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Blogs

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  • keilbaca's Blog
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  • Old School Gamer Review
  • The Mario Blog
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  • Horst's Blog
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  • Blogpocalypse
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  • creeping insanity
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  • Syntax Terror Games
  • NCN's Blog
  • A Wandering Shadow's Travels
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  • Robert Hurst
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  • The 7800 blog
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  • Robert @ AtariAge
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  • That's what she said.
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  • The (hopefully) weekly rant
  • Goochman's Marketplace Blog
  • Marc Oberhäuser's Blog
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  • Brain droppings...
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  • Maybe its a Terrible Tragedy
  • Guru Meditation
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  • Tezz's projects blog
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  • DJT's High Score Blog [Test]
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  • Adam24's AtariAge Blog!
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  • ¡Viva Atari!
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  • The hunt for the PAL Heavy Sixer
  • Liduario's Blog
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  • HSC Experience
  • people to fix atari Blog
  • Gronka's Blog
  • Joey Z's Atari Projects
  • cncfreak's Blog
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  • 8BitBites.com
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  • Lynx Links
  • bomberpunk's Blog
  • CorBlog
  • My Ideas/Rants
  • quetch's Blog
  • jamvans game hunting blog
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  • wibblebibble's Basic Blog
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  • The Golden Age Arcade Historian
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  • Bergum's Thoughts Blog
  • marminer's Blog
  • BubsyFan101 n CO's Pile Of Game Picks
  • I like to rant.
  • Cleaning up my 2600
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  • HLO projects
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  • Gernots A500 game reviews
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Found 5 results

  1. While testing The Core 2 in the @ZeroPage Homebrew stream, James mentioned that some kind of acceleration would be nice. This should allow slow (precise) and fast (accelerated) paddle positioning. This finally motivated me to have a closer look at this idea. The attached ROM shows the result. Please give it a try, especially using real hardware. The blue paddle moves one pixel per driving controller step. It is obvious that this would not be fast enough for a long range paddle. The red paddle uses my new acceleration code. You can move it the whole range (152 pixel) quite fast and still pretty precisely position it pixel perfect. I hope this will work well enough with real games too. I think this idea could be used for games like Tempest. Or, to convert existing joystick games which would work better with a paddle, into using the driving controller instead. This is much easier and more feasible than adding paddle code into an existing kernel. I have attached the (non optimized) source code too. There you can easily tweak the acceleration/deceleration using the constants ACCEL, VAR_DECEL and MIN_DECEL. Dynamic_Driving.bin Dynamic_Driving.asm
  2. I recently acquired a Thrust+ Collectors Edition and/or Combat Pack. (The one with the foot pedal controller. Limited to 50 Copies) I went to give it a try today and I didn't have much luck getting the driving controller to work. My DC's work fine by itself with Indy 500. (Maybe a little jittery, is there anything to do about that?) But when I plug it into the foot controller and map the Left and Right to the DC and Up Down and Fire to the FP everything works except for the L & R on the DC. Just for kicks, I mapped the DC to Up and Down and it works, the ship will thrust and shield, useless for playing the game that way but the DC is at least being recognized. I am trying to play this on an AV Modded 7800, but I also pulled out my AV Vader with the same results. Any ideas on what the problem might be? I have tried it with the Thrust cart that came in the pack (Screen Shot attached) and I have also tried with my Harmony cart with Thomas' DC hacked rom. Thanks in advance for any help.
  3. Hello, as you know, I am into development of these Atari 8-bit games. I know many of you do enjoy them and I enjoy chatting with you guys about ideals and feed back about them. Now several times, when a game is almost complete or about to be released on Cartridge, I get people jumping in asking if the game will support the Indy 500 Driving Controller, or other devices like Trackball, or even can play it from the keyboard. Should my games support these other devices? Maybe other developers can see this and maybe they can support to their games. The default device remains to be the joystick. How many people really have devices other than the joystick? Will actually play the game with something other than the joystick? Indy 500 was a cartridge game on the 2600 that had its own custom controller. The Driving Controllers look like paddles, but have no stop, the input is read differently with something known as gray code. I usually avoid announcing my games too far in advance due to the history of certain members getting nasty developers on here. I wait until the game is done with programming and beta testing to say anything about the game. That is so I can make screen shots and YouTube videos that show the game play without any problems. I recently started experimenting with Work in Progress (WIP) YouTube videos to document the development of the game, show others, and get feedback on what they think. Now Tempest Elite will support the Driving Controller, along with Paddle, and Trackball. Megaoids supports the Driving Controller and Keyboard. I had incorrect information about reading the trackball with Gray Code at the time, but if the trackball has joystick mode, it still can be played. The games default back to the joystick at powerup, which most people enjoy playing the games with. I do have this 2600 Surround / Tron game in development. Maybe you seen it posted in other threads. This is several Surround like games in one cartridge. One of the surround type games I seen on another system was this four player game. I thought that was cool. How could I bring that to the 8-bit with the XL/XE with 2 joystick ports? What I did on the option screen, you can choose the 4 joysticks on the 400/800 if you have one, or another option is use the "MultiJoy8" interface. Working on support for driving controller. I have this as a flag/switch inside the program that the user can change when the title splash screen is up, each interface reads PORTA and PORTB differently.
  4. After about a month and a half of frustration and fun, I have three game releases for the Atari 2600. I hope that you enjoy them. If you would like to see any of these games on cart, please let me know! Heartbreak Download NTSC - PAL60 - PAL50 Special: Support for the Atari Driving Controller and high score saving via AtariVox or SaveKey About There is no better than adversity. Every defeat, every heartbreak, every loss, contains its own seed, its own lesson on how to improve your performance the next time. - Malcom X Heartbreak is an colorful original arcade-style game inspired by Breakout. The game was designed and prototyped for the 2013 Global Game Jam competition and won Best Game Mechanics and Player's Choice awards in the local chapter. Thanks to Omegamatrix for developing a kernel for Heartbreak and to ACrystal2011 and StaticHamster for testing! Extra thanks to the AtariAge.com homebrew community for all the help in getting things to work! How to Play Use right/left or clockwise/counter-clockwise on the Atari Driving Controller to rotate the blocks clockwise and counter-clockwise, respectively. Lives Each game mode has 9 lives before heartbreak (loss), with 3 hits per each of the 3 heart sizes. All heart sizes are restored at the beginning of a level. Scoring Red and Blue game modes give points for each broken block and bonus points for the heart size (600 for large, 400 for medium, 200 for small). Yellow and Green games give points only for cumulative ball bounces, so try to keep that ball moving! Game Modes On the title screen, choose left/right, select, or rotate clockwise/counter clockwise on the driving controller to select the desired game mode. Red Fire when the heart is pulsing the desired color. Match primary colors to a block of the same color or a block that contains the primary color until all blocks are broken. White blocks will give a heart size back. Avoid hitting blocks that are black at the start of the level. Yellow Fire when the heart is pulsing the desired color. Press fire at any time to change the ball's color to the current color of the heart. Keep the ball bouncing by matching primary colors to a block of the same color or a block that contains the primary color until all blocks are broken. White blocks will give a heart size back. Avoid hitting blocks that are black at the start of the level. Blue Fire when the heart is pulsing the desired color. Match primary colors to a block that does not already contain the current color until all blocks are white. Avoid matching colors to blocks that already contain the currently-selected color. Green Fire when the heart is pulsing the desired color. Press fire at any time to change the ball's color to the current color of the heart. Keep the ball bouncing by matching primary colors to blocks that do not already contain the current color until all blocks are white. Avoid matching colors to blocks that already contain the currently-selected color. The Way Colors Work Tip: Remember your finger paints: Red + Yellow = Orange Yellow + Blue = Green Red + Blue = Purple All Colors = White No Colors = Black Special Functions Switching Controllers To switch between a standard joystick controller and an Atari Driving Controller, simply plug in the desired controller at any time. It will be detected automatically. Increased Difficulty For a greater challenge, set the left difficulty switch to A (Pro). The ball will speed up over time. Saving High Scores If a valid AtariVox or SaveKey is detected in the second controller port, the current highest score will be displayed on the title screen when the game is turned on. High scores are automatically saved on the title screen when the player loses or toggles reset to return to the title screen. Erasing High Scores To clear the high score, hit fire while holding select when in one of the four game modes. The current score will be saved as the new high score the next time the player returns to the title screen. Muting the Heartbeat If you prefer not to hear the heartbeat while in game, toggle the Color/B&W switch to B&W. Fix-It Felix Sr. Download NTSC - PAL60 - PAL50 About Before the Magical Hammer was passed on to Fix-It Felix Jr., his father had to keep things in order. Fix-it Felix Sr. is a parody remake of the game Fix-It Felix Jr. featured in the Disney film Wreck-It Ralph. Fix-It Felix Sr. is a simple, colorful, and fun arcade game. Thanks to ACrystal2011 and StaticHamster for testing. How to Play Avoid ducks and falling bricks while fixing broken windows by hitting the fire trigger. Broken windows in the row Felix, Sr. is standing in are indicated by blank spaces in the indicator at the bottom-left of the screen. If the window Felix Sr. is in front of is broken, the indicator will be red. If it is green, the current window is in good condition. Lives are shown with the indicator at the bottom right of the screen. Keep an eye open for the pies that get set out on window sills--they give you an extra life! You gain points for each window repaired, eating pies, and completing a stage by fixing all broken windows. Special Functions Pausing the Game To pause the game, toggle the Color/B&W switch to B&W. Joy Ride Download NTSC - PAL60 - PAL50 About The sun is setting behind the city across sapphire-blue waters. What better time to go for a joy ride to enjoy such a beautiful evening? Only one problem--you seem to have taken the slow road. Joy Ride is a fast-paced avoidance game inspired by Gate Racer by Atarius Maximus. Thanks to StaticHamster for testing. How to Play Use up/down/left/right to avoid hitting cars for as long as possible. Collect power-up pellets (up to 3) and hit fire trigger to clear the road of traffic for a while. Watch out for the slow lanes! Special Functions Pausing the Game To pause the game, toggle the Color/B&W switch to B&W. heartbreak_final_NTSC.bin heartbreak_final_PAL60.bas.bin heartbreak_final_PAL50.bas.bin fixit_final_NTSC.bin fixit_final_PAL60.bin fixit_final_PAL50.bin joyride_final_NTSC.bin joyride_final_PAL60.bin joyride_final_PAL50.bin
  5. Looking for the official Atari Game Center (not Sears Telegames or other brand) for holding the Atari 2600 plus games. Please reply here or PM. Also looking for very hard to find, original H6'er Driving Paddles (w/Atari logo rather than word "driving").
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