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Showing results for tags 'demo'.
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Block breaking walljumps, wallsliding, doublejumps, in game music, portals, spikes and a button, 20 days of intense hyper fixation 😵 CONTROLS: Press against wall to wallslide (You can only wallslide while moving downwards) Jump while doing a wallslide to do a block breaking walljump You have one doublejump, touch ground or a wall to be able to doublejump again. Consider playing with a master system or genesis controller. 👇 Play demo in browser 👆 new Button (Prototype) (PAL60) (unl) [f1].bas.bin(also works on NTSC consoles) old Button 2023-12-31 PAL60.bas.bin Button 2023-12-31 PAL60_nomusic.bas.bin Music in first demo: TIA version of John Carpenter's "Bomb the bass", created by Glafouk Music in new demo: Original track by Glafouk
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The Atari 2600 beat the C64 at the Fjälldata demo party in Sweden Yesterday! Both machines were running the same demo Breakout Pet Factory B-Side. The C64 version features PETSCII graphics extensions and all 16 colors scrolling on screen. The Atari 2600 version has a Blues Soundtrack that may have helped it beat the C64 as the Fjälldata party is a music centric festival. Here is the Atari 2600 version for the SuperCharger with the WAV file: brkoutpfbside_Atari_SuperCharger.bin brkoutpfbside_Atari_SuperCharger.wav And a CBS RAM Format version for the Atari Flashback Portable and 2600+ : brkoutpfbside_CBS_RAM.bin You can download the C64 version from csdb. I will be releasing an upgraded version of SuperCharger BASIC for the C64 with Dynamic Color RAM support like the demo presently.
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As incredible as it would have been to see a C64 DEMO like this back in the day it is equally incredible that such demos are still being created to this day! 😲😎 Description - Wonderland XIV is one hell of a sight to behold! This is a new demo for the Commodore 64, and was created by Censor Design. Download it free from here: https://demozoo.org/productions/324783/
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Millie and Molly 7800 is available for purchase in the AtariAge Store Atari Homebrew Awards Nomination Millie and Molly 7800 has been voted runner-up in the Atari 7800 Best Homebrew category at the 3rd Annual Atari Homebrew Awards. *** PLAY THE DEMO *** Final playable demo is now available in JS7800 (thanks @raz0red). Reviews Cousin Vinnie has given Millie & Molly the special treatment in his great review of the game! Millie and Molly is a retro inspired puzzle game featuring 100 levels spread over five themed worlds. This is an Atari 7800 conversion of the Commodore 64 retro smash created by Carleton Handley. Background I first saw this game on the Commodore 64 not long after it's release in early 2020. I thought it looked great, was really fun to play and had some unique features - all adding up to a very enjoyable experience. The game is a platform puzzle game where you play grannies Millie and Molly (either separately or together) which starts off easy enough showing you how to dig through dirt, move blocks into position and kill monsters to complete each level. But don't let that fool you as the puzzles are very well constructed leaving you scratching your head soon enough! Special thanks After completing a proof of concept, I made some initial contact with Carleton Handley in early March 2020 as we continued to develop, build and test the game until it was around 90% complete. Carleton was very impressed with how well the game had come together, enough to suggest we contact his other team members Chun Wah Kong (level design), Saul Cross (graphics), and Hans Axelsson-Svala (music) to approve a release. We are very pleased to announce that each has given their blessing for our conversion to be released on cart. Whilst we have had the pleasure to create this conversion we cannot thank each of them enough for designing such a brilliant, thoughtful and enjoyable game. If you are a Commodore 64 user and have yet to play this game please support Carleton and the team by purchasing the original. Instructions Help Millie and Molly clear their world of the malicious monsters. Monsters are killed by walking into them from the side. Don't fret, Millie and Molly can't die! They can fall from any height and even have items dropped onto their heads. To help you get at those hard to reach monsters items can be pushed, ladders can be climbed and dirt can be dug through. Millie and Molly can even use each other as platforms when they are in a level together Features 100 original levels spread over 5 themed worlds Rewind feature allowing you to step back and fix your mistakes Multiple joystick controller support Level passcodes and Atarivox/High Score Cart/SaveKey support (for tracking your current progression) Graphics have been faithfully re-created and colored for the Atari 7800 8 incredible pokey tunes re-creating the superb originals Support for both NTSC and PAL users with matching palettes and music playback speed Easter eggs! Controls 1 or 2 button joystick/proline/joypad, SNES controller (via SNES2Atari) or the Mega Drive/Genesis controller (via Mega7800) in the left controller port Button 1 to switch between the sisters Hold Button 1 to rewind your mistakes Button 2 or Pause toggles menu access Credits Original Design Code Carleton Handley Puzzle Design Chun Wah Kong, Patsy Chim Graphics Saul Cross Music Hans Axelsson-Svala QA @tonik_c64 Box Art & Layout Flemming Dupont & Bitmap Soft Conversion Code Matthew Smith, Mike Saarna Music Bobby Clark QA Robert Tuccitto, Steve Ramirez Box & Manual Layout William Thorup AtariAge Albert Yarusso, Fred Quimby Release Millie and Molly 7800 will be available for purchase on cart at PRGE 2023 and here in the AtariAge store from November 2023. ZeroPage Homebrew streams featuring Millie and Molly I would also like to thank James and Tanya @ZeroPage Homebrew for previewing Millie and Molly 7800.
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Vectrex Homebrew Permission and Programs wanted for the NEW "Ultimate Vectrex Multicart" ! HELP!!! Arcade Jason Kopp and Ralf Kornmann are working on a new multicart to replace the existing Super Vectrex Multicart (SVM) ! They are asking for your permission to permission to add your homebrew games and software to their new "Ultimate Vectrex Multicart" (UVM). For version programs are preferred. But if you would like to create a version only for distribution on the Ultimate Vectrex Multicart they would be welcome too. All types of home brew software is welcome. Games. Educational. Demos. Songs. Utilities. Diagnostic and Test. I am sure the team of Jason and Ralf will once again over-deliver and under-price their new "Ultimate Vectrex Multicart" (UVM)! Even if you have already given Jason and Ralf previous permission to include your Vectrex program into their current Super Vectrex Multicart, Jason would like to touch base with you again to renew the permission for the new "Ultimate Vectrex Multicart". Please submit your Vectrex programs and permissions to Jason Kopp's email address: koppjason83@yahoo.com, with the subject "Vectrex Program Permission Grant for Ultimate Vectrex Multicart" Gmail Message response: Here is email reponse link for use with Gmail koppjason83@yahoo.com, Subject: Vectrex Program Permission Grant for Ultimate Vectrex Multicart Alternatively, you can reach out to Jason Kopp via his Facebook account @jason.kopp.923 (https://www.facebook.com/jason.kopp.923), or Respond in the Vectrex Fans Unite Post thread about this same same topic. (note group membership is required to post in this thread) https://www.facebook.com/groups/104852679725118/?multi_permalinks=2210917792451919 Thank you in advance to any Vectrex Developer responding to this post. Even more appreciative if you allow your Vectrex program to be included into the new "Ultimate Vectrex Multicart". Vectrexer
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The demo for the up and coming VCS game Super Star Shooter 16 is now available on the Atari VCS Store. There's also a super cool video that's been put out from Kraz Productions. This thing screams 90's all over it to me and i absolutely love it 🙂
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My eBay - A list of all the items I'm selling Sega Japanese Dreamcast Not For Sale Sonic Adventure 2 Shop Trial 610-8057 £129.99 (+ £3.50 UK Delivery or £12.99 International Delivery) Disc is in very good condition. I've tested the disc on a region free SEGA Dreamcast and it is in working order. Unless your SEGA Dreamcast is already region free or you own a Utopia Boot disc to make your SEGA Dreamcast region free, it will only work on a NTSC-J SEGA Dreamcast. SEGA Japanese Not For Sale Dreamcast Promotion Disc Dream Preview Vol. 0 £99.99 (+ £3.50 UK Delivery or £12.99 International Delivery) Disc is in very good condition. I've tested the disc on a region free SEGA Dreamcast and it is in working order. Unless your SEGA Dreamcast is already region free or you own a Utopia Boot disc to make your SEGA Dreamcast region free, it will only work on a NTSC-J SEGA Dreamcast. Nintendo DS EUR Not For Resale NFR New Super Mario Bros Kiosk Demo £49.99 (+ £3.50 UK Delivery or £12.99 International Delivery) Cart is in good condition. I've tested the cart and it is in working order as well. I can confirm it will work on any NTSC/PAL Nintendo DS and Nintendo DS Lite. Will not work on a PAL Nintendo 3DS and New Nintendo 3DS. I cannot confirm if it will work on any NTSC/PAL Nintendo DSi, NTSC/PAL Nintendo DSi XL, NTSC Nintendo 3DS/New Nintendo 3DS, NTSC/PAL New Nintendo 3DS XL, NTSC/PAL Nintendo 2DS or NTSC/PAL New Nintendo 2DS XL. Nintendo DS USA Not For Resale NFR New Super Mario Bros Kiosk Demo £29.99 (+ £3.50 UK Delivery or £12.99 International Delivery) Cart is in very good condition. I've tested the cart and it is in working order as well. I can confirm it will work on any NTSC/PAL Nintendo DS and Nintendo DS Lite. Will not work on a PAL Nintendo 3DS and New Nintendo 3DS. I cannot confirm if it will work on any NTSC/PAL Nintendo DSi, NTSC/PAL Nintendo DSi XL, NTSC Nintendo 3DS/New Nintendo 3DS, NTSC/PAL New Nintendo 3DS XL, NTSC/PAL Nintendo 2DS or NTSC/PAL New Nintendo 2DS XL. SEGA Japanese Not For Sale Dreamcast Promotion Disc - SOLD Nintendo USA Not For Resale Super Mario 64 DS Demo Cart - SOLD Nintendo USA Not For Resale DS Download Station Volume 16 Demo Cart - SOLD I am open to fair reasonable offers so feel free to send me one. Serious buyers only please. Tracking and insurance will be provided. Will combine shipping on multiple items purchased. I'm a very trustworthy seller. You can see my reviews as an eBay seller here and have done business on similar sites when they were around like this one for example (please note: that item I've linked to was sold long ago).
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Hello everyone, just wanted to let you know that I released another 512 bytes demo. This time the focus is on trying to get a rather good looking plasma effect using a "feature" of the 2600 to our advantage: mirrored playfield. However, to squeeze more bits in one line, I'm also using sprites at the sides. The platform used is CommaVid, so I can pre-calculate some data. There is also a version running on SuperCharger available, but since RAM access there requires more effort, so that version is more that 512 bytes in size. It won a rather surprising second place in the 512 bytes compo. Ah, and you can also use the color / b/w switch to go back from the colorful mode to the monochrome one from the beginning. The homepage of the demo is https://xayax.net/raw_shark/. You can also watch the demo in the browser thanks to Stellerator. The name is a pun on Rorschach, which was using in the comic that inspired this demo.
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Here are the binaries for my Lost Party 2023 entry Space Invaders Impressionistic Dance. This demo has a user mode adding interactive AI to an abstract port of Space Invaders. You can watch the demo or play along with the AI, like a chatbot that helps you play Atari. SpaceInvadersImpressionisticDance.bin SIDemo.D64 This demo is a double feature for the Atari 2600 VCS and Commodore 64. C64 instructions: Insert disc or attach disc image. load"*",8 run Select the demo (press 1) Atari 2600 instructions: Use a Flashcart like the Harmony, Uno or PlusCart or an emulator. Interesting facts: The Atari 2600 demo binary is 7K and uses two of three 3.5K ROM memory banks and 256 bytes of extra RAM from the CBS Electronics 1983 expansion chip for the Atari 2600. The Commodore 64 demo binary is 31K and includes the 7K Atari binary static bound to a 24K Atari 2600 emulator. Demo time: 6.5 minutes on C64, 10 minutes on Atari 2600 (includes a surprise big boss scene from idiosyncrasies in the hardware). Here is the live stream from Lost Party 2023 with fantastic graphics, demos and musical compos for the Atari, Commodore, Speccy and Amstrad:
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Yes! It's finally here. The playable Demo of Robot Zed. Years in the making! I spent all day trying to figure out this game breaking bug that's been plaguing me for months and finally figured it out. Now I can finally release this thing. You're a cute little robot that can obtain the powers of certain enemy robots once you defeat them. You can use those powers in your quest to rescue all of your Robo Buddies! This is just the opening level that everyone plays before you get access to any of the other levels. This game is also a rogue like with inspiration from Mega Man and Kirby. Here are the control instructions: Left / Right - Moves in that direction Up - Fires current weapon power Fire Button - Jumps Fire Button AND Down - Cycle through your powers to select (if you've obtained any). You only have one life and an energy status. Every hit by enemy fire, an explosion, or even running into an enemy will knock it down. To the right is the your power ability number. Every time you use one of your selected abilities, it will drain this. Once you are down to zero, you will return to normal power Zed. You can obtain life energy from the regular bots that don't give you any special powers. You can obtain special powers from the robots with special abilities. You receive their ability plus 10 power ability points. If you already have their ability, you will receive 5 power ability points instead. When you lose all your life energy, it's game over. When you destroy an enemy, it will release their power module and will follow you until you collect it. The regular bot won't always give you life energy. So, have fun, tell me what you think, and if you run into any crazy bugs. I will also be updating this demo with additional window dressing so to speak, to make it look even better. Once I make any additions, I will upload the new version. Note: Quick edit. Minutes after uploading I realized I forgot to remove a recent bug checker I added to the code. I removed it and have uploaded the correct version. RobotZed_07.bas.bin
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Update 2020/05/28 - As you can see it looks a little different 4 years on. 'lo all, I've recently been working on a Dungeon Master-esque maze game in 7800 Basic with the intention of maybe turning it into a basic first person roguelike but I just flick between different projects and never finish anything. Instead of letting it go to waste I thought that if I upload it here somebody can learn from it or use it as a starting point for another project. For the sake of making something quickly all the walls are large banners rather than being made of tiles so it wastes a lot of space in memory and I've had to put the plot commands in subroutines as the closest wall graphics are too big for an IF statement to jump over the draw calls. The best improvement would be to switch to using a tilemap for each wall to reuse graphics and save space for other wall graphics and/or monster/item graphics etc. The HUD would also need a lot of adjusting to make it more efficient and I've not been able to get the text to work properly in the time that I was making this. Hope somebody finds this helpful. 3D Maze.zip
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Previous post here I published Mortal Coil, the first graphics & sound demo written in Meta, my new programming language: https://language.metaproject.frl/programs/ The ABBUC had the scoop on this in their December 2021 disk magazine. Now I am publishing it for everyone. I ported Mortal Coil from the original in assembly by my old friend @F#READY. The original won first place in the 128 bytes compo at Outline 2017. I used this example throughout the development of Meta to guide its design and implementation.
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Definitely a work in progress, but I wanted to make a video to show where things stood with the beta version of the #ColecoAdam #FujiNet, including seeing the CP/M tools. Enjoy
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Megalovania, the demo I made for Silly Venture 2020+1 Summer Edition (Gdansk, Poland, 20-22.08.2021). Dedicated to my daughter. The tune is by @Fragmare Runs on PAL and NTSC machines (tune's speed and colors are adjusted accordingly). Megalovania.zip Ranked third (out of three...) in Atari XL/XE demo compo. Special thanks to @dmsc (FastBasic), Homesoft (single file packing), @tebe (Atari Graphics Studio), Raster (Raster Music Tracker), Grey (motivation), Marok (RMT Player), @playsoft (Atari Player Editor), @phaeron (Altirra), AtariAge, AtariOnline.pl, ABBUC
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Previous program here My new programming language now has an extra backend that generates 6502 machine code directly, without generating C and going through CC65. One of the benefits is that I have been able to implement the special, relocatable program format of SpartaDOS X. Here is the Rainbow demo that I posted earlier, now compiled for SDX: https://language.meta.frl/examples/platforms/Atari/8-bit/SpartaDOS-X/RAINBOW.COM The program file is only 29 bytes. SpartaDOS X loads it wherever MEMLO happens to be and runs it from there. The program code is here: The new backend produces simple listings of the generated code, which are mostly its internal data structures: https://language.meta.frl/examples/platforms/Atari/8-bit/SpartaDOS-X/rainbow.list The backend doesn't support as much of the language yet as the CC65 backend. This is a lot of work and will happen over time. I believe this is the first compiled programming language that supports SpartaDOS X, beyond assembler and the interpreted SDX batch language. I am very happy how it is turning out. It's the fulfilment of everything I wanted to do three decades ago. ?
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Hello, 2600 fans! I am developing a new programming language, that I am now targeting at the 2600. The first target was the Atari 400/800/XL/XE, my old machine. Here is a rainbow demo that I ported from the Atari 8-bit version: https://language.meta.frl/examples/platforms/Atari/2600/rainbow.rom It shows that the new language is small and fast enough to race the beam. It generates 286 scanlines, achieving a display frequency of 55Hz. This is inbetween PAL/SECAM and NTSC, so it will work on all of them, if you have a tolerant television set. The original is here:
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I thought I would post this here, for those who do not have a rainbow demo yet. https://language.meta.frl/examples/platforms/Atari/8-bit/RAINBOW.XEX It is written in a new programming language that I am developing, which I am introducing here:
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Yes, is possible to run JAVA bytecode on 8-bit home computers and develop some atari examples using standard class libraries. Here a demo running on Atari800 (The .XEX was tested on a real machine). This is a port to Atari from the B2FJ java virtual machine that allows to run bytecode on C64 (https://mzattera.github.io/b2fJ/) Demo Sources: https://github.com/eahumada/b2fJ/blob/master/dev/test/b2fJ/test/atari/ColorMusicPlayerTest.java Project on GitHub: https://github.com/eahumada/b2fJ/ Video: https://youtu.be/Zym4K55Vecc b2fjplay.xex
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I'm looking for the alpha, beta, debug, preview, review, press discs of the games below. The discs may be numbered or may have reviewer's name on them. The stuff is really old so please don't worry about it. Any discs with uncovered confidential information like numbers or names will not be showed in the Internet. I have some good preview/review games for trade. I'm interested in any offers. Crash Bandicoot Crash Bandicoot 2: Cortex Strikes Back Crash Bandicoot 3: Warped Crash Team Racing/CTR Also these DEMO CDs. Crash Bandicoot 3: Warped ["Toys R Us" Test Drive DEMO CD, SCUS-94289] Crash Team Racing ["Toys R Us" Test Drive DEMO CD, SCUS-94459 Resident Evil Resident Evil 2 Resident Evil 3 Resident Evil - CODE: Veronica Dino Crisis Dino Crisis 2
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Hi! Do you know "the Big Screen" demo from the "Europeans demos/Overlanders" on ST? I really like this screen a lot so here is my Atari Jaguar version: http://www.barreteau.org/atari/jaguar/BigScreen/BigScreen.zip It's a 1MB ROM usable on a Skunk. It was done for NTSC but it works in PAL too (PAL just hurts my eyes...). Matmook
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merryc.bin merry.rpk - - - - - Things to do: * Christmas music * Christmas tree * Something else ...
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EDIT: BREAKOUT 2000 SEQUEL RELEASED! Download the sequel for the SuperCharger from the Atari 2600 forum thread BREAKOUT 2002 LASERBEAMS NTSC Improvements: More action, a score, a level indicator and a goal - make it to the playable treasure room ending scene on level 10! For Zero or more Players! CPU plays both characters, players can join in any time! Camera follows the Ball and only the Ball has Laserbeams, the Atari Logo is much harder to play, like Tails. Characters can perform a forward roll through any contiguous line of bricks, also influenced by the Sonic series. LASERBEAMS controls are reversed, button conserves the Laser because who doesn't want to use it all the time? ? The Logo can only be Killed with a Direct Hit, similarly a glancing blow from the Logo is non-fatal; it must nail the Ball head on. Additional cool game tunes and musical effects, I'm planning to post the BASIC source code on the programming forum to share the techniques. Have fun, have a ball! Comments and questions welcome! Older version below with support for the Flashback Portable, haven't recompiled a version of the new one yet. BREAKOUT2000_V2_SuperCharger.bin BREAKOUT2000_v2_AFP.bin (Slight difference - the SuperCharger version can reach the top row) SuperCharger audio file: BREAKOUT2000_V2_SuperCharger.wav
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Hi all, I've recently finished a demo on the Atari 2600 and thought I'd share (see attachment) This is IOCaste. It runs in PAL but works fine in Stella. Doesn't seem to do anything in Z26 though, not sure why. Since most of you are probably in NTSC land you can watch on Youtube, captured from real hardware. Enjoy. Cheers, Krion iocaste.bin
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Since this is a prototype bus stuffing driver you can only run this bin on an actual harmony cart. Rather than having a full frame buffer it only stores the color and height for each of the 40 columns. There should be plenty of resources left to make an actual game. The quantity of sprites will be severely limited though because the only way to reposition them will be via HMOVE. Joe's demo was used as a reference for some of the fixed point math implementation. Latest Version: raycaster-2018-6-15.bin - Fixed vertical bar glitches Previous Versions: Raycaster_2018_06_13.bin
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I've done another roundup of interesting vintage holiday home computer demos I've found out there online (videos). Sixth or seventh year now, wow. Have a look, if you like the sounds of square-wave jingling bells. (I must inform: this year I found no new Atari demos, but there are quite a few in the (linked) collections of years' past.) http://www.bytecellar.com/2018/12/13/have-a-helping-of-8-bit-holiday-cheer-2018-edition/ Ho ho ho. bp