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  1. DRAGON'S DESCENT Direct your dragon through a sprawling labyrinth, hunting for treasure, power, and danger! -Thousands of possible maps to explore, either randomly selected or predetermined -Eight different types of enemies -One mid boss, one final boss, one hidden boss -Powerups to increase firepower or health as you delve deeper into the labyrinth ...and an easter egg or two, of course! [EDIT: High Scores build] Latest build: I've added four separate high scores, one for each "mode" - they should show up when you have the appropriate switches/settings applied on the title screen. I think it works properly (with caveats, for instance you can fool it by using the switches mid-game) but I would appreciate feedback! I also added an easter egg bug fix. DragonsDescent_2019_May_HiScoreTests.bin Here's a video of the first three levels, up to the midboss. The default mode has four more levels ending with the final boss, and other modes allow potentially thousands of different levels! This game is, among other things, an experiment in procedural maze generation for the Atari 2600 - There are a few secrets to find, so I won't reveal everything here, but I will give a basic outline of the controls and mechanics. [EDIT: HIGH SCORE CONTEST!] High score contest! I'll be posting in the High Score Club forum with details - it's very informal, but I have a specific, common build people can use to play. Further details here: http://atariage.com/forums/topic/289548-dragons-descent-homebrew-high-score-contest/ High score contest build: DragonsDescent_2019_April_Competition.bin DragonsDescent_3_22_2019_Beta8.bin 3-22-2019 Another update - found a semi-exploit (really just method of scoring late game that results in boring gameplay) and adjusted things to discourage the behavior. DragonsDescent_3_19_2019_Beta7.bin 3-20-2019 Another update - no better method to find a bug or quirk in a project than to claim it's finished! The method to reach the hidden boss, while functional, had some odd loopholes and inconsistencies that I wanted to close. Fixed a thematic inconsistency involved with getting to the hidden bonus boss. DragonsDescent_3_5_2019_Beta6.bin - Font change and a few other tiny adjustments. DragonsDescent_1_10_2019_Beta5.bin - Retry random maze option (press up or down on the Game Over screen to see the "Retry Maze" screen, press button to start again), starting rooms have no enemies, score placement adjusted. DragonsDescent_12_16_2018_Beta4.bin - Maze generation fix, random seed shown when picking random level, other small fixes I might go into more details about what I did to fix the maze generation later - the short answer is that every seed -seems- to work now, without the hacky checker I had in earlier versions. I also added a -little- more time solve a given level before various "complications" arise. It can still be a little mean. I'm keeping an informal version history even as I remove the older versions - I can repost them if folks clamor for the older versions, but hopefully the bugs present in them have been addressed. Version History: 3-5-2019 - Changed to a custom font. Semi-final build. 12-16-2018 - Current public version. All attempted maps seem to be solvable, certain UI color cycling adjusted. 12-15-2018 - Tentative "fixed" beta for random mazes This version has a band-aid for the random mode bug - I'm keeping it here for the moment in case the above version has some unforseen bug or error. 12-14-2018 - Old version, only play the default mode (Left/Right switches set to "B") on this one. I've tentatively tested it on my ol' sixer as well as the Flashback Portable, and the game seems to run ok, although I would welcome any bugs/issues found if anyone else plays. I'm curious to see what people find! Current known bugs/fixes/updates: -You can now retry a randomly generated maze by pressing up or down on the Game Over screen - when you see words "Retry Maze," press the button to restart the game at your old starting point. -Starting rooms on a level no longer generate enemies, giving you some time to breathe or get used to the controls. -Hopefully the level generation bug is fixed - any random seed should generate a solvable level. When choosing a random level, you will be shown the seed in case you want to try the level again. -I also fixed a flashing problem to a more pleasant "pulsing" effect for max health/fire breath. I'm working on a little write up of how I generated the mazes, and programmed the game in general. Many thanks to those on this board who have posted an incredible amount of useful information, as well as those who have authored the kernels and other components on which this game has been programmed. STORY Legends speak of a labyrinth created by the mind of a dreaming elder dragon. This maze is filled with the promise of wealth, power and danger-an endless length of corridors, with spectres and monsters appearing out of thin air, and strange happenings occurring the deeper one travels and survives. You are a young dragon yourself, perhaps trapped here, perhaps tempted by the wealth and power that drives your kind. Regardless, you have little choice but to find your way through the corridors and chambers of the labyrinth, finding glory, or perhaps escape... CONTROLS Joystick - Move the dragon around the labyrinth. Button - The dragon will breathe fire in the direction it is facing. SETTINGS Left Difficulty A - Game will continue indefinitely, only ending with a game over. Left Difficulty B - Game will end after you complete level 7 Right Difficulty A - You will start in a randomized maze. Right Difficulty B - Maze will be the same layout each playthrough. Game Select (Make sure right difficulty is also set to "B") - Will allow you to set the random "seed" when starting the maze. Move the joystick left/right to select the left or right seed, each can be set to a value between 1 and 255. The title screen will reflect what options the game is set to - an infinity symbol for an unending maze, and an alternating maze pattern for random mazes. HOW TO PLAY Depending on your game settings, you may find an end to the maze on the 7th level, or the maze can continue until you are defeated, trying to attain the highest score! A - The Player B - Dragonfire C - Monster D - Firepower Meter E - Score F - Health Meter G - Room exit Each level of the maze is made up of several rooms - you can leave through any exit on the boundaries of the screen you find. To make progress in the maze, find the key on each level, and then the level's exit. The exit, resembling a door with a key imprint, will only activate if you touch it while you have the key found on the same level. Upon each new level you will face more dangers but also potentially increased power and scoring! Key Exit Avoid touching walls and enemies - doing so will deplete your hit points, and eventually terminate your game! Scoring comes from collecting gems and defeating monsters. You get more points for defeating monsters in deeper levels, and a slightly higher score for each shot you use with higher fire breath power. In addition to a key and exit, each level of the labyrinth has a treasure room: This room allows you to pick one of three power ups, just wait until you see the one you want: Gem - increases your score. Heart - increases your total hit points, while completely replenishing your health. Lamp - increases the strength of your fire breath, while refilling its supply. Don't stay too long on a single level, or you may find things getting much more difficult! The deeper you explore, the more monsters, dangers, and higher scores you find... Your hit points are indicated by meter on the right, as well as the color of the dragon. The strength of your fire breath is indicated by the color of your score, as well as the size the fire itself. If your firepower ever increased, you only have a limited amount you must replenish somehow - this amount is indicated by the meter on the left. If it ever runs out, you will go back your initial, weakened fire breath. You can find non-flashing hearts and lamps from fallen enemies, which will replenish a small part of your hit points or fire breath, respectively. If you survive long enough, you may reach a maximum amount of hit points or firepower, in which case your health meters or score will be flashing. SCORING Defeating Enemies: Fiery Eye - 5 points Medusae - 10 points Dragon Head Sentry - 10 points Teleporting Masque - 20 points Janus Guardian - 25 points Ghost - 20 points Dragon - 25 points Shadow - just 1 point base, if you can even manage it. Getting rid of it might be reward enough, though... Revenant Dragon (Midboss) - 500 points Elder Dragon (Boss) - 1000 points Jeweled Dragon (a hidden beast) - 2000 points Collecting a gemstone in a treasure room will get you 500 points. Your strength of your firepower is also added to your score whenever you hit an enemy with your fire breath, so you can gain 1-6 points for every hit even if an enemy is not defeated. Defeating enemies on lower levels adds further bonuses: Level 2 - 1 point Level 3 - 2 points Level 4 - 3 points Level 5 - 4 points Level 6 - 5 points Level 7 - 10 points Level 8+ - 15 points HINTS -Find a balance between increasing your hit points and increasing your firepower - each level gives you the opportunity to do one or the other. -Gems give you large amounts of points, but your forgo an increase of power for that level - they're for those brave or foolish enough to think they can survive regardless. -The beginner mode always gives you the same maze, be sure you become familiar with the game before tackling the random mazes offered by the advanced mode. -Each enemy has a specific type of behavior, learn all of them-and learn how to counter them! -Time can be your enemy, but remember that you don't have to fight everything - pick your battles! -Despite the enticement to hurry, be patient and careful! Most situations can be escaped with a little bit of caution and forethought, and impatience has ended more games than the cruellest monster. There are many secrets to discover within the labyrinth, so I won't tell you everything here! [Ongoing EDITs for bug tracking/reporting] DragonsDescent_3_22_2019_Beta8.bin - Scoring adjustment DragonsDescent_3_19_2019_Beta7.bin - Fix on method to finding hidden boss. Semi-Final build. DragonsDescent_3_5_2019_Beta6.bin - Font change, cleanup. DragonsDescent_1_10_2019_Beta5.bin - Retry option, quiet starting room, UI adjustments DragonsDescent_12_16_2018_Beta4.bin - Random maze fix, and other adjustments, current recommended version
  2. Converted my Atari 800 game Uno card to TI-99. I used the KXBII extensions to create multi-color text. (see earlier blog post for Uno for Atari 800 and KXBII extensions for TI-99/4a). Plays at TI-99 XB speeds, which is to say, fast enough. The multi-color text is part of the KXBII extension package. Works rather well & fast enough and bug free. Only weird glitch is 1/2 character random flicker in one letter (you'll see it) when text being printed. I created a CALL PR(X,Y,TEXT$,fore-color, back-color) SUB-routine for printing to simplify conversion from Atari 800 MSBASIC. attached is a booklet and the .DSK bootable disk game. Enjoy. uno.zip
  3. I looks like I screwed up. A little while back I posted a blog about Harry's 40 column routine he created for the TI-99/4a. I also added a the game Civil War. After rechecking the blog I discovered the two files I posted were the wrong files. ACK! So, here are the right files and a little more. I have the T40XB utility on .DSK and my XBBOOT.DSK which included the T40XB on a menu along with TML & KXBII. And I have a directory with all the games I have posted so far. Here is the correct files. Downloads.zip
  4. 😀 Hello all Did you miss me? Back with another game review this time Burning Fight. Its a good beat'em up but unfortunately got crowded out back in the day. Feel free to check out my game review, hope you enjoy it. Anthony hope I got this right LOL as the format has changed a little and its been a while.
  5. SIO2

    Cyb Ur WIP

    A version of the Royal Game of Ur played by Vorticon rules. Currently requires a 7800 proline or compatible two button controller. Start is the right button. The left button selects the piece you wish to move. Move the stick left to move the pointer box counter clockwise, and right to move the pointer box clockwise. Press the left button to select the piece you want to move the rolled number of spaces. Object is to get all your pieces around the board before your opponent. The cells with 4 dots in corners are rosettes. Landing on a rosette grants player another turn. If your opponent occupies the 8th cell (center rosette) you can not capture it there. Otherwise you may capture opponent pieces in the center lane by landing on them with the exact number roll. The number of pieces on a cell is indicated by the digit contained in the cell. An exact roll is required to move pieces home. If you have no move the computer will tell you. Good luck. Hope you enjoy the game as much as I do. cybur0712.a78 cybur0712.bin
  6. http://www.2600connection.com/features/parsec/parsec.html Atari Connection is creating a cartridge of my Atari 2600 game based on TI-99 Parsec. He has done a really nice job on the cartridge and manual. The game has swoopers, backward swoopers, single Bynite type enemies, meteor shower and even a refueling tunnel. I had a lot of fun creating this version of TI-99's Parsec for the Atari 2600 and I think it turned out alright. It's a limited run of about 20 at a price of $25. I can't wait till I can put my Parsec 2600 in my 2600. There's just something about having a physical cartridge with label, manual and all. FYI: I also wrote the manual. HLO
  7. Over on the Atari 8 bit forums, they are having a contest where they challenge programmers to "write a game in ten lines of basic"! http://atariage.com/forums/topic/234337-basic-ten-liners-contest-2015/?hl=+basic%20+contest I wondered if I it was possible to write an IntyBasic Game in 10 lines.... Only one way to find out! So I gave it a try.... The result is snake! (Click to animate) Here is the whole program: start: cls : for i = 0 to 19 : poke $200+i,(56*+1 : poke $200 + (20 * 11) + i,(56 * +1 : if i < 11 then poke $200+(20 * i),(56 * +1 : poke $213 + (20 * i) , (56 * + 1 ' line 1 next i : food = 0 : score = 0 ' line 2 dim snake(180) ' line 3 for i = 0 to 179 : snake(i) = 0 : next i : snake(0) = 130 : snake(1) = 131 : slen = 1 : #sdir = 1 : poke $200 + 130,(56 * + 2 : poke $200 + 131, (56 * + 2 ' line 4 loop: wait ' line 5 if food = 0 then food = RAND : if (food > 240) OR (peek($200 + food) <> 0) then food = 0 else poke $200+food,(38 * + 5 ' line 6 if cont1.left then #sdir = -1 else if cont1.right then #sdir = 1 else if cont1.up then #sdir = -20 else if cont1.down then #sdir = 20 ' line 7 if (frame AND $0f) = 0 then #adrs = snake(slen) + #sdir + $200 : if (peek(#adrs) AND $07f8) = (56 * then goto game_over else poke #adrs,(56 * + 2 : if #adrs = (food + $200) then slen = slen + 1 : snake(slen) = #adrs : food = 0 : score = score + 1 else poke $200 + snake(0),0 : for I = 0 to slen : snake(i) = snake(i+1) : next i : snake(slen) = #adrs ' line 8 goto loop ' line 9 game_over: print at 25, "game over" : print at 44, "score = " : print <3> score : wait : if cont2.key = 12 then goto game_over else goto start' line 10 Here is a longer, more readable version (essentially the same program spread over more lines with some comments...) rem snake program rem copyright 2015 rem Catsfolly CONST bluex = (56 * + 1 CONST redx = (56 * + 2 CONST greenf = (38 * + 5 CONST backtab = $200 dim snake(180) ' snake data (offset from start of backtab for each snake piece start: cls ' clear the screen for i = 0 to 19 poke backtab+i,bluex ' draw the top border poke backtab + (20 * 11) + i,bluex ' draw the bottom border if i < 11 then poke backtab+(20 * i),bluex : poke backtab + 19 + (20 * i) , bluex ' top and bottom borders next i food = 0 ' food position. 0 means no food on screen score = 0 ' score rem init snake for i = 0 to 179 : snake(i) = 0 : next i ' clear offsets (probably not necessary…) snake(0) = 130 : snake(1) = 131 ' put first 2 segments in the center of the screen slen = 1 ' there are two segments, number 0 and 1 #sdir = 1 ' direction is "1" (add one to the current address to get to the next square) poke backtab + 130,redx ' draw the first two segments poke backtab + 131, redx loop: wait rem if there is no food then try a random number. If the random number < 240 and the location at backtab rem + the number is blank, then draw the food there and set food to the random number if food = 0 then food = RAND : if (food > 240) OR (peek(backtab + food) <> 0) then food = 0 else poke backtab+food,greenF rem set the direction variable based on the controls (uses exact directions, so probably unplayable with a rem real intelliision controller if cont1.left then #sdir = -1 else if cont1.right then #sdir = 1 else if cont1.up then #sdir = -20 else if cont1.down then #sdir = 20 if (frame AND $0f) <> 0 then goto loop ' slow down the action #adrs = snake(slen) + #sdir + backtab ' get the address of the next square for the snake if (peek(#adrs) AND $07f8) = (56 * then goto game_over ' if its an x, goto game over poke #adrs, redx ' put an x at the new square rem if the new square is where the food was, make the snake longer, set food to zero, and inc the score rem otherwise clear the first square of the snake, and shift the addresses down in the array if #adrs = (food + backtab) then slen = slen + 1 : snake(slen) = #adrs : food = 0 : score = score + 1 else poke backtab + snake(0),0 : for I = 0 to slen : snake(i) = snake(i+1) : next i : snake(slen) = #adrs goto loop game_over: print at 25, "game over" print at 44, "score = " print <3> score : wait if cont2.key = 12 then goto game_over else goto start The game checks for exact up, down, left, and right values on the controls, so it might be difficult to play on real hardware. Here are the files: snake.bas snake_readable.bas snake.rom How about you? Why not take a break from your mega-epic-kroztastic-supergame project, and write a game 10 lines of basic? Catsfolly
  8. chiptape

    game id

    Hi. My friend's trying to ID a horizontal scrolling shooter he played on TRS 80. Not sure what model... prolly not CoCo. It used ASCII? characters instead of? graphics. Bombs were represented with the slash character. Similar game: https://www.youtube.com/watch?v=Fktcrh8nKzI&t=131s Any ideas? thx
  9. Hi guys, this is my first compiled game. It's a simple tribute to the great movie Tron. To use it copy the unziped file in your DSK1 folder (if you are using Classic99). Choose the Extended Basic and write RUN "DSK1.TRON" I hope you have fun! Luca TRON.zip
  10. Hi guys, I completed this tribute to PENGO for our beloved TI-99/4A. Thanks to Ciro of the http://www.ti99iuc.it/ for the hard testing Download the game: http://www.bleepbit.com/2019/05/12/pengo-tribute-for-ti-99-4a/ I hope you have fun! Luca
  11. "Many years ago, a beautiful country lost all the money suddenly. It could be the poisonous spider's doing." Holy Sssnake, it's finally here! The website that nobody demanded! Supervision: handheld of the less fortunate www.diskman.com/presents/supervision If you're familiar with the Supervision, you're probably laughing right now. If you're not familiar with the Supervision... oh boy, are you in for disappointment. This website is the result of 15 years [!] of research and collecting, and today (Oct. 4th, 2018) is its world debut. I'm sorry. There's also lots of other nifty, geeky, classic gaming stuffs on the main site, which you may enjoy a lot more than this Supervision nonsense... www.diskman.com
  12. The BAHA SOFTWARE group (a brand for collaborative efforts of BAKTRA Software and HardCore) from the Czech Republic presents its second game for Atari 8-bit computers named TRAIN. Train is a port of the Vlak game for IBM PCs from 1993 created by Miroslav Němeček. The Game You are a cargo train driver and your mission is to collect and load all items on the screen. For every item loaded, the train is elongated by one car. During the run, you must not collide with any obstacles or with the cars of your own train. When you load all items, a gate opens and you can proceed to the next screen. To win the game, you must finish all 50 screens. You also play for a high score. You begin the game with three lives. For each item collected and loaded, you are given 10 points. If you finish a screen, you are awarded 200 points for each remaining life. If you lose a life, 300 points is deducted from your score (a payment for the lost cargo). You get a new life for each 5000 points. The game ends when you lose all lives. A new game can begin from any screen you have already reached. System Requirements Atari 8-bit computer with 48 KB of RAM, one joystick.The stereo upgrade is supported, but not required. The game is NTSC tolerant. Credits HardCore: Idea, music, most graphics, screens Baktra: Code, sound effects, some graphics Utilized Hardware Comparison Vlak: 8086 (4.77 MHz, 1979), VGA (320x200x256, 1987), IBM PC Sound System (1981) Train: 6502B (1.77 MHz, 1978), ANITC+CTIA (1979), 2 x POKEY (1979) Screenshots Vlak (PC, MS-DOS, 1993): Train (Atari 8-bit, 2018): Download Train Download from the BAHA SOFTWARE's website (Czech): http://baha.webowna.cz/ Download Vlak The original game (run in DOSBox): http://www.retrogames.cz/play_487-DOS.php?language=EN
  13. Hello A new Commodore PET game has been released. The game is a Space Invaders shoot 'em up with a few twists including disappearing barriers and a protective shield. Available for the PET 2001, 3008, 3016, 3032, 4016 and 4032 series. PET Download Link: http://cloud.cbm8bit.com/mr.nop/Spyders%20Commodore%20PET%20-%20Mr%20NOP.D64 (2001, 3008, 3016, 3032, 4016 and 4032 series PETs) Commodore 64 version C64 Download Link: http://tnd64.unikat.sk/f_s.html#SpydersC64 Spyders Commodore PET - Mr NOP.zip
  14. Hello guys, here my last try to create a pure TI Basic game: ESCAPE! Run, shot the skulls, collect the seeds avoid the bars from the ceiling, fight versus the time! It's a simple game and I hope it's not boring, now I will start definitively to develop games in XBasic and compile them! Hope you have fun! escape.zip
  15. What is your thoughts on FPGA arcade board replacements? For those who don't know a FPGA is a special chip that can be programed to actually become other chips so it can emulate hardware in hardware which can come close to a perfect re-implementation or replacement if done right. Unlike MAME you can make the chip run at the same speed and act and load the ROM in the same way and have the same exact bugs and you can update the outputs to more modern outputs like Displayport, HDMI or just regular VGA. There are current projects that have re-implemented some games and there are even replacement boards on the market. I know there is a Williams multi FPGA board and a Berzerk FPGA. There also is the MiST FPGA project that is implementing arcade chipsets with some that are Works In Progress. What are your thoughts on this? Is this okay to preserve faulty boards like Berzerk that may not survive much longer. Which boards or games do you think are in need of an FPGA implementation? What are your thoughts on this in general?
  16. Be gentle....venturing out from the the safety 8BIt HSC forum I'm working on the graphics for a game we are planning. I don't mind using AGS or MadSudio but I do like the drawing tools available and in Photoshop. So I was wondering (if its possible) to draw in Photoshop and take the save product across into MadStudio and after which I can pass the code onto the programming department (TRBB). Anyone know what settings PS should be set up with to achieve this ? Cheers for now, RT 8-bit High Score Club http://atariage.com/forums/forum/60-8-bit-high-score-club/
  17. Hi guys: I started this around the beginning of October along with Trebor, PAC-MAN-RED, and Defender_2600. Wanted to get it done for Halloween, but it's not anywhere near done yet. I don't have a name for this yet, but it's a Zombie Apocalypse game, where you have to survive the night while being overrun by zombies. Here are some screenshots of the game for the time being: Coming soon! Bob
  18. SKI-IT v1.4 Here is the latest version of Ski-It with the proper title screen, updated music and a bunch of improvements! Should work on 800/XL/XE with 48K or more (PAL and NTSC systems) SKI-IT-v1.4.ATR SKI-IT-v1.4-Instructions.pdf Ski-It now uses Mr.Atari's new LiteDOS, it will not run as a file version. If you want to copy your previous "records.ski" file then do this using LiteDOS, post if you need help. Here are some videos: SkiQuest Slalom Downhill Have fun
  19. The idea will be to insert pairs of colored blocks into two piles, one on either side of the screen. Create a group of three or more adjacent blocks of the same color and they'll disappear, gaining you points. Pile up too many and you lose the game.
  20. Hi all! As you may have read in the thread Merge 3 Games , with the help of @MrFish I expanded my tenliner "joyas" to a full game. I ported the game from TurboBasic to FastBasic to include as an example in the distribution, so it is written completely in FastBasic, and the source is available to expand and modify. The game is a variation on the match-three pieces kind of game, there are 3 main game modes with two difficulty levels each: - Moves: in this mode, you start with 15 moves and gain one move at each power of two points (2, 4, 8, 16, etc.). When you run out of moves, the game ends. - Timer: In this mode, you start with 15 seconds, and you gain one second for each three pieces matched, two seconds for each four-match, three seconds for five-match, etc. After the time runs out, the game ends. - Hard: This is a combination of both above, you start with 15 moves and *loose* one move each second, but gain moves on matches. Also, there are "+" versions of the moves with increased difficulty: the pieces that match at the start of the game don't add to the points. Attached is the XEX and the source, you can compile it with the fastbasic cross compiler or type in the Atari IDE. All the graphics are drawn by MrFish, the code is by me. (simple) suggestions welcomed! joyas.bas joyas.xex
  21. Hello everybody, I'm new to this forum. I was born in Eastern Europe and lived there during the 80s: this is to say we hadn't much if at all 'electronic' games of any kind. Few of us had 'connections' and the chance to have one of those old Game & Watch handheld consoles - when that happened everybody would gather around for a quick game play. It was surely moments I will not forget. Anyhow, fast forward 'a few years', as many of you already know many these games are now available on various mobile platforms, Android, IOS, and also on the now forgotten Windows Mobile. These are emulations (is this term right?), I call them 'reproductions', many of them are surprisingly well done, some people have indeed spent time to reproduce sounds, graphics to the finest detail. On Android, many of these are free, while on Ios these cost a few dollars each. I enjoy playing these and I made a compilation of gameplaying, which can be found on my Retro game playlist on my channel - I hope it is ok to put the link here on the forum, please notice me if this goes against any of the forum rules. So here's the link, I should update and upload more games when I get time (or simply feel a little bored) https://www.youtube.com/playlist?list=PLl-l6yge4asvYiF6ZlVz59vf-Xf6mpo3B I hope this brings back old memories for you too people!
  22. Take a cartridge like the 2600 Adventure, and there’s numerous “hacks” (someone changed the original binary). Some of which have just changed graphics, but some may have changed sounds, maps, number of lives, and beyond changing data, some may even have changed code. I thought about speeding up Pac-Man/Ms. Pac-Man, or changing graphics, colors and more with TI Invaders. Also I thought about a utility to have maybe a definition file for each cartridge locating “objects” like graphics, sprites, colors, sounds, text, invulnerability etc., and then the ability to easily “inject” changed objects. Anyway, I ripped TI Invaders graphically. I start out with an 8K ROM and one 8K GROM. Now it looks like the ROM is only 4K (same chunk repeated). I expected the GROM to be 6K, but then almost 1K looks rather empty. The last 2K obviously being “leftovers” and looks like intertwined repeats. Well, just thought I’d tell you. I’m having a few ideas about a hacked TI Invaders. Should have a twist, be slick and fun too.
  23. little while back I posted a reconsideration of Atari MS BASIC http://atariage.com/forums/topic/249007-reconsidering-ms-basic/ I not long after that started on an Uno game in BASIC. worked on it on and off for while but got series a couple weeks ago. So here it is, Uno programmed in MS BASIC. MS_BASIC_27&uno.ATR attached is a .dsk with a homebrew version of MS BASIC on disk called MS BASIC 2.7. The MS BASIC self boots then boots the Uno game automatically. the Uno game is simple as I just wanted to have a demonstrator for MS BASIC. You play against 3 computer opponents. the game is in graphics 1 with the a little P/M graphics for the Discard card. to play: bottom 4 lines are the letters for your cards segregated by color; red, yellow, green and blue. last line is Spl which is the change color cards. the types of cards beside the colors are 0-9 D=draw 2, S=skip and R=reverse. under Spl are C=change color and F=draw 4. when the human plays you choose Sort, Play and Take. Sort just sorts your cards. Take will take a card from the pile. Play will play 1 of your cards. in Play you type the card you want to play by following the prompts. the game plays a standard game of Uno except; Uno call is automatic and has 1 in 9 chance of 'forgetting to call' penalty which is also automatic. when you Take a card you can not play it even if the card is playable till the next round. on programming in MS BASIC: I found MS BASIC to very capable. lots of additional commands compared to Atari BASIC.It's a fast BASIC. when using integers its very fast. It's also more standard than Atari BASIC and can more easily translate from other computers. I actually started this program on a TI-99 then transferred it to Atari MS BASIC fairly easily. The only real downside to MS BASIC is you only have 21k available. but in this program it really wasn't an issue. I had about 7k left when all done. I'm going to keep programming in MS BASIC and will post other stuff here from time to time. for now enjoy the game.
  24. I just got word from the fun ministers at Intv Prime that they have provided another sign-up sheet for Intellivision Day: http://go.pkg.cc/ipd2018 The idea of Intellivision Day is to get as many community members playing any one game in the Intellivision catalog for an hour, to celebrate the "birthday" of the console on December 3rd. No strings attached, just know that you are taking part in a community effort dedicated to (retro) video game fun. The sign-up sheet allows any one person to sign-up on a first come, first serve basis. If one person signs up for a game before you, just find another, to make sure we get coverage of every game. There are 10 "Independent" spots for people to sign-up for a game released in the last several years that is not part of the original 125. Let's do this!
  25. Hi everyone! I have the following up for sale: Sega Game Gear Handheld system Includes the following accessories: carrying case (Sega brand) charger (Sega brand) portable battery pack (Sega brand) Holds a charge. screen magnifier Includes the following 17 games: Aladdin Battle Toads Batman Forever Batman Returns Earthworm Jim Jurassic Park Madden 95 NBA Jam NBA Jam TE Road Rash Sonic The Hedgehog 2 Sonic Triple Trouble Taz in excape from Mars The Jungle Book The Lion King (worn label) The Majors Pro Baseball X-Men Quick video clip GG_demo.mp4 I'm not sure what's causing it but the speaker volume is really low. It, however, works fine with earphones. The power backup works great. PM me with any offers, questions, or suggestions Thanks for looking!
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