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Blogs

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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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  • That's what she said.
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  • The (hopefully) weekly rant
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  • Guru Meditation
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  • Tezz's projects blog
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  • ¡Viva Atari!
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  • The hunt for the PAL Heavy Sixer
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  • people to fix atari Blog
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  • Joey Z's Atari Projects
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  • 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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  • Zsuttle's gaming adventures
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  • Atari Jaguar Game Mascots
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  • splendidnut's Blog
  • The Atari Jaguar Game by Game Podcast
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  • XDK.development present Microsoft Xbox One Development
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  • My blog of stuff and things
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Found 11 results

  1. Finally got some time this weekend to finish the preview for 128KB raycaster engine. features: -resolution: 80x48 -fish eye correction -proper wall slice scaling -fully adjustable controls -reworked weapons with (very) short animations 1. pick one of control presets or define custom controls 2. press ESC for 'game' (there's no game yet but you can walk around, switch weapons and shoot) 3. press START+SELECT+OPTION to switch between 'full' pixels and 'every other line is black' mode (there's roughly +5 fps gain with the later) 4. press START+SELECT+OPTION+some key to get back to Controls setup screen This is early work in progress so a lot of stuff just isn't there yet. It's both a preview and new controls test so if you find something not working properly as far as controls are concerned let me know. One feature that is missing is Settings screen so for now the fast turning has fixed speed, but in later versions it will be user-adjustable, also it will be possible to set fast turning as default. Other features in Setting screen will include weapon bobbing toggle, cross hair toggle, floor/ceiling presets + customization and more. Globe/GMG ps: It's probably clear from the title but the .XEX will only work on Atari 130XE and compatible with 128KB RAM or more. eng128 v16.xex
  2. After more than 2 decades of inactivity we're back and we proudly present our new game: Final Assault It's a FPS for 8bit Atari computers with 64KB Ram, works on PAL and NTSC systems Story: You are enhanced human super-soldier, serving under Central Command of United Humanity Armed Forces, fighting against the A.I. onslaught. Your job is to infiltrate an old research facility and search for the KEY, a chip serving as a safeguard against A.I. running amok that could help win the war. Features: -raycaster engine running at 25 - 30 FPS -animated textures -simple lighting system -some walls can be destroyed -automap Screens: Controls: Some more screenshots, (very)short vids and Download: https://atari8.dev/final_assault/ Have fun, Globe/GMG
  3. I've been developing UT2600 (Unreal Tournament for the Atari 2600) on and off for a couple of years now. Other things kept me from finishing the game. It's done, I think... What I really need is a lot of testing. The thing is: this is a 2 player game. If you are willing to help out (and have a friend to join you), I cannot promise to compensate you. But you will be mentioned on the website and in the manual, if UT2600 ever gets a physical release obviously. I will provide you with the latest binary and documentation and any further instructions you may need.
  4. So I just installed Chasm: The Rift on my DOS PC and I noticed something really weird. It auto-centers the crosshair whenever you move backwards in unlimited mouselook mode. It's beyond annoying. Especially when compared to Quake's +mlook (in the console) where it does none of that shite. I understand that it wasd+mouselook did not really become the standard until the early 2000s but to have any auto-centering and no way to turn it off is annoying as hell.
  5. Anyone like the classic first person shooter, Doom? I remember my brother and I getting the first episode on diskette when the game first hit shelves years ago. Shooting demons, imps, sergeants, etc. with a shotgun, pistol, Gatling gun and so on - that was quite a thrill. I managed to get a copy of the PS1 edition of Doom for cheap at a Gamestop; the PS1 port has Doom 1 and 2 as well as extra levels. It is quite a rush to play this and get surprised by the imps chucking fireballs at you; those guys sneak up on you.
  6. I just installed Stella 5.0.1 (win32). I don't use Stella very often so I don't know how to do simple things like hide the frame rate display. I read in the docs that Alt+1 toggles the fps display. But pressing Alt+1 seems to disable TV filtering. How do I hide the fps?
  7. Hi all, I've worked for a while on this personal challenge of making a true 3D engine for the 2600 that can turn into a game in 4KB using only the original HW, no ARM, etc. After many false starts, I believe I identified a good direction. However, I'm finding I need peer review and also cannot commit the required time to finish this engine alone. Instead of letting the bits rot on my HD, I'd like to develop the topic in the thread (and share the code). So that the project may come to fruition. I basically separated the problem of creating a 3D game into game logic and engine (nothing new here), the code contains engine only. I decided on a Portal-based 3D engine where each room on the map may be one or more convex zones with portals connecting them. The engine is further split into 2 parts: 1. Taking level data (ROM) and player position and performing Backface culling, Rotation, Translation, Clipping and finally Projection into RAM 2. Drawing up to 21 color-textured polygons on screen taken from RAM using the playfield (textures are 16x16 with 16 colors under limitations). Note that the display is rotated 90 degrees to allow the colorful textures. Note that 16 colors are allowed in the textures as the engine uses 8 shades to perform Gouraud shading. 63 bytes of RAM are used to store the 21 polygons, and this list is being refreshed every other frame (30Hz). The blanking time is fully used by the engine every other frame, and left alone for the game logic otherwise. Information about the level information, RAM storage format, etc. is in the source file. Most math is done using 8 bit fixed point (multiply and divide using fast tables, obviously). There's not much to see if you compile and run it. I need to squash a few bugs to get the basic single zone (simple convex room) to work. Clipping to frustum is not working yet. Entering and exiting Portals also not handled (I need to get a single room working properly first). I'm sure the coding Ninjas on the forum can drastically improve the code, allowing more room for the eventual game. If I see you're interested I could go much deeper to explain and work with you on the different parts. Enjoy! aMAZE4K.asm
  8. I'm not a video expert so the info I'm finding online to fix this is only making me more confused, so I'm hoping the AtariAge community can help. I'm working on a game version of the Dark Crystal movie, just for fun (not planning to sell or anything due to copyright / IP). The "game engine" is Atari 2600 and works similar to Below The Root (if you know that old C64 game) - a side-view, non scrolling world. In order to achieve the desired "multicolor" background effects I want (and to allow the character spites to move through some background playfield real estate while interacting / colliding with objects / platforms / ground), I am strobing two different multicolor playfields for each room. the effects look pretty fantastic through stella when rendered faithfully at 60 fps (30 fps for each of the two playfields). Same, for FRAPS video capture - I'm capturing 60 fps and viewing it in windows media player pretty well. But when I try to upload to YouTube, as you may know YouTube automatically renders it at 30 fps. It seems to be dropping every otherframe. Which completely undoes the strobe effect - we're left on youtube viewing incomplete playfield graphics. So, trees become only their leaves, houses are only the roof and floor, etc. I have learned that I need something called "resampling", which I believe is a technique that take 60 fps video and "resamples" it down to 30 fps, by combining frames 1 and 2 (interlaced), then 3+4, 5+6, etc. This should perfectly solve my problem...but I don't know how to do it. I've got Adobe After Affects and can download any freebie video editor sw. But I'm a total neophyte on video capture / edit (learning to use FRAPS was a major step for me!) Has anyone else experienced this problem, and resolved it? Thanks!
  9. http://youtu.be/yMH7QpcTVE0 Not every series of first person shooters gets a proper sequel like Call of Duty or Halo. Instead some FPS games come on the market, maybe get a sequel if we're lucky and then sadly fade into the pre-rendered low textured sunset. Well, I'm here this week to make sure these 6 unloved FPS gems get one last glance from fans of the genre. What games should be in Part 2 & 3? Let me know!
  10. http://www.youtube.com/watch?v=12zGtbW9fis Not every series of first person shooters gets a proper sequel like Call of Duty or Halo. Instead some FPS games come on the market, maybe get a sequel if we're lucky and then sadly fade into the sunset. This week these 7 unloved FPS gems get one last glance from fans of the genre.
  11. I was very happy to received 007 for the Wii this Christmas. While I am quite interested in this game, I am experiencing some issues with wierd controllers. For controllers, I have the traditional Wiimote and Nunchuk setup, and a bootleg Chinese 3rd party Classic Controller. Now, the issue that I have using the Wiimote is that it also serves as the second analog, so to speak. So if I slacken my wrist even a little, Bond will turn in another direction. Now, my Classic Controller clone is has impercise analogs, but even it that weren't the case, the button mapping is really awkward. Even when I adjust the settings, I can't re-map the gun button. So I am left with a critically acclaimed, unplayable game. What about other controller options? Is the Gold Classic Controller any better? How about the Zapper? Thanks!
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