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Found 43 results

  1. The Atari Lynx 1-UP from: starforcepi.wordpress.com What’s the greatest handheld of the 1980s and 1990s? Why, the 16-bit arcade juggernaut named Atari Lynx, of course! I was a kid when the original Lynx 1 came out for us here in the old country in 1990, and was blown away. The Game Boy was a monochrome moron in comparison, and the Game Gear was all about converting Mega Drive and Master System games to pocket version – the Lynx, with its hardware-driven zooming and distortion of sprites, was going for Arcade experiences. BOOYA! Sadly, as with everthing Atari, this too turned to dust. BUT, fast-forward to 2018 and look at the love for this loveable giant! So much so, that McWill, a name you must’ve heard of by now, released one of the most impressive upgrades for a system I’ve ever seen – LCD replacement for the waning washed-out Lynx screen, with VGA output. The VGA output was a great addition, but the way I’ve seen people utilize it online seemed rather silly to me; you would have to use the Lynx as the controller when playing on the VGA. No sir, I don’t like it. So I decided to use the spacious room behind the screen to build an interface to: 1) securely place the Lynx on a stand; 2) output VGA; 3) connect a standard DB9 compatible controller (Mega Drive, Master System, Atari). It’s a tight squeeze, but the VGA, Controller port and Stand all fit neatly in the small 3x4cm interface window. This was an absolute pleasure to build, everything went smooth and simple, all the measurements were direct hits, hell even the stand only took me 10 minutes to design (8 hours to print, but hey). So let’s see it in full VGA action: It’s perhaps the best handheld to consolize: the GameGear has most games on Master System or Mega Drive, the GameBoy looks rather silly and clunky on a monitor, and TurboExpress is pointless, because it’s a 1-to-1 conversion of the actual console. I am glad I did it, I hope you will too, and stop placing those ugly connectors on the top of your handheld. Building the Lynx 1-UPI bought a pristine looking junked Lynx 1 for 20 euros – seemed a good place to start, let’s see if we can bring it alive! I replaced all the capacitors, power input socket, MOSFET, but finally it was the two 3906 transistors that were the issue. In order to do these replacements, you need a fine-point soldering iron and some tweezers, but everything on the board is quite spacious, so there’s no mistaking what’s what. This part is cheap: 7 dollars on console5.com. They have links and tutorials on that site, very complete. I also bought the McWill for 120 dollars, I was gonna do this mod regardless if this particular system was junked. So far everything together cost me ~150 dollars. After bringing the console back to live, it was time for McWillification! I followed the 1 page diagram that came with it, but it’s a little information dense, so I followed the following video instead: This worked better than I could have ever imagined, I know everyone says they’re gobsmacked when they see the difference, but it really is very true – I get why it’s such an expensive mod now. I was gonna leave it with that, honestly that’s just everything one could ever want from an upgrade… but, of course, me being the way I am, things escalated. You see, the mod came with the VGA socket, and I saw how people were placing these at the top of their handhelds, and you know what – it looked ugly. I want the facade of the handheld to be untouched. While I was adding the McWill mod I noticed the enormous space left behind the screen, which is when I had the idea: make the Lynx into a hybrid, with the connector ports at the back with a stand for console gaming via VGA, and all the ports hidden behing a minimal cover during handheld gaming. I first ordered DB9 sockets for a controller, and placed this together with the VGA socket on the inside of the battery cover. I made a little window in the battery cover, 3D printed a frame and cover for the ports, and there we have our interface. For the controller ports I had to solder 6 wires on the button pads of the Lynx PCB. Luckily most of these have soldered extension traces, so you can avoid blocking the normal button-to-pad press, but for two I had to solder directly onto the pad: be mindfull to be as flat as possible. Then we wire up the VGA socket to the pads on the McWill screen, this is shown in the accompanied diagram of the screen. We then place the DB9 and VGA socket in the space between the batteries, where the little light tube of the old screen sat (ignore the loose wires, they’re from the battery input, I cut them for ease of access). In the left picture, top connector is the VGA socket you can see running to the McWill screen. The lower connector go to the front of the PCB to the button pads. When assembled the VGA socket is lower, and DB9 is upper. Next to these I added screw connectors, so that I may fix the system to a stand, as shown in the next pictures: Unlike the Nintendo Snack Pack, this was a joy to make. I did it to unwind and relax, I didn’t want to build something from the ground up, but this just gave enough inspiration to just slightly 1-up it. The Lynx Stand and little VGA cover in particular really clean the mod up nicely, and makes this thing into a fully consolized system. I must admit though, I’ve been mostly playing it with the stand and controller via the McWill screen, not via VGA, but hey, it’s there. Finally, it all cost me a substantial 150 euro, but it was worth it. The Atari Lynx is a very strange and powerful handheld, spanning 7 years with 72 games, it’s still enjoying new homebrew releases every year, with a small but dedicated following. I’m very happy to be one of them. Upgrades: Full capacitor replacement MOSFET replacement 3906 Transistor replacement Power input socket replacement McWill Screen upgrade VGA output port DB9 input port Custom interface window & stand
  2. If you like Wizard of Wor, this new hack starts where the CBS 2600 version left off. WIzardofWor2.bin The original dungeons have been replaced with 3 and 4 ("The Arena") from the arcade version. Otherwise, the game play is the same as the original. Here's the first screen. And here's "The Arena": Hopefully I got all the movement rules right, but let me know if anyone is going through walls. -Claudio UPDATE: Thanks to Nukey Shay, iesposta, and others, this hack has expanded into the development of a full-fledged 16k "Wizard of Wor Arcade" for the 2600. Features implemented so far include all of the dungeons of the arcade game, improved graphics, title screens, and speech functionality for the AtariVox. See the latest posts for the most current versions. A complete Wizard of Wor "Expansion Pack" is also available here. These are all basically just the 4k CBS 2600 version with different dungeons. http://atariage.com/forums/topic/209266-wizard-of-wor-2-the-arena/page-3?do=findComment&comment=2760814
  3. Hey everyone. Had a quick question for those of you familiar with Hardware because I really am not. i have a video issue with only certain homebrews and hacks. Original release 2600 games play fine, all 85 or so i own. It doesn't happen every time with the effected games, and when it does happen usually taking the game out and reinserting it once or up to 3 times will make the issue go away. could this be a power issue? Capacitors or something inside the system failing? Or simply just RF interference of some kind? I'm using a light sixer on a CRT through RF. I'll post a picture of one of the affected games and then a couple of pictures of regular games playing fine. thanks alot everyone.
  4. Announcing the release of Dig Dug 37th Anniversary Edition to the AtariAge community!   This hack started as a graphics update to a fine hack known as Dig Dug Arcade.   What I changed:   1) All of Dig Dug's animation frames.   2) All of the animation frames for the falling rock.   3) All of the fruit/vegetable bonus items.   Things that I'd still like to see done with the hack (but are beyond my capabilities):   1) Static (unloosened) rocks using the first frame of the falling rock animation instead of the ball sprite.   2) Terrain (strata) divisions made wavy instead of straight.   3) Terrain having a dotted pattern instead of lined.   4) Tops of some of the fruit/vegetable bonuses (carrot, turnip, tomato, pineapple) made a different color than the main body.   5) The mushroom and garlic bonus items changed to colors that better match the arcade.   Please enjoy the new version! Dig_Dug_37th_Anniv_Ed.bin
  5. Welcome to Moominvalley! This is the home of Moomin and his friends and family. For over 60 years children around the world have been fascinated by the stories of Moomin, Snufkin, Little My, and the others. In recent years these characters have started to become recognized in America, whereas they have been a cultural phenomena in Northern Europe, the UK, and Japan for years. Game Story: Stinky is at it again! This time he tricked Snorkmaiden into visiting a giant's house on Lonely Mountain. He told her that he'd seen a beautiful tiara and that the giant would gladly let her have it. After she climbed onto a high shelf, Stinky ran off laughing! Now poor Snorkmaiden is stuck and cannot get down. Only Moomin can save the day! Guide Moomin through Moomin Valley past the giant hattifattener, across the winding river, up the steps into lonely mountain, past that darn Stinky, and finally rescuing Snorkmaiden from the high shelf! Once you rescue her you have to do it again, and this time it gets harder! Not only do you have to deal with the same hazards as before but a mean old crow, a pair of hattifatteners and a bat are trying to stop you! How many times can you rescue Snorkmaiden? This game wouldn't have been possible without the hard work of doctorclu. He spent many hours working on and perfecting this game. Even when I thought it was okay and passable, he kept on, wanting it to be great. It was my daughter and I's idea but it was his vision. Moomin-neo.bin
  6. Ladies and Gentlemen Today i am going to Present my A2600 Hack collection made with Bithacker these games are based on the topic: WWI Biplanes All rights belong to the original game authors Thanks to Atari, BAtari, M Network and everyone whose the original games belong to Atari 2600 WWI Biplane Series.zip
  7. Hi, I am happy to have this console, but wanna know if anybody tested hack that was present from 2017-2018. I not speak Japanese and not wanna brick console or sth. Just wanna know if there is possibility to reflash stock fw. Saw some videos on Twitch where Mupen64 was used, there is also possibility to use other emulators/cores. Link to GitHub page of project https://github.com/hissorii/retrofd Link to some blog posts http://blog.livedoor.jp/akira2005/ Nintendo 64 on Retro Freak https://www.twitch.tv/videos/169903803?filter=highlights&sort=time
  8. This is strictly for fun; obviously not likely to happen (i.e. won't.) If I could change one Jaguar title, it would be to turn Double Dragon IV into an arcade style beat-em-up (and a good one) rather than a one on one fighter. I know plenty of people have had this idea but it's just always been stuck in my head as the one thing I'd do if I could. Not only would it be a good two player game but it'd be nice to have a great beat em up from the DD franchise on the Jaguar. I actually love the box art and graphic style of the game, just wish it was a different genre and the gameplay was better. What would you change, if you could change only one game? What's priority number 1?
  9. Can someone help me do a very simple hack of Space Invaders where the aliens are blue instead of green. It would also be cool if there was a title screen that said "WUW", but if this is not possible or too complicated to pull of then I understand, and it's not completely necessary for what I'm trying to pull off. Mostly I would just like for the aliens to be blue. Can someone help me out?
  10. From the album: Hacks

    Game Selection 6
  11. One thing that has always bothered me about Super Breakout on the 2600 was the colors & sounds. I like the original game's much better and would love to be able to hack Super to use those. I know nothing about programming the 2600 (but I know the very basics of 6250 assembly). I have been playing around with running code at 8bitworkshop and was wondering if anyone had a disassembly of breakout and super breakout or could lend a hand in modding the game?
  12. Hello, I'm trying to hack a game that currently needs the Select switch to start the game. I want to start the game using the fire button. From my research, I understand that the Select button has the mnmonic SWCHB. It can be 1 = not pressed, 0=Pressed. It's hex value is 282. to read the joystick fire button, it's INPT4 (player 1 port). It's the 7th bit that controls this, so if the 7th bit is 0, then button pressed, else if 7th = 1, then no buttin pressed. I hope I have got this right. I'm guessing that the game will have a small loop running on the title screen, that is continually checking to see if the Select switch has been activated. I assuming that it is looking for SWCHB.1 to change to SWCHB.0. To acheive my goal, would it be as easy as changing the loop to wait for the fire button to be pressed instead of the Select switch? Now doing this in Stella debugger, do I need look for code that is monitoring SWCHB? I'm new to this, so please bear with me? Am looking at things in the correct way? Thanks in advance. ******************************************************************************************************************************************** Ok - here's what I have done so far:- Changed ship sprite - hopefully it's a little more interesting Changed the score font - looks more rounded and smooth Changed text on title screen - now says Fire to Start (removed Igor's name - sorry!!) Todo:- Start game with fire button Please try it out Allia Quest hack v0-1.bin
  13. I wish there would be a patch for the Megaman homebrew on the Atari 2600. The boss is indestructible. The game is unfinished. I wish somebody could patch the Atari 2600 Megaman so that the boss can be destroyed and the game could be finished.
  14. >>Newest version in this thread, Post 1: http://atariage.com/forums/topic/234209-doctor-who-berzerk-wspeech/?p=3160867 Continuing the line of making original games different/better, here is a playable WIP Berzerk Doctor Who hack, with speech samples. No speech hardware required. Thread cross posted in Atari 2600 Programming Forum. Bezerk16kHack20150130b.asm.bin
  15. My friend and I have an idea for a ROM hack of pole position and are trying to use the source dumped here by Curt Vendel but haven't gotten anywhere in a while with it. I was wondering if anyone has any insight as to how to get it compiled, what compiler to use or possibly another source dump that's compatible with DASM without a complete re-write. Any help with this would be greatly appreciated and you will be noted on the credits of the hack and you will get a gold star for being generally a good person. Thanks, -M
  16. I am a new member to AtariAge forums, and this is my first post here. I am a lifelong fan of Atari, and I play it everyday. My latest hobby is creating artwork for MESS to enhance the appearance, and to an extent the gameplay, of my favorite titles, but that is not what this post is really about. In doing artwork for Dodge `Em, and maybe this is more a consequence of the emulation inaccuracies as opposed to the game code but I wouldn't know where to begin to explore that, I noticed that the start of a car's motion through a gap doesn't really match the start of the gap on the screen. It shortcuts it by almost half a car length. I can tell this by using the pause (P) and advance frame (Shift+P while paused) features of the emulator. Likewise the car detects collision with the wall at the other side of the gap before the car actually reaches it. This is problematic at high speed and towards the center of the screen where there is almost no margin to speak of in order to pre-empt the true gap as opposed to the visual one onscreen. With the masking and hay bale graphics in my bezel I can somewhat compensate for that, but if it really is a coding bug, I would love to see it squashed by one of the talented members of this forum. A big hello to V-Gamester Gary from your "best customer". If you are reading this Gary, you know I have a lot to show you this at the Super Flea this weekend. Cheers! To everyone else, thanks for reading, and I hope my hobby is not off-putting to any purists out there.
  17. A fellow member of NintendoAge recently purchased a Pacman with an odd maze layout. I recognise this layout from Pacman Collection 7800. Any help or advice on value, etc would be helpful. Here is the OP thread on NintendoAge: http://nintendoage.com/forum/messageview.cfm?catid=5&threadid=154548
  18. Hi guys, I got myself an Atari 130 XE recently (after a 20 year gap) and I finally found the time to open it to see the conditions inside. I found a couple of hacky looking wires in there and I haven't a clue what do these fix / improve. Can someone here recognize it as a typical mod / fix? Thanks for any comments!
  19. Hi all, This is my first post on AtariAge. I created a version of Berzerk with diagonal shots. This has been done previously by Dennis Debro. This version is based on his disassembly, and I borrowed and learned a lot from his hack. Debro's hack, as I understand it, works by extending the robots' "missile box," which has to do with how close the player must be to the robot before the robot fires, both in the horizontal and vertical directions. Extending this makes it possible for the player to be close enough in both directions, even from a good distance away. In that case, a diagonal shot can be fired. (Debro also added code to combine the two missile directions.) This code is quite interesting and educational, but the actual game play is still disappointing. The robots very rarely fire diagonal shots. In addition, increasing the missile box makes the robots dumber, so that they often fire wild shots that are not even close to the player. Since only one robot can fire at a time, this ends up making the game easier. I wanted to make the game harder! Specifically, I wanted to stick to the original algorithm and only fire diagonal shots when normal shots would not be fired. However, this would seem to require a separate routine to compute diagonal shots that doesn't rely on the original missile box, and there is not enough space on the 4K ROM for such a large amount of code. So my solution was to add such a routine to a second bank, making an 8K ROM. Even then, it was hard to squeeze in enough code just for entering and leaving this second bank, but I finally managed. Debro's marking of unnecessary bytes in the original ROM was very helpful for this. Anyway, here is the modified assembly and binary. The robots do frequently fire diagonal shots, and the game is harder! I'll let you decide how much harder. This hack only includes the diagonal shots. It does not include the other changes that Debro made in his hack. Debro's original disassembly and hack can both be found at: http://www.bjars.com/disassemblies.html berzerk_dshots_johne_mar_16_2019.asm berzerk_dshots_johne_mar_16_2019.bin
  20. I was hoping to find some information about if the Atari Flashback 9 firmware is able to be modded to use something like the Genesis Game Manager. I can't seem to find any information about the Atari FB9, only info about the 2018 Genesis HD. Anybody more knowledgeable than myself able to shed some light on the matter?
  21. From the album: Uh, retro stuff

    The internals of the new Colecovision Flashback controller, half the info needed to design a compatibility dongle.
  22. From the album: Hacks

    Early WIP
  23. 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.
  24. From the album: Hacks

    New scarf graphics
  25. iesposta

    Teaser image

    From the album: Hacks

    Player has colors!
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