007 and there were also some additional tries to upraise the living dead in 2008, but without success, it was also time when I was finishing my diploma project and my student times went over. All the beautiful pictures were painted by Vladimir Vostenak a.k.a. kozyca a.k.a. wow... using g2f editor. Later I co-worked with Vladimir on Summertime demo and Citoplazma demo. Here you can see the game introduction where Vladimir also took care of music: The Bitchy Witchy intro.xex As you can see, it was AAA quality stuff , English was a bit weak, but not as much as the zero wing. As I am browsing trough the pictures and old emails I'm feeling so much nostalgia, I'm really sad we could not make this project alive, because there were so so many screens and assets prepared... and they were excellent!
  8. Hello all! My production company just started a Kickstarter campaign for the Atari 2600-themed film CHRISTMAS BYTES. Set in 1982, the film -- produced by Dule Hill (Psych, West Wing), featuring Michael Shannon (Boardwalk Empire, Man of Steel) with a soundtrack by The Residents -- is about two fourteen year-old boys, one wants an Atari 2600 for Christmas. The other? A girlfriend. Here's a link to the campaign: http://www.kickstart...christmas-bytes We're offering all sorts of Atari-themed perks, including signed Atari 2600 box art by Cliff Spohn, ATARI FORCE comics signed by Gerry Conway, an 8 bit 'ADVENTURE'-style game made by the amazing folks at 8 Bit Rocket, a 'Swordquest: Waterworld' cartridge and a ton of other great items. Sound interesting? Then head on over to the above link... Questions? Send me a note! -Brett Neveu writer/producer CHRISTMAS BYTES with Wild Mouse Films
  9. Updated: 1/15/14 Download: spctank.zip * includes source, 4k bin, manual, map, and label * Difficulty settings: Left switch set to A: more frequent powerups Left switch set to B: less frequent powerups Right switch set to A: slower non-player-characters Right switch set to B: faster non-player-characters Story: Two players (or single skilled player) operate a tank that has a command console with four functions (two joysticks). The left joystick moves the tank around and its button brings up the status display when held down. The right joystick moves a crosshair and its button fires the gun at whatever is selected. Their mission is to rescue prisoners of war from an alien planet. The prisoners are high ranking scientists of the players planet. The prisoners are being kept in a cell which can be found on the map included in this distribution. Three keycards must be found to open the cell and free the prisoners. The players tank has limited shielding and ammunition, but more may be found randomly throughout the planet. Players Will also find upgrades for the tank including the bigmissile and autolock. Alien enemies will be encountered most frequently and must be killed in order to find the keycards. Some aliens will require more ammo to kill than others, but the bigmissile upgrade allows for instant kills. The autolock upgrade causes the crosshair to lock on to aliens. Both upgrades have three uses. When the three keycards are found, the players should find the cell and free the prisoners. The players must keep an eye on their fuel level using the status display. If their fuel is running low, they must return the the ship at the starting position to obtain more. Types of alien enemies: Infantry Blade Saucer Bulldozer Powerups: Shield Ammo Bigmissile Autolock Structures: Ship (starting position/refueling) POW Camp Screenshots:
  10. 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.
  11. I wrote to this forum a year ago asking for help rebooting Atari Adventure. My crazy idea: 2 or 3 players connecting over the internet playing Atari Adventure. First one to get the chalice back to their castle wins. Maybe it was silly, writing a video game in 2018 with 8 bit graphics, but Adventure was magical, and the readers of this forum who volunteered for beta-testing all agree. The result is SO fun to play. It’s released now, and I hope you’ll give it a try. h2hadventure.com
  12. This post is for posting final entries for the Interactive Fiction contest. Please follow the following format for the submissions: Title Author's handle Brief description of the entry Zipped file with a dsk image of the submission and a text file with user instructions Any other posts or discussions regarding this contest should be posted here http://atariage.com/forums/topic/224414-interactive-fiction-competition/
  13. Hi Guys Just thought I would share a friendly link to a nice interview with the Atari / Adventure legend Warren Robinett: http://www.arcadeattack.co.uk/warren-robinett/ Please enjoy. Adrian
  14. For those unaware, Warren Robinett has been beavering away on a book about his masterpiece for the Atari 2600, the game simply titled Adventure. According to his website the e-book should be released this year. Last September I sent him an e-mail to have my name placed on the mailing list for the eventual announcement of the book's completion, and I couldn't resist adding some "fan mail" stuff to the message. Mr. Robinett was kind enough to send me a reply, some of which I will now share as I (and hopefully many other Adventure fans) eagerly await his first-hand account of the genesis of one of the most popular video games ever made. I hope these excerpts will serve as a sort of preview of the book (or perhaps a mini-interview). I gather he is putting the book together on the side as he stays busy with professional engineering work, so patience with the process has been my way of looking at it. ************************ EBM: "Dear Mr. Robinett, I anxiously await your e-book The Annotated Adventure. I like your idea of having the C and assembly versions run parallel on the pages, for comparison's sake. Most important to me is your commentary: I have enjoyed your various writings and lectures concerning the game and I'm eager to learn more. One of my favorite aspects of the game is the translational symmetry of two rooms in the grey dungeon (including the dot room), contrasted with the reflectional symmetry of the majority of rooms in the kingdom. An interesting choice... I wonder if there was a reason behind it. I also enjoy exploring the way the rooms align for all the non-player objects as they travel unhindered by walls. It is fun to discover how these paths devolve into loops, and to map these paths using different methods: graphical, symbolic, numerical, etc. Starting in any given room, and determining which rooms lie along a path of travel in one compass direction, reveals many interesting aspects of the kingdom's layout. As of course you are aware of, some paths of travel are revealed to go from screen to screen in a "circular" pattern i.e. 01-02-03-01-02-03, whereas other paths follow an initially linear pattern that falls into a subordinate "circular" pattern i.e. 01-02-03-04-05-03-04-05. Some paths are lengthy, while others (originating in the gold castle room and the number room [game select screen]) are abbreviated greatly. What I am most eager to learn from you and your e-book is how you made decisions regarding the manner in which the rooms communicate in an architectural sense (ignoring the walls, of course). Some of the reasoning seems easy for me to suss out, but some of it eludes me. Limiting access to the castle rooms is sensible for gameplay reasons. The horizontal loop of the main hallway directly south of the gold castle seems intuitive. Many areas of the kingdom constitute somewhat self-contained realms like this, lending a sense of place to a potentially bewildering layout. But there are some long routes, like moving south from the black castle through the blue labyrinth which ultimately results in a small "circular" route that doesn't revisit most of the screens that preceded it. Was every path like these strategically planned, or are there any "accidental" results that follow from other layout decisions in a natural way?" WR: "One thing I can tell you is that you have analyzed this topic more deeply than I did when making the game. I did make the castle gates the only way in and out of the castle interior regions. And I did try to make regions like the Blue Maze mostly link to themselves (but there had to be at least 2 exits from the Blue Maze, since it stood between the Yellow Castle and the Black Castle). Beyond that, every room had to have 4 links that went somewhere, because a Dragon or the Bat was going to sooner or later cross every edge of every room. If there was an apparent problem, I fixed it. But beyond the foregoing stuff, the precise topology of the game world just sort of evolved, as I added new regions during development. Regarding the 2 rooms that did not have reflectional symmetry in the Catacombs (dark maze) inside the Black Castle, I had an attribute bit in my room-list data structure that controlled which Playfield symmetry was used. I had never used anything but reflectional symmetry up to the point I added this attribute bit to the data structure. I didn't really need the one you call "translational symmetry". But the Atari VCS platform didn't give you much to work with. I was trying everything I could think of to make the game more interesting. It was really quite pitifully boring in its earliest stages. So I added the alternate symmetry in a dark maze so that it would not be instantly obvious that I had the broken the symmetry — it would slowly dawn on the player that those two rooms were different. So my reason was not all that deep. I was just grabbing some low-hanging fruit to add just another little piece of variety to the game." ************************ I believe the forthcoming book has been discussed elsewhere in the forums, but I am writing this to remind everyone about the book and to encourage those who are interested to sign up to Mr. Robinett's mailing list and confirm interest in the project. As I said, it's not like it can be rushed (nor would I want it to be) but making it known that interest is there will no doubt help the work see the light of day in good time.
  15. 2 questions: Is there a website (or websites) dedicated to either Alternate Reality (doesn't matter which one) and or Temple of Apshai? ...one where I can d/l the game (for an emulator) and at least has the maps (not just the walk-throughs)? Anyone ever complete these games? When was the last time you played it and or completed it?
  16. TI-CHAT TAGs: LISTS PDF TI-99 TI-99/4A Resources Doom Adventure Games Hardware Software Texas Instruments Toxic Instruments //\\ //\/ / /\\ / \ / \ /\/ \ / \ / \ //\ \ / \ /\/\ /\ /\ \ /\ /\ /\\/\ /\/\ /\ /\/ \/ \\/\/\/\/\\ /\ ///\ / / \ \ ** NEWS-TICKER (at a glance) ** Latest Changelog / / \ \ * 2019-11-30 11/30/19 - Repair / / * 2018-06-20 06/20/18 - RS232/HDX/XFER-related (full list) \ \ * 2018-06-20 06/20/18 - Software (almost): Walid Maalouli / / * 2018-04-29 04/29/18 - TI related HTML-Links \ \ * 2018-03-17 03/17/18 - Formorall Applied Electronics Inc. \ \ * 2018-02-20 02/20/18 - Mouse related / / * 2018-02-16 02/16/18 - NON-PHM Cartridges \ \ * 2018-02-12 02/12/18 - Page Pro & Related / / * 2018-02-12 02/12/18 - Artist & Related / / * 2018-02-06 02/06/18 - Floppy Formats \ \ * 2017-12-25 12/25/17 - HERE (PDF) some infos on this DB/XLS / / * 2016-09-16 09/16/16 - TI-99 related Books \ \ * 2016-09-16 09/16/16 - Manuals / / * 2016-09-16 09/16/16 - Techs Docs \ \ * 2016-09-16 09/16/16 - ALL paper work / / * 2016-09-16 09/16/16 - FORTH \ \ * ****************** / / * 2016-06-27 06/27/16 - Floppy-Controller \ \ * 2016-06-18 06/18/16 - TI-99 compatible floppy +++ \ \ * 2016-06-27 06/27/16 - Harddisk-Controller / / * 2016-05-27 05/27/16 - Scott Adams/Adventure international \ \ * 2016-05-10 05/10/16 - AMS, SAMS & related / / * 2016-04-25 04/16/16 - Gilliland/Kazmer/Notung \ \ * 2016-03-25 03/25/16 - I.E.C. Parts & Cables / / * 2016-03-18 03/03/16 - EU-Cartridges (EU-only) \ \ * 2016-02-28 02/28/16 - Emulators&Tools / / * 2016-02-01 02/01/16 - system-99 user-group (snug) / / * 2016-01-27 01/27/16 - Ti PEBs \ \ * 2016-01-12 01/12/16 - Ti CC-40 / / * 2016-01-05 01/05/16 - FULL Cartridge list \ \ * 2016-01-03 01/03/16 - Ti-Basic-Proggies / / * 2015-12-31 12/31/15 - The Millenium List / / * 2015-12-18 12/18/15 - SIDEPORT-Devices \ \ * 2015-12-07 12/07/15 - IO-XFER-HDX-related-NO-EMUs.pdf / / * 2015-12-07 12/07/15 - XFER/HDX-related topic (w/ all 3 PDFs) / / * 2015-11-28 11/28/15 - TI-99/8-Beta-List \ \ * 2015-11-26 11/26/15 - AA:SSGC-List 2010 \ \ / / V PLEASE FIND ALL LISTS HERE BELOW: >>:0 - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - CARTRIDGES 05.01.2016 - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - TI-99-4A-CARTRIDGES-v1.14.pdf [+87] TI-99-4A-CARTRIDGES-PHMs-v1.15c-sort-PHMnr.pdf [+0] TI-99-4A-CARTRIDGES-NON-PHMs-v1.00-beta.pdf [+0] . - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - SUPER-CARTS 14.11.2015 - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - TI-99-4A-CARTs-SUPER-v1.11.pdf [+21] - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - CARTRIDGES US+LOCALIZED 18.03.2016 - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - TI-99-4A-CARTs-EU+US-v1.14.pdf [+57] TI-99-4A-CARTs-EU-only-v1.14.pdf [+0] - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - EPROMs´n´BINs 17.10.2015 - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - TI-99-4A-ROMs-n-EPROMS-v1.02-beta.pdf [1] TI-99-4A-ROMs-n-BIN-FILES-v1.02-beta.pdf [1] - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - MANUFACTURER´s & PRODUCTS SECTION 16.04.2016 - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - ROMOX: TI-99-4A-MANU-ROMOX-v1.00-beta.pdf [+0] S.FORESMAN: TI-99-4A-MANU-FORESMAN-v1.00-beta.pdf [+0] SNUG (Germany): TI-99-4A-MANU-SNUG-v1.00.pdf [+0] IEC Parts&Cables: TI-99-4A-MANU-IEC-Parts-v1.00.pdf [+0] Gilliland, Kazmer, Notung: TI-99-4A-MANU-Gilliland-Kazmer-Notung-v1.03.pdf [+0] RAG, Ron A. Green TI-99-4A-MANU-RAG-Ron-A.-Green-v1.00-beta.pdf [+0] Artist & Related TI-99-4A-SW-ARTIST&Related-v1.00-beta.pdf [+0] Page Pro & Related TI-99-4A-SW-Page-Pro&Related-v1.00-beta.pdf [+0] Formorall Inc. TI-99-4A-MANU-Formorall-Inc.-v1.00.pdf [+0] - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - DEVELOPER´s SECTION 16.11.2015 - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - TI-99-4A-DVLP-BETORI-v1.02.pdf [+1] [+1] TI-99-4A-SW-FORTH-v1.03c.pdf [16] - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - ADVENTURE-GAMES (with & w/o the Adventure-Cartridge) 20.09.2015 - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - TI-99-4A-SW-GAMES-ADVENTURE-CART-V1.11.pdf [20] TI-99-4A-SW-GAMES-ADVENTURE-Stand-Alone-V1.11.pdf [1] TI-99-4A-SW-SCOTT-ADAMS-v1.00-beta.pdf [0] - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - DOOM-GAMES (requiring the Doom-cartridge) 20.09.2015 - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - TI-99-4A-SW-GAMES-DOOM-v1.14c.pdf [+64] - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - SPACE-GAMES 18.09.2015 - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - TI-99-4A-SW-GAMES-SPACE-V1.01-beta.pdf [1] - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - CASSETTE & GENERAL SOFTWARE 26.11.2015 - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - TI-99-4A-SW-CASSETTES-v1.01-beta.pdf [+27] TI-99-4A-SW-LISTINGS-C&VG-Magazine-v1.02.pdf [+0] TI-99-4A-SW-Ti-Basic-V1.00-beta.pdf [+0] TI-99-4A-SW-TEXT-v1.00-beta.pdf [+0] AA-PROJECTS / GROUPS: TI-99-4A-SW-AA-SSGC-V1.03.pdf [+14] TI-99-4A-SW-AA-BoCC-V1.02-BETA.pdf [+0] TI-99-4A-SW-AA-DeVeLoPD-V1.02-BETA.pdf [+0] - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - STAINLESS Software (Stephen Shaw) 23.08.2015 - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Important: please find the FULL infos here: http://shawweb.myzen.co.uk/stephen TI-99-4A-SW-STAINLESS-v1.03.pdf [14] - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - EDUCATIONAL (all categories) 19.09.2015 - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - TI-99-4A-EDUCATION-ALL-v1.10.pdf [9] - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - DOKU, PAPERS, BOOKS, LINKS 02.03.2018 - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - TI-99-DOKU-BOOKS-v1.06a--347.pdf [31] TI-99-DOKU-MANUALS-v1.06a--100.pdf [17] TI-99-DOKU-TECH-DOCs-v1.06a--21.pdf [13] TI-99-DOKU-ALL-PAPERS-v1.06a--470.pdf [15] TI-99-DOKU-LINKS-v1.02b-beta.pdf [10] - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - CONSOLE - TYPES (ALL CPUs) 19.09.2015 - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - TI-99-4A-CONSOLES-v1.10-ALL-CPUs.pdf [19] - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - GENEVE 9640 & PARTS 28.12.2015 - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - TI-99-4A-GENEVE-9640-v1.14-beta.pdf [+31] - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - POWERSUPPLIES 26.10.2015 - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - CONSOLE: TI-99-4x-PowerSupplies-v1.12.pdf [10] OTHERS: TI-99-4x-PowerSupplies-OTHERs-v1.15.JPG.pdf [0] PICTURES: [15] - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - PEB-CARDs 27.06.2016 - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - TI-99-4A-PEB-CARDS-v1.10.pdf [27] TI-99-4A-HW-SW-SAMS-v1.02-beta.pdf [+14] TI-99-4A-FLOPPY-CONTROLLER-v1.00.pdf [0] TI-99-4A-HDD-CONTROLLER-v1.00.pdf [+0] - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - SIDEPORT-DEVICES 18.12.2015 - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Cartridges only: TI-99-4A-HW-SIDEPORT-CARTRIDGES-v1.11.pdf [+0] Other devices: TI-99-4A-HW-SIDEPORT-DEVICES-v1.11.pdf [+28] - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - F18A - 80 Column & Enhanced Graphics Supported Programs 19.09.2015 - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - please refer to Omegas thread, there is all desired info: F18A - 80 Column & Enhanced Graphics Supported Programs 51.71KB 41 downloads - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - RS232&PIO-DEVICES w/o printers 16.11.2015 - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - TI-99-4A-IO-DEVs-RS232&PIO-V1.01-beta.pdf [+1] - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - HID - HUMAN INPUT DEVICES 23.09.2015 - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - TI-99-4A-HID-HumanInputDevices-v1.10-BETA.pdf [1] TI-99-4A-HW-HID-MOUSE-v1.00-beta.pdf [0] - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - FLOPPY-DRIVES 18.06.2016 - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - please see the right column for PEB-compability: 1 or 2 drives in PEB=OK 1=1 drive OK, 2 maybe (due to drive-power) E=Ext 80=FDC-MOD needed N=non-TI all TI-99 compatible drives (main list): TI-99-4A-FLOPPIES-TI-99-v1.10-ALL-TI-99.pdf [+62] only 1 in PEB / PeriBox: TI-99-4A-FLOPPIES-Only-1-inPEB-v1.10.pdf [+39] 80-track / MOD needed: TI-99-4A-FLOPPIES-80TRACK-wMOD-TI-v1.10.pdf [+31] "all" vintage floppy drives: TI-99-4A-FLOPPIES-TI-99-v1.10-ALL.pdf [+0] I am Legend: (please ask for manuals, I have many of them) Many thanks to Louis Guion & Glen Fredricks, their lists were the basic for me in 2015, and inspirated me to do more work on the lists, from the today´s point of view. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - FLOPPY - FORMATS (BETA) 06.02.2018 - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - TI-99-4A_KB-FLOPPY-FORMATS-v1.10.pdf [+52] - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - EMULATORs & TOOLs (BETA) 29.02.2016 - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - TI-99-EMU-and-TOOLs-v2.05b.pdf [+65] - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - PRINTERS 31.10.2015 - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - TI-99-4A-PRINTERs-v1.11.pdf [+24] - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - DEVICES USING C R U s 19.09.2015 - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - TI-99-4A-CRUs-v1.10.pdf [16] New Design by Tony Lewis: - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - DEVICES USING C L O C K 19.09.2015 - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - TI-99-4A-CLOCK-Capability-v1.10.pdf [13] - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - TOP SECRET LISTS 19.09.2015 - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - TI-99-4A-RARITY-RUMOURS-V1.01-beta.pdf [+1] TI-99-4A-RARITY-NEVER-RELEASED-V1.01-beta.pdf [+1] - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - M O D S 19.09.2015 - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - TI-99-4A-MODS-v1.10.pdf [1] - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - BETA-SECTION & OFF-TOXIC 04.01.2016 - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - TI-99-4A-SW-AA-RGPC-V1.02-BETA.pdf [+0] TI-99-4A-HW-MBX-parts-v1.00-betabeta.pdf [+0] TI-99-8-V1.00-beta.pdf [+0] Belonging to: Test Files for Uncrunching/Parsing Basic Statements TI-99-4A-IO-XFER-HDX-related-NO-EMUs-V1.00a-beta.pdf [+0] TI-99-4A-IO-XFER-HDX-related-ALL-V1.00a-beta.pdf [+0] TI-99-4A-HW-PEBs-v1.00-beta.pdf [+0] THE MILLENIUM-LIST: TI-99-4A-TOTAL-MILLENIUM-v1.00-BETA.pdf [+0] BETA-section #2 TI CC-40: TI-CC-40-HW-ALL-v1.02.pdf [+19] Willi Doeltsch von errorfree.de: - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - R A R I T I E S & C O N D I T I O N S (v1.10) 19.09.2015 - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - (ready to be discussed) - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Inside the lists, RED letters means: this info is NOT for sure PINK letters means: this info IS somehow confirmed HERE (PDF) you can find some infos on the Master-XLS´ organisation - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - SOME LINKS - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - O~ ^ >o< >>o>< >> chat << >> snug << >> Fred´s << >> Stuart´s << >> NinerPedia << >> TI Gameshelf << >> TI-99 Infospot << >> Arcadeshopper O << >> TI-99-CHESS ONLINE << >> Some Toxic PICs on FB << >> Some Toxic PICs on AA << >> TI-99/4A development resources << >> Js99'er TI-99/4A Emulator Online << >> Play Scott Adams Adventures Online << >> TI-99/4A Stuff --- Omega´s Blog INDEX << >> Some of the best threads on the TI-99/4A << O o II o O II II - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - SOME CREDITS - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - All infos, facts & corrections welcome. The lists will be updated soon. If there are any complaints on permissions, wrong data or whatever, please just let me know. Many thanks to Astharot, Fritz442, Gazoo, Globeron, Humeur, Ken Gilliland, KL99, Ksarul, Omega & Stuart, Tim T., Tursi and all other TI´er for contributing. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - OTHER ATTACHMENTS: - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - TI-99-4A-F18A-80COLs-v1.10.pdf TI-99-4A-SW-CASSETTES-wo-Stainless-v1.00-beta.pdf TI-99-4A-CARTRIDGES-ALL-v1.15c-sort-cartname.pdf TI-99-4A-CARTRIDGES-ALL-v1.15c-sort-partnr.pdf TI-99-4A-CARTRIDGES-TI-related-v1.15c-sort-cartname.pdf TI-99-4A-CARTRIDGES-TI-related-v1.15c-sort-partnr.pdf TI-99-4A-CARTRIDGES-PHMs-v1.15c-sort-title.pdf TI-99-XLS-explained-v1.19c.pdf TI-99-4A-FULL-XFER-RS232-HDX-V1.00-beta.pdf TI-99-4A-SW-Walid-Maalouli-v1.01-beta.pdf TI-99-4A-DVLP-TURSI-v1.04.pdf
  17. I tried searching around to see if these were already posted, but didn't find anything, so please excuse me if everyone has already seen these.... but 2 "classic game post mortem" talks were given at this year's Game Developers Conference, with the creators of Adventure and Yars Revenge giving 1 hour talks each about the development of their respective games. usually these talks require a membership to view, but both of these have been made freely available! very interesting talks! Classic Game Post-Mortem: Adventure (Warren Robinett) http://www.gdcvault.com/play/1021860/Classic-Game-Postmortem Classic Game Post-Mortem: Yars Revenge (Howard Scott Warshaw) http://www.gdcvault.com/play/1021865/Classic-Game-Postmortem-Yars
  18. (Also posted on 99er.net) I have recently resurrected my TI99/4a after some 30 years, and have now added a new PEB plus disk drive a 32k Mem. I have started copying my old Basic and XBasic programs to disk but I also have a few adventure tapes which work with the adventure module. Does anyone know a way of copying these onto disk to save the laborious (and unreliable) process of loading via tape recorder. I have Xbasic and should soon have the new XB2.7 module, so could utilise assembler if necessary. Surely someone has already done this ?? Thanks from the UK - are there many TIers still in the UK?
  19. Embarrassingly I am admitting I never 'really' gave this game a thorough try. Sure, I constantly tried it, basically walking around exploring areas trying to figure out what to do, but nothing even worthy of 'the old college try'. I did the same thing with Raiders of the Lost Ark back in '82-83 (But actually gave it 'the old college try'). If I recall correctly I just threw the manual out with the box and tried to figure out on my own what to do. It would not be until I spoke with a friend YEARS later in the later 80's that I would finally understand exactly what needed to be done. You thought I would learn....NOPE. 15 years later and finally obtaining a brand new box copy of Midnight Mutants (For 40 cents, thanks O'Shea's), I took the same "Raiders" approach. Can't believe what I have been missing. First thing to do - and actually do it constantly in the game, much like my favorite NES game Rygar, or the infamous Zelda, LISTEN TO THE OLD MAN. For Midnight Mutants it means regularly hitting the right button. He directs you excellently. ***SPOILERS - Do not read this part if you do not want hints/early part walkthrough*** -Obtained the knife from the house to be able to kill things. -Opened church door with knife and obtained the cross to ward off bats. -Obtained the ax from the south woods inside the cabin by the well of health restoration -Entered barn area through bush which casts no shadow -Fought huge Ram head boss and loss - Came so close to defeating it though - (1 health head left). ***SPOILERS OVER*** Thoughts: -Off the bat, cannot believe there have been no hacks for this game. Wishing this game received the love Atari 2600 Adventure has seen. -Bats are too many, too often, too annoying. The first thing I would love to see with this game is the reduction on most screens they appear, if not wiped from many sections entirely. They have to be the most unnecessary frustration in the game that for the most part provides no real challenge (Especially with the cross in hand) and just turn people off from playing the game, IMHO. I am actually really impressed though. I never knew how good or relatively diverse the game was and yet well directed if you LISTEN TO GRANDPA. Previously without grandpa, I found myself wandering through many boards filled with bats, just losing health without real understanding of what to do or where to go. I may have to read that manual though, one day.
  20. 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.
  21. Ping Made in 48 hours for the April Ludum Dare. http://youtu.be/4o2WSCxtwIk Play NTSC version 1: ping.bin - version 2: ping_2.bin PAL60 version 1: ping_PAL60.bin - version 2: ping_2_PAL60.bin Source (NTSC) - version 1: pingsource.zip - version 2: pingsource2.zip About For a small bat like Ping, the world is a big, dangerous place. Will little Ping make it in her new home? Instructions Move using joystick, ping using echolocation with joystick fire. Version 1 Pinging costs 25 points. You gain points by making progress to the right and by eating bugs. Try to ping as few times as possible to maximize your score. Version 2 Remaining pings are displayed on the right side of the score. You get 4 free pings per room. Any pings over those four will cost 25 points each. Any points you have left over after completing a room will award you a bonus 25 points in addition to 50 points for completing the room. Try to ping as few times as possible to maximize your score. Avoid owls and walls, eat bugs, and get as far as you can! Special Supports AtariVox high score saving. Requires an AtariVox/SaveKey module to be plugged in to controller port 2 (or emulated in Stella). Clear your AtariVox high score for Ping with select + joystick fire while in game. Mute the pinging sound by setting Color/BW to BW. Have fun!
  22. 2001-2002 -- Alan and I begin the game and design 75% of what it will be like. Raccoon joins as the artist. 2002-2005 -- Raccoon Lad & I discuss 5200 limits, we design and create screens, and program the game. 2005-2006 -- mostly just me finishing and debugging the program and trying to accomplish my own vision within dwindling memory space. Jan - March 2007 -- Since I have to wait for the game to be manufactured, I do add a few things like the Dragon Trap, then test some more. May 2007 -- 5200 version of Adventure II is published by AtariAge! ... Sept and Oct 2010 - PGT (Tep392) ports code to 8bit format, including both XEGS and Atarimax Bank-switching formats, and other mods involving OS, keyboard code. Added Bryan's AA splash screen. I now have a lot more memory to work with overall, but need to shift things around some more. 2011 - overhaul of Random Item hiding logic, creature behavior, and overhauled hiding of the 3 Bat Eggs/Dots. Distribute code and data to different banks to leverage out available total memory. Use one bank for a character set to get prettier text on title screen. 2012 - address bugs with collision and troll sprite 'remnants'. Changes to map paths, create new EXITS on hedge screens so Hedge Maze is the hub between Ice and Dark kingdoms, not the Green Castle itself like in 5200 version. Oct 2012 - first PRGE demo. 2013 - experiment with new sounds; add more wood plank bridge building; Added end-game statistics. Implement one-button control scheme which was suggested on the forums. More gameplay tweaks and bug fixes. Timing seems different running on A8? New box artwork is done by David but we do not reveal it. Release first demo in AA Homebrew forum, with resulting feedback. PJT fixes PORTB problem. My homebrewing desktop computer has a problem at end of year, lost some data and felt burned out. Quit for a while. 2014 - project on hiatus due to too much real-world stuff like home waterproofing and other home repair and other crap that happened this year. 2015 - I got a new Lenovo i7 laptop, so I restored and reorganized my AdvII folders and files, and started working on it again. Added content and tweaks, fixed new bugs that got introduced, continued to get frustrating trying to add new content into the original hard-coded engine! 2016 - project on hiatus. Just can't get to it. Can't really remember why! Too busy living life I guess. There is an up-to-date PRGE demo in October. Jan and Feb 2017 - with a real "Git'R Dun" determination, completed engine optimizations. Fixed DLI screen color errors that had been plaguing me. Give Alt Icons special abilities. Add 14 new rankings and overhauled rankings determination logic. Opened up Sword collision so it will harm a dragon , even if you are not carrying it (I know that is how 2600 Adventure worked, but if you play 5200 AdvII, a dragon will glide THROUGH an uncarried sword unharmed. Not any more!) Sept and Oct 2017 - fix rankings bugs. Revised Title screen - all options are selectable via joystick. continue to add content and work on years-old list of items. I finally purchase Atarimax USB programmer, to test on real hardware. Another PRGE demo showing new Title Screen and options like Dark Mode. New artwork is revealed in a banner at PRGE show. Left to do at end of October 2017: 1. The final major thing on my list is the overhaul of the sound / music engine. All videos and demos up until now have still used the original 5200 sounds, which originally were hardcoded into small static tables, hamstrung by lack of available ROM. Now is the time to rework some of the sound engine and finalize the new sounds of the game. 2. Play testing, using Atarimax cart and Atari 800XL. I only recently bought the USB programmer and as I'm typing this, I have still not actually used it, although others have played the game on real hardware. With the 5200 version, I played and tested that game endlessly, looking for crashes or bad game-ruining bugs. I need to do that with the XE version now , too. 3. Poor Albert ... Manufacturing of carts, printing of manuals and boxes ... but at least he doesn't have to clean those stubborn 5200 carts with their super-glued labels! We hope to publish in early 2018!
  23. RetroElectroDad

    Atari 2600 Jr

    From the album: RetroElectroDad Console Collection

    Atari 2600 Jr running Adventure.

    © Trevor Briscoe

  24. I'm building an Adventure-ish game in Batari BASIC. How do you add multiple screens?
  25. http://www.youtube.com/watch?v=ZwmLwiw0Enc Full Throttle by LucasArts is a classic heavy metal adventure game designed by Tim Schafer, who also made Grim Fandango, Psychonauts and Brütal Legend. This game has biker gangs, babes and a bad attitude! This game should be next on the Kickstarter list of games to bring back to life. Or at the very least on the iPad in HD!
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