Jump to content

Search the Community

Showing results for tags 'atari 5200'.



More search options

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


Forums

  • Atari Systems
    • Atari 2600
    • Atari 5200
    • Atari 7800
    • Atari Lynx
    • Atari Jaguar
    • Dedicated Systems
    • Atari 8-Bit Computers
    • Atari ST/TT/Falcon Computers
  • Gaming General
  • Marketplace
  • Community
  • Game Programming
  • Site
  • Classic Gaming News
  • The Club of Clubs's Discussion
  • I Hate Sauron's Topics
  • 1088 XEL/XLD Owners and Builders's Topics
  • Atari BBS Gurus's Community Chat
  • Atari BBS Gurus's BBS Callers
  • Atari BBS Gurus's BBS SysOps
  • Atari BBS Gurus's Resources
  • Atari Lynx Programmer Club's CC65
  • Atari Lynx Programmer Club's ASM
  • Atari Lynx Programmer Club's Lynx Programming
  • Atari Lynx Programmer Club's Music/Sound
  • Atari Lynx Programmer Club's Graphics
  • The Official AtariAge Shitpost Club's Shitty meme repository
  • The Official AtariAge Shitpost Club's Read this before you enter too deep
  • Arcade Gaming's Discussion
  • Tesla's Vehicles
  • Tesla's Solar
  • Tesla's PowerWall
  • Tesla's General
  • Harmony/Melody's CDFJ
  • Harmony/Melody's DPC+
  • Harmony/Melody's BUS
  • Harmony/Melody's General
  • ZeroPage Homebrew's Discussion
  • Furry Club's Chat/RP
  • PSPMinis.com's General PSP Minis Discussion and Questions
  • PSPMinis.com's Reviews
  • Atari Lynx 30th Birthday's 30th Birthday Programming Competition Games
  • 3D Printing Club's Chat
  • Drivers' Club's Members' Vehicles
  • Drivers' Club's Drives & Events
  • Drivers' Club's Wrenching
  • Drivers' Club's Found in the Wild
  • Drivers' Club's General Discussion
  • Dirtarians's General Discussion
  • Dirtarians's Members' Rigs
  • Dirtarians's Trail Runs & Reports
  • Dirtarians's Wrenching
  • The Green Herb's Discussions
  • Robin Gravel's new blog's My blog
  • Atari Video Club's Harmony Games
  • Atari Video Club's The Atari Gamer
  • Atari Video Club's Video Game Summit
  • Atari Video Club's Discsuuions
  • Star Wars - The Original Trilogy's Star Wars Talk
  • DMGD Club's Incoming!
  • DASM's General
  • AtariVox's Topics
  • Gran Turismo's Gran Turismo
  • Gran Turismo's Misc.
  • Gran Turismo's Announcements
  • The Food Club's Food
  • The Food Club's Drinks
  • The Food Club's Read me first!
  • The (Not So) Official Arcade Archives Club's Rules (READ FIRST)
  • The (Not So) Official Arcade Archives Club's Feedback
  • The (Not So) Official Arcade Archives Club's Rumor Mill
  • The (Not So) Official Arcade Archives Club's Coming Soon
  • The (Not So) Official Arcade Archives Club's General Talk
  • The (Not So) Official Arcade Archives Club's High Score Arena
  • Adelaide South Australia Atari Chat's General Chat & Welcome
  • Adelaide South Australia Atari Chat's Meets
  • Adelaide South Australia Atari Chat's Trades & Swaps
  • KC-ACE Reboot's KC-ACE Reboot Forum
  • The Official Lost Gaming Club's Lost Gaming
  • The Official Lost Gaming Club's Undumped Games
  • The Official Lost Gaming Club's Tip Of My Tounge
  • The Official Lost Gaming Club's Lost Gaming Vault
  • The Official Lost Gaming Club's Club Info
  • GIMP Users's Discussion

Blogs

There are no results to display.

There are no results to display.

Calendars

  • AtariAge Calendar
  • The Club of Clubs's Events
  • Atari BBS Gurus's Calendar
  • ZeroPage Homebrew's Schedule

Find results in...

Find results that contain...


Date Created

  • Start

    End


Last Updated

  • Start

    End


Filter by number of...

Joined

  • Start

    End


Group


Website


Facebook


Twitter


Instagram


YouTube


eBay


GitHub


Custom Status


Location


Interests


Currently Playing


Playing Next

Found 66 results

  1. Updated 10/12/20 with the results, see bottom. I'm running out of ROM memory with the new code I'm adding for the 2-player mode of the game. Koffi: Yellow Kopter was programmed in 32k back in 2002. It seemed like a huge amount of ROM at the time, so I didn't try much to keep things small. There ended up being huge graphics tables and repetitive code routines, just because that was easiest to do. Also, before I finished Koffi, I used up as much remaining memory as I could. Over summer 2020, I went back and rewrote several routines, and I've ditched the original game's credits / names text and freed up 1k or 2k. I thought this would be enough to add some fun new stuff, but I'm once again running low on ROM space, so I am now rewriting the routines/data tables which are the biggest ROM wastes: those that create the image of the Trees. Stage 1 Mountain Valley's Tree / leaves graphics take up 1,000 bytes originally. But most of the bytes are the value of $55. I am now trying to store a big rectangular block of $55's (no need to code these into the ROM now) programmatically, and then just have left-edge and right-edge tables to provide the more rounded tree details. To illustrate, an original code section: ;************ Draw Leaves Layer2 ****************** ; RWL 2001 lda #<leaves2 sta Ptr1 lda #>leaves2 sta Ptr1+1 lda #$32 ;row 4 starts at $3208 sta $81 lda #$08 sta $80 jsr CommonMVTreeDrawLoop ; rewritten as common routine RWL 072520, saved hundreds of bytes Using data tables like this one: leaves2 .byte $15,$55,$55,$55,$55,$55,$55,$55,$55,$55,$55,$55,$55,$55,$55 ;line 7 .byte $55,$55,$55,$55,$55,$55,$55,$55,$55,$50 ; ; .byte $55,$55,$55,$55,$55,$55,$55,$55,$55,$55,$55,$55,$55,$55,$55 ;line 8 .byte $55,$55,$55,$55,$55,$55,$55,$55,$55,$50 ; ; .byte $55,$55,$55,$55,$55,$55,$55,$55,$55,$55,$55,$55,$55,$55,$55 ;line 9 .byte $55,$55,$55,$55,$55,$55,$55,$54,$55,$50 ; ; .byte $55,$55,$55,$55,$55,$55,$55,$55,$55,$55,$55,$55,$55,$55,$55 ;line 10 .byte $55,$55,$55,$55,$55,$55,$55,$51,$15,$54 ; ; .byte $55,$55,$55,$55,$55,$55,$55,$55,$55,$55,$55,$55,$55,$55,$55 ;line 11 .byte $55,$55,$55,$55,$55,$55,$55,$55,$55,$54 ; ; .byte $55,$55,$55,$55,$55,$55,$55,$55,$55,$55,$55,$55,$55,$55,$55 ;line 12 .byte $55,$55,$55,$55,$55,$55,$55,$55,$55,$54 ; ; See all those $55 values? A compression routine would also reduce ROM needs, I could compress these tables and expand them into screen RAM directly. But I'm not wanting to add a compress/decompress routine to this game this late in the game, which would take up some ROM itself anyway. So, I'm reducing these tables with my own custom draw routines. 10/12/2020 Monday night. Results: Success! I got the same basic tree image but at a cost of about 640 bytes less! prior Blog entries: https://atariage.com/forums/blogs/entry/16854-koffi-redux-2020-part-2/ https://atariage.com/forums/blogs/entry/16763-koffi-2020/
  2. Cafeman

    Koffi 2020

    Trying to refresh my skills using DASM , I started to make little tweaks to 2002's Koffi: Yellow Kopter. So far, did these things: removed y2k-compliant bootup code (the Atari fuji symbol w/multicolors). Freed up some ROM and the game boots immediately to Koffi's title screen now. modified the hues of the raindrops to a more blue hue. Using hues $B4/$B8, the raindrops looked green on emulators although looked bluish on my orig 5200 and on ancient emulator VSS. NTSC color values weren't what I orig thought they were. Well the raindrops are blue now. Fixed a bug with Koffi's water tank level. It was challenging to find the reason why the yellow water meter would display as though it were full, but internally the water value would wrap around to $00 value (thus no water untl you catch more!). It could happen (usually on Easy mode) when you had a full meter, after Pyro the cloud was defeated and the final countdown was going on to put out the fire. Well, I found the cause. Fixed. You can start the game with a Joystick button press now. Fixed another bug on Pyro's Mom (the 4th stage which is a boss fight). If the fire Chaser gets hit by Mom's lighting, he shoots up and hits her, stunning her and giving you some time to safely go hit her right in the clouds. (ow!) The bug , which I knew about but decided back then to call a feature, is the Chaser can get stuck in this sequence in an infinite loop. Solved, fixed. Tweaked the graphics for Mom's eyes after she is defeated to be more centered as I originally intended. Tweaked the Tree Bonus logic . It is easier to get the 500 point max bonus now, and I added some more granularity to the points levels. Tweaked the settings as the levels increase. You can defeat Pyro a bit quicker on each level now, speeding up the pace of the game a bit. Reviewing the code, I believe I can free up some ROM space and make some more gameplay and graphics tweaks for Koffi 2020. What I'd like to try is to have a 2-player simultaneous mode. I always wanted that (like in the Williams game Joust), but it was beyond my abilities back in 2002. We'll see.
  3. In July 2020 I and sat down at my home-brewing desk and started to play around with tweaking my 2002 Atari 5200 homebrew, Koffi: Yellow Kopter. I have had notes about doing a 2nd Koffi game since 2002 when I finished the first one, but it seems ever more unlikely I'll devote time to do a whole new sequel with all the ideas I'd planned. So, I decided to play around with the original, add a few game play tweaks, some new visual details, fix a few bugs, and add a new 2-Player co-op mode. Some of my first changes are listed at an earlier blog entry: https://atariage.com/forums/blogs/entry/16763-koffi-2020/ As I started to experiment and add fruits, more colors, 2-Player code and other things, what it turned into was a serious need to reclaim some more ROM memory. And OH THE HORROR of some of my old code! Koffi was a 32K game, which seems like plenty of ROM for a game like this, but it fills up. And in 2002 I was new at 6502 ASM codeing and learning, so I did several routines burning more ROM memory than I needed. And I had tried to fill in all the 32K memory just for the principle of using it all, thus the original game had a lengthy Credits with people's names at Game Over. For this version, I axed all that. I reviewed several screen-drawing routines that were basically the same code, so I consolidated most of these to use tables and parameters and to call a common subroutine. Same deal with the BuildRainDrops / EraseRainDrops (which use the 5200s' missiles) - I consolidated 6 of these subroutine to be consolidated table-driven loops rather than 6 lengthy individual subroutines which all basically did 90% the same thing. Between these two categories I freed up about 700 more bytes in the past week, so that should be enough to finish 2-player mode and add some more interrupts and colors. Here are some WIP pictures. I hope to accomplish a few more dramatic visual changes, but it depends on free memory and if adding too much logic affects the gameplay. For this version, I kept Koffi's "Koloring Book" mode, where you press the #5 key and then can use *, 0, and # keys (at the bottom of the 5200 controller) to change the colors of 16 different categories on screen. And I added 3-character text descriptions to each of the 'categories', for example CL1 is Cloud Color 1, Tr1 / Tr2/ Tr3 are Tree colors 1/2/3, and so on. In the 5200 original, it just showed the hex value 0 through F. 2 Player Mode is starting to work. You toggle it on the Title Screen by pressing the #0 key. It is understandably glitchy for now, until I modify ALL the collision and Points logic to handle 2 players. To get 2 Kopters on-screen, I took Koffi's original Player0 and Player 1 (which gave him multi colors) and devoted Player0 to the first kopter, Player1 to the 2nd. If the first Kopter is named Koffi, then I guess the second Kopter will be named Toffi.
  4. I've got some spare OEM Atari power supplies, as pictured. Tested and working. Atari 2600 x4 SOLD Atari 5200 x1 SOLD $10 per Atari 2600 PSU and $20 for the Atari 5200 PSU. Prices include shipping. If you need more than one, I can cut the prices a bit. Thanks.
  5. Is anyone from the UK looking to sell their Atari 5200 console? Doesn't have to be boxed, just in good working order with its controllers and power supply. I would buy one from the USA but postage looks prohibitive judging by listings on ebay.
  6. Masterplay alike adapter with support for Sega Genesis (3 or 6 button) and Nintendo (NES or SNES) controllers and provides START and PAUSE keys functionality for convenience. Remaining functions can be accessed by a standard joystick connected on the 16 vias IDC connector on the board. Buttons and keys are mapped as follows: Two printed circuit boards available. Compact board measures 1.6"x1.6" (41x41mm) A second version of the board fits inside a Hammond 1593J case: Work in progress. Project repository available at Github
  7. This adapter was named after The 8 Bit Guy that came with a SNES layout for a game that he is developing (for Commodore PET/64) that have controls very similar to Robotron, where the directional Pad controls the movement while the X Y A B buttons control the shooting direction. Full keyboard control is provided using the SELECT and START buttons as Alt/Modifiers keys The connections to the Atari 5200 should be done by use of two cable extensions. If cable on Port 2 is not connected the X Y A B buttons behave like TOP/BOTTOM buttons. The adapter should also support the NTT data controller. Like the regular SNES controller the X Y A B buttons revert to TOP/BOTTOM when the cable on port 2 is not connected. The circuit shall also provide support for NES controllers, though with limited keypad support. The connection to the SNES controller should be done by cutting an extension cable and soldering the wires to the PCB. The PCB is designed to fit within a Hammond 1593J case. Base code is ready. Next step is prototyping. Murray-BaseCode.zip
  8. I am working on another design of a controller adapter for the 5200. It shall be used together with a 6 button Megadrive/Genesis controller to provide full keypad functionality. Ready: - Schematics; - Preliminary PCB; Work in progress: - Code (90%). Todo: - Testing; - Documentation.
  9. Greetings Atari Agers - I figured this would be the best place to start with my conundrum. Tempest, in the classic arcade format, always was my all-time favorite video game. Recently, I was showing videos of it to my kids and explaining how awesome it was to play, and the battles my friend and I had on the local 7-Eleven's machine. Many years ago another friend of mine actually assembled a controller for me...spinner and all...and downloaded the emulator so that I could play Tempest on a laptop. The gameplay was absolutely just like the original, and it was the equivalent of owning a machine. I doubt, though, that it was legal. So I'm posing the question to all of you, because I'm guessing you would know. I would like to be able to play the classic Tempest in my home, and I would like to know how I can get a proper control with the spinner. As Tempest fans know, you HAVE to have a good spinner to play it. I also don't want to do anything questionable from a legal standpoint, like downloading the game from an illegal site. I don't mind paying for anything I need for this, within reason. I've seen the version that is (finally) available for the 5200, and I do own a 5200 so that might be okay, but if I can't use a spinner control I'll pass on that. Not a fan of trackballs. So...can anyone point me in the right direction? Forgive me if it's been answered elsewhere. Thanks!! Best, Kurt
  10. Hi friends, I want to purchase a modded Atari 5200 (console with AC only) preferably the 4 port glossy finish. PM with price
  11. Updated "Encore" Hacks These are updates of my previous hacks. I did this for a variety of reasons. I included some of my "Personal" hacks. They are hacks of Pac-Man games. I use these on my personal systems. I decided to polish them a little and share them with the community. These are located at the end. Popeye When Playsoft & I originally hacked Popeye (2015), we had a version with a "mono" punch. I have since regretted not releasing it. It was NOT popular in the forum, but I always felt it might have caught on if we'd finished it. Development shifted to the popular forum choice. Years later, @TIX asked me if I still had it. I looked; I could find the final A8 version, but I couldn't find the source. People seemed to like the mono punch in Tix's hack (Popeye sacrifices color for a higher resolution punch), so it inspired me to finish mine. I started by porting the rest of my final graphics to the "mono" version. While I was porting the graphics, I noticed little areas I wanted to tweak. I had always disliked my climbing and death frames. I also felt that Olive didn't translate well from emulation to CRT. Since I tweaked some of the graphics, I also updated the original punch version too, for those who still prefer the double-resolution/multi-color punch. I really like Tix's version. His was based off of the NES port, while I grew up with the arcade version; so each offer a unique graphic experience. I thank him for the inspiration to unearth the mono punch and for the angled bottles. Thanks to Playsoft for finding the original source AND adding the animated bottles! -- When I first saw Popeye in the arcades, I was amazed. I never thought games could look this "real". The Atari resolution is lower, the players are limited to 8, fat dots wide, and they're not very tall. The characters are also limited to 3 colors each. Colors are limited to what two colors will overlap to simulate a flesh tone. However, I do not see any competitor, of the time, coming this close. While I love the NES version, it could have been much closer to the arcade original. I would love to see this on the 7800, using 320 mode. (The arcade version actually boxes out when sprites overlap!) I think the C-64 could have had a much better port, but the release was an early titele Atari 8-Bit Computers PopeyeA8_EncoreM.xex (Mono Punch) * (Intro of the MonoPunch - Click Here) PopeyeA8_Encore.xex (Original Punch) Atari 5200 SuperSystem PopeyeEncoreM_5200.bin (Mono Punch) * PopeyeEncore_5200.bin * The original punch uses two overlapping players, since that is the only way to get multi-colored "sprites". One is blue, and the other is flesh colored. When the blue and flesh color overlap, it creates white. The programmer was pretty ingenious in making the flesh color double-width, so the arm could stretch out. He left the blue as low resolution. It allows more detail than if the two were both expanded. However, it sacrifices detail for color. In the "mono" punch, both players are made white, and they are placed side-by-side, allowing for a wider version of Popeye, in greater detail. This thread goes into more detail! Click here! ----------------------------------------------------------------------------------------- Donkey Kong (Encore) / Encore RMT (8-bit only) I was pretty happy with the Donkey Kong port. In some of the YouTube comments, I read that some were not happy with the colors I chose. This is a delicate situation, as many do not realize how limited the colors are. Mario's flesh is made up of two overlapping players. Tweaking the colors makes one character look better, and the others look worse. I played around with the colors, and I think I like this better. (Mario's flesh color is a result of red and blue overlapping, so this is truly the best compromise.) I focused on tweaking the contrast. I think this makes the game "pop" a little more. Colors have been slightly adjusted in doing so. I've tested it on real NTSC hardware (5200/800XL), and I am happy. Now there are two color sets to choose from. There was something still not right with Mario's steps and jump. Mario's jump is limited, because Mario is only 8-pixels wide. I think I improved it over the previous. I also improved his walking. Other insignificant changes were made. I hope you enjoy this. Thanks again to @playsoft for making this possible. I believe @Kjmann made the original RMT sound hack, with help from @tep392. Atari 8-bit Computers DKA8_Encore.xex DKA8_RMT_Encore.xex Atari 5200 SuperSystem DKEncore5200.bin ------------------------------------------------------------------------------------------ Donkey Kong Jr. Encore(Arcade) / Donkey Kong Jr. Encore (Enhanced) This is one I was never really happy with. I got tired of "playing" with this back in the day. I tried to add all of Jr.'s arcade detail, but it ended up making his head too big. This update was focused on trimming the "fat" off of the sprites. Due to the lower resolution, I needed to sacrifice detail for proportion. I made a few color tweaks. This game has the most graphic updates of the "Encore" tweaks. Notice Donkey Kong's hands in the cage. I had some downtime, so I was able to focus on detail that I couldn't before. Thanks to @playsoft, for all the help. @tep392 helped tweak the floor and vine boundaries, back when we first hacked this. It's not as easy to slip off of the floors, and the red snapjaws can't get Junior at the bottom of a vine. The game still takes some adjustment, but it's a lot more forgiving. The Atari 8-Bit version was always a little touchy, due to the graphics mode used, but it captures a few of details that other versions are missing. Atari 8-bit Computers DkJr_Arcade_Encore.xex DKJr_Enhanced_Encore.xex Atari 5200 SuperSystem DKJr_5200_Arcade_Encore.bin DKJr_5200_Enhanced_Encore.bin ----------------------------------------------------------------------------------- Mario Bros 5200 Encore / Encore-Improved I was pretty happy with the Mario Bros hacks. I did tweak some of the colors, especially in the ice ages. The regular "Encore" version includes graphic and color tweaks. The fighter flies are redrawn. The Encore-Improved version includes tweaks by @playsoft, that reduce slowdown in areas. The 5200 version included more arcade details than the NES version, which is what the poor 7800 version was based off of. It just needed a graphics overhaul to realize its full potential. Mario Bros52 Encore MarioBros52_Encore.bin MarioBros52_Encore.car Mario Bros52 Encore Improved (Less slowdown) MarioBros52_Encore_improved.bin MarioBros52_Encore_improved.car ------------------------------------------------------------------------------------------- Mario Bros XE Encore Mario Bros XE is, in my opinion, the most accurate home port of the Mario Bros. I recall that there is only one other home port of Mario Bros that includes the icicles (No, I am not talking about the Slipice. Even the 2600 has Slipice!) I think that version might be the Apple II, and it isn't even close to this standard. I made some tweaks to Mario. I think it makes his running a little more fluent. I added the pupil up to his jump. I carried the improved fighter flies over from the 5200 version. That can't always be done, because the software sprites are configured differently on each version. I was able to do so. They look better in this version, however, due to more animation frames. I adjusted the contrast and colors a little, to make things POP. I REALLY wanted to make the Shellcreepers jump OUT of their shells. There just wasn't enough room. Atari 8-Bit Computers (need 128K or 128K Cartridge) MarioBrosXE_Encore.car MarioBrosXE_Encore.bin MarioBrosXE_Encore.xex --------------------------------------------------------------------------------------------------------------------------- These are the Ms Pac-Man versions I use on my Atari 800XL & 5200. Atari Computer Ms Pac-Man Encore I always wondered why GCC didn't try to add red "lips" to Ms Pac-Man, especially in the 7800 version. I figured A8/5200 suspected it was a hardware limitation for this machine. When I realized that the A8/5200 versions had full player width available for the bow and lips, I made it happen. On a CRT, the lips can be hard to notice, especially if the signal isn't great. I suspect that might be the reason. Plus the red and black (eye next to red lips) tend to look like holes. I doubled the lips a little from the arcade for emphasis. I think they add and anti-aliasing effect, which "fakes" a higher resolution. I had to move her dimple down, because it interfered with the wide open mouth, due to the lower resolution and size. The monsters must remain 8-pixels wide, to hide the quad-width missile. It is behind their eyes, to make their eyes white. Thinner eyes are either off center or too far apart, due to the odd-numbered full-width players. I used a full "v" shape for years. I recently removed the inside pixel, to give them an angle, and I think it makes a subtle improvement. I wasn't going to post these, since there have been so many Ms Pac-Man hacks; plus I am not SURE who all have contributed to the various hacks that this is based off of. While I was cleaning up my other hacks, I decided to finally tackle all of the fruit prizes. I figure I will include these, since I didn't before. I will do my best to give credit where due. This A8 game already had the dot slowdown adjusted, Pokey sound was tweaked, and there are noticeable improvements in the monster logic. It plays more like the 7800 counterpart. Somewhere along the lines, I saw credits by @MrFish and @tep392. These are just my graphic edits. If anybody else needs credit, please let me know. Of all the monster eye hacks I've tried, below is my favorite for the A8/5200 tweak. I would like to round the monsters' "head", but that would reveal the white missiles behind the monsters. I am not sure who made the splash screen. It's pretty cool! Note: The 5200 version is slightly different. It only contained updated sound effects, which are slightly different than the A8 version's sound. @playsoft helped merge the dot slowdown fix, from the A8 to the 5200 version. Somebody had added a Ms Pac-Man splash screen to the 5200 ROM, but the game would freeze when I'd press Pause on real hardware. @playsoft stripped that off, and all works fine. It's a shame, because it was cool. I'd rather be able to use my pause button. Atari Computer Ms Pac-Man Encore Ms. Pac-Man_Encore.xex 5200 SuperSytem Ms Pac-Man Encore Ms Pac-Man Encore 5200.BIN --------------------------------------------------------------------------------------- Pac-Man Collection 7800 Hack I bought Pac-Man Collection at the Cleveland Classic Gaming Show (CCAG). It was the first and last time AtariAge had a booth there, so it was a long time ago. I loved @PacManPlus's creation. It was exciting to have Pac-Man on the 7800, but Hangly-Man is one of my childhood favorites! The lack of Pokey sound kept me from playing it as much as I would have. When I found the Pokey enhanced version, I was pumped. The graphics had also been updated, but there were some things I preferred from my old A8 hacks. I used "Pac-Man Construction Set" to hack this. I found I was able to fine tune the monsters even more than the A8/5200, since I didn't have to worry about exposing the big white rectangle behind the monsters. I was able to thin them a little. I tried to make Ms Pac-Man as close to the arcade as possible. It looked great in emulation, but it was blurry and awkward on my actual system and Sony CRT. I tweaked it a little. I felt the result played to the strengths of the RF output on my 7800, and this is the version I have been using for years. As I was cleaning up old hacks, I decided to update the fruit prizes, as I had not done that in the hack I was using. I decided include this with my full-blow hack collaborations, because I enjoy it. I appreciate Pac-Man Plus's blessing to share this. I would ultimately like to update Ms Pac-Man to resemble my A8/5200 main characters, as they seem to be a better average for CRT and emulation. I was tired after hitting the fruits for all the different versions. If I update the main characters, I will add them here. I don't know when I'll have the time again, and I don't know if my A8/5200 main character will look the same on the 7800. 7800 Pac-Man Collection Pokey, with my graphic hacks. Pac-Man Collection Encore.a78 Pac-Man Collection Encore.bin 7800 Pac-Man Collection Pokey, with updates from the A8/5200 version. Not sure how they will look on a regular CRT. Not yet tested on actual 7800 hardware. Pac-Man Collection Encore(Alt).a78 Pac-Man Collection Encore(Alt).bin PacManPlus, @tep392, and @Defender_2600 have created a NEW 7800XM Pac-Man Collection, Pac-Man Collection XM. It has taken everything up a notch. It uses 320 mode, so there's very little need to approximate the graphics. Click the link to check it out. The TIA sound is mind-blowing, but Perry also added Yamaha sound for the XM Expansion. -------------------------------------------------------------------------------------------------------------------------------------------------------------------------- Atari Computer / 5200 * Unplayable * Baby Pac-Man maze concept When @PacManPlus was working on Baby Pac-Man, I couldn't help but think that the A8 would be a perfect candidate for the game. Since the arcade monsters do no have whites in their eyes, it would be much like the original A8/5200 Pac-Man. Four Players could make up the monsters, and the "5th" Player could make up Pac-Man, or Pac-Man could be a software sprite. I shared a few Baby Pac-Man sprites with @playsoft, and he sent back a maze with wandering monsters. I proceeded to fine-tune some of the playfield elements. The monsters move randomly. They are lacking any personality. This was just a quick demo for fun. There is no plan to work on this, but maybe it will inspire somebody to bring Baby Pac-Man to the A8/5200?? I personally got a kick out of running this on my A8 and 5200 hardware. There is a regular version and enhanced. The enhanced version uses software sprites to create the monster's eyes. That was @playsoft's idea. I have a thing for arcade purity, and he wanted to see real eyes. It would be cool to have a toggle option for "Arcade" or "Enhanced" mode. Atari Home Computers BabyPac-Man_A8.xex BabyPac-Man_A8(Enhanced).xex Atari 5200 SuperSystem BabyPac-Man_5200.bin BabyPac-Man_5200(Enhanced).bin
  12. I have read comments, here and on YouTube, over the past 3 years. I have made some updates to all of these games here! A quick note about the hacks: I have decided to place all of my hacks in one, convenient thread. As I grew up with my Atari 5200 and Atari 800XL, there were certain games that I thought had a little more potential. I had created basic hacks for a few of these games. I always thought that my 5200 Popeye could look better. Brutus didn't have a number "5" for a head in the arcade version. I knew I had drawn more accurate Mario characters on my 800XL. If only I could plug them into the games. I teamed up with Playsoft, who provided the tools and wisdom to make these games possible. Some of these games have other contributors. Tep392 helped us tweak the collision and touchy controls in DK Jr. I believe that Tep392 and Kjmann worked on the original Donkey Kong RMT sound version. I believe there is another member who helped Playsoft in some of the A8 to 5200 conversions. I am not sure who drew the giant Popeye head. If anybody has clarity on this, let me know, so credit can go where it is due. These are truly community projects, and I had a great time watching them transform. Playsoft did an amazing job of hacking display list interrupts, giving me a little more height area (eg. thicker 5200 Mario Bros floors, as well as multiple floor types). I have been holding off on releasing the latest Mario Bros hacks, because I didn't want to release as many revisions. I was also hoping for some upgraded sound effects for Mario, but there's not always enough time in the day. There's a bonus hack for the 7800 Mario Bros. I found the 7800 graphics tedious to hack. The characters were drawn too small and flat, and the game itself plays horribly. That version has the least number of animation frames, so the animation is poor regardless. It is my "Lipstick on a Pig" release. Donkey Kong: Atari 8-bit Computer Arcade version -- DK_A8_Arcade.xex Atari 8-bit Computer RMT version (Updated sound) -- DK_A8_RMT.xex Atari 5200 Supersystem version -- DK5200_Arcade.bin Donkey Kong Jr: (Arcade & Enhanced versions) Atari 8-bit Computer Arcade version -- DKJr_A8_Arcade.xex Atari 8-bit Computer Enhanced version -- DKJr_A8_Enhanced.xex Atari 5200 Supersystem Arcade version -- DKJr_5200_Arcade.bin Atari 5200 Supersystem Enhanced version -- DKJr_5200_Enhanced.bin Popeye Arcade: Atari 8-bit Computer version --PopeyeArcade_A8_Final.xex Atari 5200 Supersystem version -- Popeye5200_ArcadeFinal.bin Mario Bros (1983, 5200 version): Atari 5200 Supersystem bin version -- MarioBros_Arcade_52.bin Atari 5200 Supersystem car format -- MarioBros_Arcade_52.zip Mario Bros XE: Atari XL/XE version - MarioBrosArcade_XE.zip Mario Bros 7800: Atari 7800 version - Mariobros_7800_Arcade.a78
  13. Atari 5200 Wico Joysticks and Keypads – all in very good condition (see pictures) - $300 for everything + shipping. PM me if interested. 1 Wico 5200 Y-Cable (tested, working) 3 Wico 5200 Joysticks: 1 Joystick fully working 1 Joystick works except it drifts slowly down (all directions and both buttons work) 1 Joystick works except for Big button (all directions and small button works) 2 Wico 5200 keypads: o 1 Keypad (These buttons work: Pause, Reset, 5, 6, 8, 9, 0, #) o 1 keypad (These buttons work: Pause, Reset,4,5,6,7,8,9) o These are in great condition inside and out. Looks like the keypads may be able to be repaired by replacing the cables:
  14. In the last episode of my 5200 series, I discuss more Atari 5200 Prototypes. It's really been a lot of fun learning about this gaming system. A big thanks to the 5200 Brotherhood for all their help!
  15. In my latest episode I discuss more Atari 5200 Prototypes. Which prototypes are your favorites and which would you like to see completed? Don't forget that I'll be live on Youtube every Wednesday @ 9:00 PM central. Stop by and say hello!
  16. There weren't a lot of rare and valuable games for this system. Did I miss any? Let me know. thank you!
  17. What I mean is that when you play Atari 5200 games on the Atari 800 using a Sio2sd will all the games play just like they would on a real Atari 5200, no emulation? I'm aware that the systems are very similar but the software is built differently but once you run it will the games play natively? Like is it comparable to other backwards compatible systems like the GBA with gbc and the Ps2 with ps1 games?
  18. Hello everyone! I've got a question about an Atari 5200 I recently picked up on craigslist. It's a 4-port model and came with all of the appropriate cords and stuff. I took it home and hooked it up and I could not get it to send a signal to the television. Curiously, the red light does come on the console itself, so I believe it is getting power, but the television does not display a signal at all. I tried on a couple of different TVs and got the same results. Wiggling the cord doesn't help either. I read on another forum thread here that the switchbox itself makes a "clicking sound" when you power up the console. However, I didn't hear any sound when I powered mine up. It does, however, allow another console to pass through it via the antennae plug in, and does display that video signal. Anyone have any idea what it could be? I was assured by the previous owner that the console worked the last time he plugged it in. If it is indeed the switchbox, does anyone have a homemade one that I can buy from them? My solderng skills are not up to par with creating one from scratch. Thanks and I look forward to your responses!
  19. mykgerard

    My 5200 games

    I have 23 of the 69 5200 games. Here they are: 1 Berzerk 2 Blue Print 3 Centipede 4 Countermeasure 5 Defender 6 Galaxian 7 Gyruss 8 Kangaroo 9 Keystone Kapers 10 Missile Command 11 Pac-Man 12 Pengo 13 Pole Position 14 Qix 15 Real Sports Baseball 16 Real Sports Tennis 17 River Raid 18 Robotron 2084 19 Space Dungeon 20 Space Invaders 21 Star Raiders 22 Super Breakout 23 Wizard of Wor
  20. lulrik

    Atari 5200

    From the album: lulrik collection

    My 5200 system 2 port Travel US to EU !! 5651km

    © lulrik

  21. Yeah, so I did some thinking, I think I want one. Do I really though? Give me some reasons why it would be a good choice. Recommend some games. 4 port of 2 port? What to expect. How much to pay Thanks!
  22. "I'd certainly nominate [The Dreadnaught Factor] for remake status. With some visual upgrades, it would make a great XBLA download." -IGN Review "A cheapo remake [of The Dreadnaught Factor] on XBOX Live Arcade would be a blast..." -flojomojo "Would also like to see a remake of an old Intellivision game called 'The Dreadnought Factor' (also on the atari 5200)" -Andifferous This needed doing. So I did it. http://www.youtube.com/watch?v=85j1Agw6Zgw The current version is just a prototype for the CREATE Jam contest. The prototype runs on generic Android hardware with an attached game controller. (e.g. Ouya dev hardware, an MK808 stick, or a Nexus 7 tablet) The game is ultimately going to be developed for the Ouya and GameStick game consoles. If anyone is interested in trying the prototype, let me know and I'll post the APK file. Note that I need your support to progress in the CREATE Jam contest. Please support me in the contest by liking the video below! http://www.youtube.com/watch?v=bpLWWQ85VuE Hope you like it, and I'd love to hear your thoughts!
  23. Is the Atari 5200 worth collecting? This is meant to be an overview for people who have never owned the console and know very little about it. I did a big shoutout to AtariAge in the video. Hope you guys & gals like it...
×
×
  • Create New...