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  1. There have been so many solid homebrews released for the Lynx in the last 5-10 years, but only a tiny fraction of them actually made it to cart. What are your top picks that really justify the time and energy for a cart/box/manual full realease. For me its: -Mortal Kombat (When finished) -Assembloids -On Duty (great run and gunner) And i'm sure many other i can't think of right now. What am i missing, and what do YOU think should make it to Cart?
  2. LIVE every Tuesday & Friday Your BEST source for the NEWEST Atari games, LIVE on Twitch! SUBSCRIBE & WATCH: Twitch Livestream | YouTube Archive _________________________________________________________________________________ WATCH THE NEWEST STREAM (Click on Date to Watch / Set Video to 1080P60 for Full Quality): 20210921 Let's Play: Pengo (Exclusive WIP Update | 7800), Graze Suit Alpha (WIP | 7800), Meteor Shower (7800), Ms. Hack (Pesco Hack) _________________________________________________________________________________ UPCOMING LIVESTREAMS on TWITCH (Click Time Listing for Your Local Time) 20210924 Let's Play: NO SHOW 20210928 Let's Play: Kurt Howe/Nukey Shay Tribute Stream (LIVE @ 6PM PT | 9PM ET | 1AM GMT+1Day) 20211001 Let's Play: Scramble (Retail | 8-Bit), Time Pilot (8-Bit) (LIVE @ 12PM PT | 3PM ET | 7PM GMT) 20211005 Let's Play: TBD (LIVE @ 6PM PT | 9PM ET | 1AM GMT+1Day) 20211008 Let's Play: TBD (LIVE @ 6PM PT | 9PM ET | 1AM GMT+1Day) 20211012 Let's Play: TBD (LIVE @ 6PM PT | 9PM ET | 1AM GMT+1Day) 2021xxxx Surprise Atari 7800 Reveal (Exclusive WIP Premiere w/ LIVE Interview with Matt Smith @mksmith | 7800) 2021xxxx Let's Play WIP 7800 Games Pt 1: Frogus (7800), UFO! (7800), Harry's Hen House (7800), 7ix (7800), Touchdown Challenge/Soccer 2 (7800), Space Junk (7800) 2021xxxx Let's Play WIP 7800 Games Pt 2: Sky Scraper (7800), 2021xxxx Let's Play: ZPH Unreleased Favourites Part 2 | TBD 2021xxxx Let's Play: ZPH Favourites: Shooters Part 2 | TBD 2021xxxx Let's Play: Dan Kitchen's Casey's Gold (Exclusive World Premiere) 2021xxxx Let's Play: M.U.L.E. (5200) Four Player Special! 202110xx Let's Play: Halloween Homebrew Special: Last Stand: Halloween (7800), Deadworx (Cakewalk Hack), Halloween III (Kaboom Hack), TBD 202112xx Holiday Homebrew Special: Christmas Salvo (7800), TBD 20220212 Event: 4th Annual Atari Homebrew Awards Presentation ARCHIVED STREAMS (YouTube): 20210917 Let's Play: Space Pac-Man (Exclusive WIP Update), ElectroBall (Final Updated Binary) 20210914 Let's Play: K-Jo Chases The Cheese (Retail), Retro Park (WIP), Legendary Spear (WIP) 20210914 Let's Play After Dark: Enduro (Patch Attempt #2: 3/5 Days) 20210910 Let's Play: Yoomp! (A8), 1nvader (WIP | A8), Bruce Lee Return of Fury (WIP | A8) 20210907 Let's Play: 35 x 10 Liner Game Compilation Marathon from @vitoco (8-Bit) 20210903 Let's Play: Plumb Luck (7800), Plumb Luck DX (WIP 7800), b*nQ (7800), Armor Attack II (7800) 20210831 Let's Play: Cave Rescue (Retail), x vs. o (WIP), Soul of the Beast (Final Updated Binary) 20210827 Let's Play: Ethereum 2600 (Exclusive World Premiere), Mr. Do! + Pengo + Kick-Man (Exclusive POC Premieres | 7800), Ninjish Guy Perilous Island (WIP Update | 7800) 20210824 Let's Play: 8-Bit Slicks (8-Bit), Adam Is Me (8-Bit) 20210820 Let's Play: rubyQ (Exclusive WIP Update) 20210817 Let's Play: Robot Zed (Exclusive WIP Update) 20210817 Let's Play After Dark: Enduro (Patch Attempt #1: 3/5 Days), Atari 2600 Lego Build MORE ARCHIVED STREAMS (2018-2021) Future Episodes & Games: HOMEBREW, IMAGIC & ACTIVISION PATCH CHALLENGES List of Completed & WIP Games: Atari 2600: 2019, 2020, 2021 Atari 7800: 2019, 2020, 2021 Atari 8-Bit/5200: 2019, 2020, 2021
  3. Looks like it's time for my bi-annual game release thread. This will be your one-stop shop for everything leading up to the release of Magical Fairy Force. Let's start with what I'm going to call alpha version 1. Attached to this thread is the first playable release, alpha 1. This is a complete game with a couple of minor issues that I know about, and possibly a few I don't. Feel welcome to test this on whatever set-up you have. I would greatly appreciate some input and testing from trak-ball owners. I have two of these, and I think the game feels great, but I'd like to know what other people think. On the subject of trak-balls, I've just created this thread which may be of interest to any other 5200 programmers: NOTES ON ALPHA 1: There is a version identification string 256 bytes from the end of the ROM. This string says "Alpha 1, 5/29/2020" The joystick and the trak-ball are supported for both players. Trak-ball games need to detect which type of controller is being used so that the values can be interpreted correctly. This game does the detection after you select a 1 or 2 player game from the title screen. At that point, consider your choice of controller locked-in until you return to the title screen. This means that you can freely change between controller types, as long as you do it on the title screen. This is also convenient for AtariMax users, since navigating the AtariMax menus can be difficult with a trak-ball. You can use the joystick to get the game going, then switch to the trak-ball on the title screen. This game is unapologetically analog. This is important for emulator users. Keyboards and digital controllers are not recommended. There are two fairy-shattering issues that I'd like people to watch out for: There is (was?) an issue that will end up inadvertently disabling all keypad input. This includes the Start/Pause/Reset buttons. I've noticed this in two places. The first is on the single player game over screen, and the second is after the game is paused. In both cases, none of the keypad buttons work so you end up either stuck at the game over screen or permanently paused. I believe I've fixed this issue, but it only happened under very specific circumstances that I could not reliably reproduce, so I may be wrong. I just got done with over two hours of testing and did not see the issue. If this does happen to anybody, please let me know. Issue the second is an obvious and explosive crash after selecting your game type from the title screen. I've never seen this issue in the emulator I use for development, only on real hardware. This makes it extremely difficult to debug. It never came up during my most recent round of testing, so maybe it's fixed. There are a few other minor issues that I'm aware of, mostly small graphics bug. None of them should be major deterrents to gameplay, but feel free to report anything that seems off. Parts of the game may seem rather spartan, and that's because I'm basically out of cartridge space. I have a little bit of room left that I'm saving just in case I need code space for late bug fixes. Once I'm satisfied with the bug level, I'm going to try to add what pizazz I can in the remaining space. The source code will be released once the game is finalized. I don't want earlier versions of the code hanging around to confuse people. So that's about all I have to say about this build. Have fun! fairy_force.bin
  4. This is Rob: This is Banks: Together they are... Rob 'n' Banks So, here we go again. I've been talking about another port I wanted to do and this is it. If you haven't already figured it out, it's time to bring Lock 'n' Chase to the Atari 5200. So, here's a list of questions you may have and my answers to them. 1. Is this a port of the arcade game, or the Intellivision game? It's a port of the arcade game, but the Intellivision game will be a useful reference for how to approach certain things. One problem with this game, and many other arcade games from this era is that the arcade game used a vertically oriented screen. The Intellivision port actually cut down on the vertical size of the screen, chopping out an entire "row." I want to get the entire maze on the screen, and I've just barely managed to do that. This takes up the entire vertical space, so I'm going to need to get creative with how I place the other stuff on the screen. I've seen some Intellivision games that run the score vertically down the right side, and I'll probably do something like that. 2. I see you have two characters there. Will there be a 2 player mode? At a minimum the traditional alternating two-player mode will be there. I really want to try to pull off a two player simultaneous mode, and I think I can do it. Time will tell, though. There's a chance this plan will need to be scrapped. 3. What about the little car? I don't care what I have do, what features I need to cut, this little car is going in the game. I won't be able to use it like the arcade game does since I don't have the vertical space, but I'll think of something. 4. Is this a side project like Intellidiscs was? Yep. My PC game is still my "day job" and this is a fun diversion for the weekends. Expect things to progress the same way Intellidiscs did. 5. How do we engage with you, yell at you, and just generally give you grief about this project? I'll be updating this thread roughly every week with my progress, just like Intellidiscs, so you can yell at me here. I also plan to stream live development sessions on my Twitch channel from time to time, typically on Saturday or Sunday mornings. I'm also usually in the AtariAge discord #homebrew-chat channel so you can bother me there. Between the Intellidiscs release and getting this maze built I'm probably done for this weekend, so regular updates should start next week.
  5. This is the latest version of my blackjack game. It is a WIP. Current version is 0.93. BlackJackThetaVIII-0-93.bin BlackJackThetaVIII-0-92.bin BlackJackThetaVIII-0-91.bin The features I've implemented so far are: F6 bank switching Screens: Title screen, Ship crash landing animation, Betting screen Play with 1, 2, or 4 decks Dealing to 75% penetration, Deterministic card dealing Navigation menu, Dashboard display of current options Game Options: Early surrender (Es); Late surrender (Ls); Hit on soft 17 (H17); Stand on soft 17 (S17) Hand Options: Double down (D); Surrender (Su); Insurance (I); Splitting hands (Sp) Card flip animation, Sound effects Features I will be adding next: Expanding the betting denominations Keypad controller support Making the player's chips represent current number of chips Fixing the split hands interface, because it's confusing Winning hand animation Out of money animation (you're doomed) Breaking the bank animation (the ship departs) Idle animation More graphics and sound touches Features I'm considering: Red/Black pip colors Looking into allowing more than 2 split hands ---------- Premise: You're a NASA astronaut who crash landed on the uninhabited, inhospitable planet Theta VIII. You're living out the rest of your life in an artificial hotel casino created for you by the intelligent species who damaged your craft and killed your crew. Not knowing your preferred living conditions, the intelligent species constructed the hotel using the narrative from a poorly written pulp fiction novel in your possession. You can't leave and Blackjack is your only entertainment. However, there may be an escape. The casino closely resembles the story in the novel, which describes a casino being bought up by foreign investors. Perhaps your way out is to break the bank! ---------- Instructions: This game uses the joystick in the left port. Left difficulty switch: A = late surrender (harder) B = early surrender (easier) Indicated by Es and Ls Right difficulty switch: A = dealer hits on soft 17 (harder) B = dealer stands on soft 17 (easier) Indicated by S17 and H17 Select switch: Cycles between 1, 2, and 4 decks Changing decks will trigger a reshuffle and empty the discard pile Indicated by 1d, 2d, or 4d Black & White switch: Currently not implemented. This may enable red and black color pips in a future release. Title Screen Press Fire to continue Landing Screen Press Fire to continue Betting Screen Up or Down to increase or decrease the bet Left or Right to select the chip denomination Press Fire to begin the hand Game Screen Left and Right cycle through available moves Pressing Fire or Down takes the selected action When the hand is over, pressing Fire starts a new game Pro-Tip for quick play: When Hit is selected, pressing Up will stand pat Split Hands The currently selected hand is white and the inactive hand is grey. When both hands are over, pressing Up or Down displays the score of each hand. ---------- Blackjack Rules: A bet must be made before playing a hand. The goal is to reach a score of 21 without going over. A player requests more cards by hitting and ends their hand by staying (i.e. standing pat). Face cards are worth 10 points. An ace is worth 1 or 11 points depending on which is preferable. The remaining number cards are worth their number value. Achieving a 21 score is a blackjack, which pays out 2 to 1. Achieving 21 with only two cards is a natural blackjack, which pays out at 3 to 1. Scoring over 21 is a bust, which loses the hand and the bet. If the dealer receives an equal score, the game is a push, so the bet is returned. If both the player's opening cards are duplicates or 10 point cards, they may split their cards into two hands. Splitting cards requires making a 2nd equal bet. The player may double the bet on any opening hand by doubling down. The hand will be dealt one card then play moves to the dealer or the next split hand. Doubling down requires making a 2nd equal bet. The player may take an insurance bet if the dealer's opening card is an ace or 10 point card. Taking insurance is betting on the dealer having a natural black jack. If the dealer does not have a blackjack, the player loses their insurance bet and play on the hand continues as normal. Insurance requires making a bet one half of the original bet. A player may surrender on any hand. Surrendering ends the hand and returns one half of the bet. Surrender is not available after the opening move. Receiving a blackjack or 21 score will automatically end the hand. Play moves to dealer or the next split hand. Additional Info: Blackjack A natural blackjack pays 3 to 2. A blackjack on any split hand pays 2 to 1. The dealer checks if it has blackjack before hitting the player's hand. A player's natural blackjack is a push against the dealer's natural blackjack. Dealer The dealer may hit or stand on soft 17 as configured by the left difficulty switch The dealer reshuffles at 75% deck penetration. Double down Double down pays 2 to 1 of the original bet. Double down is available on split hands. Splitting Splitting hands is permitted on two equivalently valued cards. It requires another bet equal to the original bet. Split hands cannot be split again. Double down, insurance, and surrender are available on split hands. A blackjack on a split hand pays out 2 to 1. Surrender Early and late surrender is configured by the right difficulty switch Surrender returns 50% of your original bet. Insurance Insurance is offered when the dealer shows an ace or 10 value card. The insurance bet is 50% of your original bet and pays 2 to 1. Miscellaneous Winnings that are not evenly divisible by 2 are rounded down. The game ends when the player is out of chips or breaks the bank. A soft 17 is a hand containing an 11 point ace that totals to 17. Example: Ace + 2 + 4 = 17 New title screen: Old title screen left for comparison: Dev Notes: The user interface still needs work. The split hands are confusing, because it's hard to tell which is the active hand. The in-game bets need more feedback when the player lacks the chips to make the bet. The in-game bets include double down, insurance, and splitting cards. I'm looking into adding red and black pip colors. They will be enabled with the Black & White switch. The texture background must be disabled, because I need the playfield to render pip colors. I like the look of the textured background, so I'm keeping it as an option. What I mean by deterministic card dealing is the random number generator is seeded once when the deck is shuffled. It is not reseeded again until the next shuffle. The intent is to mimic a physical deck of cards, so once the cards are shuffled they will be dealt in a deterministic order. Continuously reseeding would mimic a continuously reshuffling deck, which was not my preference, because it defeats card counting. I'm also looking into allowing more split hands. It should be possible with the available RAM. I don't know if this version works on the portable, because I have only tested on Stella and a 4-switch. Known bugs: This was working before, so I'm not sure what happened. There are line count issues with 2 decks, but apparently not with 1 or 4 decks. You can force a reshuffle and switch decks in the middle of a hand.
  6. Hello, I finally have a game to show, after having the project sleeping for many years, it is a fully playable game. Now, with the core of the engine done, I am working on the game variations and additional features. It is a top down racing game with a fully deterministic infinity road, each track with its own speed. I would love if any of you can test the game, and give a sincere opinion. All details about it are here: https://github.com/opbokel/hellway From my repo it can be downloaded or played online (direct links bellow). Play online https://javatari.org/?ROM=https://github.com/opbokel/hellway/raw/master/bin/hellway.asm.bin ROM https://github.com/opbokel/hellway/raw/master/bin/hellway.asm.bin The game update automatically every commit I do on my git master branch, so, the links are always in the latest version. I want soon to publish as a physical cartridge and donate all profit. If someone from AtariAge can contact me, I really appreciate. Have a very nice day, I hope you like the game. PS: I will be glad to discuss any detail of the code.
  7. I release a new homebrew for the Atari Jaguar today, the game is called SpideX. It was originally released in 2019 for the Vectrex, however, I have re-worked all the graphics (now featuring raster graphics) The new game now also has a 2 player mode, and music by Rimsky-Korsakov, and Khachaturian. It can be ordered here: http://tjocktv.se/product/spidex-atari-jaguar/ Enjoy
  8. Welcome to Atari Dev Studio for designing homebrew games for the Atari 8-bit systems (Atari 2600 and 7800). Atari Dev Studio is a one-stop-shop for any programmer and includes a number of built-in features to allow you to design, develop and test games for your favourite system. Get started with batari Basic (2600) or 7800basic (7800) using easy to learn BASIC-like languages or go hard-core with assembly using dasm. During development test your creation using the Stella (2600) or A7800 (7800) emulators right from within Atari Dev Studio. Requirements Atari Dev Studio is an extension for Microsoft's cross-platform IDE Visual Studio Code and will run on the Windows, Linux and macOS platforms. The latest releases of batari Basic, 7800basic, dasm, Stella and A7800 are included so you can begin coding straight after installing the extension. Features Atari Dev Studio includes the following features: Develop your game on Windows, Linux or macOS Compile source code for your Atari 2600 or 7800 using batari Basic, 7800basic or dasm Use scripting (makefile, batch or shell script files) to build your dasm projects [preview] Optionally launch and test your game using the Stella (2600) or A7800 (7800) emulators Document outline support (batari basic, 7800basic, dasm) Peek/Go to Definition and Reference support (batari basic, 7800basic, dasm) Built-in Sprite Editor (also suitable for tiles and other objects) [preview] Manage your project using the File Explorer or version-control your source code directly with GitHub (and others) using the built-in features of the Visual Studio Code platform. Provide references to your own specific releases of each language or emulator rather than use the includes ones via the Settings. Additional features are planned for the future. At this time the focus is on the core functionality and ensuring full cross-platform support. Installing Atari Dev Studio What is Visual Studio Code? Visual Studio Code (VS Code) is a streamlined code editor with support for development operations like debugging, task running, and version control. It aims to provide just the tools a developer needs for a quick code-build-debug cycle and leaves more complex workflows to fuller featured IDEs, such as Visual Studio. Which OSs are supported? VS Code is a cross-platform application which runs on Windows, Linux and macOS. See requirements for the supported versions. Note: Linux users on 64-bit systems will be required to install the 32-bit compatibility libraries on your system to ensure everything will run as expected. Note: macOS users will require a 64-bit operating system to fully utilise all features of Atari Dev Studio and will be required to install the SDL libraries on your system to ensure the A7800 emulator will run as expected. Installing the extension Once you have installed VS Code (available here), open the VS Code program and complete the following: From the Activity Bar, click the Extensions button to display the Extensions window. From the Extensions window, type Atari into the Search box and press Enter to display the list of available extensions. From the list of available extensions, locate Atari Dev Studio and click the green Install button. Updating the extension Updates will be regularly provided and you will be notified via VS Code when one has been made available. Once an update has been installed you will generally be prompted to restart VS Code. Using Atari Dev Studio Compiling your program To display the available extension features press CTRL+SHIFT+P to display the Command Palette. From the command palette prompt type adv to short-list the available options: ads: Open the Welcome page ads: Compile source code (Shift+F5) ads: Compile source code and run in emulator (F5) ads: Kill build process ads: Open the Sprite Editor Language Selection When you load a file the initial language will be chosen based on the file extension. For example: batari Basic (.bas, .bb) [Default for .bas files] 7800basic (.bas, .78b) dasm (.dasm, .asm, .a, .h) To change a language you can click on the Status Bar Language selector and a list will be shown allowing you to choose another language. Optionally in the Settings you will be able to either let the extension choose based on the active language or set a specific language to always compile against. Build scripts [preview] Prefer using scripts to build your dasm games? If you have chosen to override the dasm compiler (select Make via the Settings) , Atari Dev Studio will scan and detect for makefile, batch (makefile.bat) or shell scripts (makefile.sh) files which are located in your root workspace folder to build your game. Note: You are totally responsible to ensure your environment is properly configured to allow you to utilise the tools and applications you will be interacting with. No support will be provided for this feature. Status Bar Apart from using the Command Palette to select compilation, there are a number of short-cut buttons on the Status Bar allowing you to: Display the extension version (might be useful at times) Open the Welcome page Open the Sprite Editor Compile source code (Shift+F5) Compile source code and run (F5) Note: The short-cut buttons on the Status Bar can be turned off via the Settings. Sprite Editor [preview] Atari Dev Studio includes a simple and easy to use Sprite Editor allowing you to create sprites, tiles and other objects for use in your projects. It has the following features: New Project wizard allowing you to select the console (2600 or 7800), size, region (NTSC or PAL palette) and total colors of your sprites Load and Save projects allowing you to save and come back to on-going work Editing features such and palette selector, zoom, pen, eraser, fill and move modes Ability to manage your sprites in a sortable list with options to copy, paste, duplicate, resize and delete Export sprites to batari Basic or assembly source code (2600) Export sprites to .png files (7800) - either selected or all (compatible with 7800basic 3+1 and 12+1 image requirements) Load and save palettes The Sprite Editor is based on Spritemate by Ingo Hinterding (GitHub) and was suggested by RandomTerrain for inclusion in Atari Dev Studio. I have customised the source to provide the required features necessary for editing sprites, tiles and objects for the Atari platforms. This work is currently in preview and will be on-going until all required features have been added. Settings There are a number of compiler, emulator and editor configuration options available in Atari Dev Studio which can be changed via the Settings (Preferences -> Settings -> Extensions -> Atari Dev Studio). Debugging the extension During the development phase of the extension I've added some developer output to assist with any issues that may appear. To view this output, open the VS Code Developer Tools by selecting Help -> Toggle Developer Tools from the menu, and in the debugger window ensure the Console tab is activated. This information may help identify the area where the extension is failing to process as expected. Known Issues There are currently no known feature issues. If you find a problem please raise an issue on GitHub or contact mksmith at the AtariAge community. Acknowledgements This extension is only available due to the great people of the AtariAge community who have created these tools to help developers build their vision. Special thanks to the following for either allowing the inclusion of their tools or for their ongoing help and encouragement: 7800basic - Mike Saarna (RevEng) batari Basic - Fred 'batari' Quimby dasm - the many contibutors Stella emulator - Stephen Anthony (stephena) A7800 emulator - Mike Saarna (RevEng) and Robert Tuccitto (Trebor). The AtariAge community including Albert, CPUWiz, Random Terrain, Trebor, Synthpopalooza, sramirez2008, Defender_2600, Gemintronic, Karl G, ZeroPage Homebrew, Muddyfunster, TwentySixHundred, Lillapojkenpåön, Andrew Davie, splendidnut, andyjp, sexyUnderwriter, MikeBrownEmplas, Generation2Games, cwieland, slacker Mats Engstrom (SmallRoomLabs) Languages Atari Dev Studio includes the following programming languages: batari Basic (release 1.5 - 20200307) batari Basic created by Fred 'batari' Quimby is a BASIC-like language used in the creation of Atari 2600 games. batari Basic is compiled to generate a binary file that can by used on actual Atari 2600 VCS hardware via cartridge (such as a Harmony or UNO cart) or by using an Atari 2600 VCS emulator such as Stella. batari Basic is an external project and can be downloaded separately from here. Further information is about this release is available here at AtariAge. 7800basic (release 0.18 - 20210314) 7800basic is a BASIC-like language for creating Atari 7800 games. It is a compiled language that runs on a computer, and it creates a binary file that can be run with an Atari 7800 emulator, or the binary file may be used to make a cartridge that will operate on a real Atari 7800. 7800basic is derived from batari basic, a BASIC-like language for creating Atari 2600 games. Special thanks to the bB creator, Fred Quimby, and all of the the bB contributors! 7800basic is included as part of this extension with many thanks to Mike Saarna (RevEng). 7800basic is an external project and can be downloaded separately here. Further information about this release is available here at AtariAge. dasm (release - 20201109) dasm is a versatile macro assembler with support for several 8-bit microprocessors including MOS 6502 & 6507, Motorola 6803, 68705 & 68HC11, Hitachi HD6303 (extended Motorola 6801), and Fairchild F8. Matthew Dillon started dasm in 1987-1988. Olaf 'Rhialto' Seibert extended dasm in 1995. dasm has also been maintained by Andrew Davie (2003-2008) and Peter Froehlich (2008-2015). The DASM team has taken over maintaining and updating dasm since 2019. dasm is an external project and can be downloaded separately here. Emulation Atari Dev Studio includes the following emulators for testing purposes: Stella (release 6.5.3 - 20210421) Stella is a multi-platform Atari 2600 VCS emulator released under the GNU General Public License (GPL). Stella was originally developed for Linux by Bradford W. Mott, and is currently maintained by Stephen Anthony. Since its original release several people have joined the development team to port Stella to other operating systems such as AcornOS, AmigaOS, DOS, FreeBSD, IRIX, Linux, OS/2, MacOS, Unix, and Windows. The development team is working hard to perfect the emulator and we hope you enjoy our effort. Stella is included as part of this extension with many thanks to Stephen Anthony. Stella is an external project and can be downloaded separately here. If you enjoy using Stella place consider donating to ensure it's continued development. A7800 (release 4.0 - 20200610) A7800 is a fork of the MAME Atari 7800 driver, with several enhancements added: Support for emulation of Proline Joysticks, VCS Joysticks, Lightguns, Paddles, Driving Controllers, Keypads, Trak-Balls, Amiga Mice, and ST Mice. Maria DMA timing has been improved further, with the addition of accurate DMA hole penalties. Improved saturated/normalized colors with palette selection. Streamlined UI including menu options to have an Atari 7800 system focus. A bug in the existing RIOT emulation has been fixed. POKEY sound emulation improvements. SALLY (CPU) and MARIA (Graphics chip) performance adjustments. Framerate updated to 50Hz/60Hz. Audio indication of no ROM loaded silenced. BIOS files no longer required and made optional. Implementation of XM control registers updated. MAME compatibility and syntax has been maintained, to allow for the reuse of MAME configuration files and front-ends. A7800 is included as part of this extension with many thanks to Mike Saarna (RevEng). A7800 is an external project and can be downloaded separately here. Further information about this release is available here at AtariAge. Releases 20210422 - Build v0.7.1 20210315 - Build v0.7.0 20210305 - Build v0.6.9 / 20210216 - Build v0.6.8 / 20210210 - Build v0.6.7 / 20201124 - Build v0.6.5 / 20201008 - Build v0.6.4 / 20200917 - Build v0.6.3 / 20200915 - Build v0.6.2 / 20200912 - Build v0.6.1 / 20200901 - Build v0.6.0 20200829 - Build v0.5.9 / 20200624 - Build v0.5.8 / 20200622 - Build v0.5.7 / 20200616 - Build v0.5.5 / Build v0.5.6 / 20200608 - Build v0.5.4 / 20200518 - Build v0.5.3 / 20200508 - Build v0.5.2 / 20200429 - Build v0.5.1 / 20200427 - Build v0.5.0 20200415 - Build v0.4.9 / 20200415 - Build v0.4.8 / 20200414 - Build v0.4.7 / 20200409 - Build v0.4.6 / 20200407 - Build v0.4.5 / 20200323 - Build v0.4.4 / 20200321 - Build v0.4.3 / 20200317 - Build v0.4.2 / 20200316 - Build v0.4.1 / 20200314 - Build v0.4.0 20200314 - Build v0.3.9 / 20200312 - Build v0.3.8 / 20200307 - Build v0.3.6/v0.3.7 / 20200305 - Build v0.3.5 / 20200217 - Build v0.3.4 / 20200129 - Build v0.3.3 / 20200128 - Build v0.3.2 / 20200108 - Build v0.3.1 / 20191022 - Build v0.3.0 20190807 - Build v0.2.8 / 20190711 - Build v0.2.7 / 20190614 - Build v0.2.5 / 20190611 - Build v0.2.4 / 20190604 - Build v0.2.3 / 20190528 - Build v0.2.2 / 20190522 - Build v0.2.1 / 20190521 - Build v0.2.0 20190513 - Build v0.1.9 / 20190510 - Build v0.1.8 / 20190506 - Build v0.1.7 / 20190428 - Build v0.1.6 / 20190425 - Build v0.1.5 / 20190421 - Build v0.1.2 & v0.1.3 / 20190420 - Build v0.1.1 20190419 - Build v0.1.0 - Initial release Manual download
  9. Finally managed to build the improved version of Hugohunt (remember?). It's an 8k F8 game now, as Thomas Jentzsch suggested, so it may contain up to 14 mazes. Stefan - the originator himself - has created many of the new levels, for example: I'm still doing a bit of testing on the final version, but I've added a PAL and a NTSC Demo version; both contain 4 mazes. The F8 game has been tested on a 2600 junior PAL with a soldered F8-cartridge using this schematics and it works fine. Any volunteers to test the NTSC version (some had promised to...)? hugohunt4stella8kDemo.bin hugohunt4stellaDemo8k_ntsc.bin
  10. Adventure Ponies - Atari XL/XE (64K Required) Dragon Trouble Applejack Smack Oh No! A Hydra Rainbow Dash-ed Uh Oh! It's Discord You Win! * Current Version * ----------------- 0.90 ----------------- - Adjusted the volume of sound effects/level music so the music doesn't drown out the sound effects. advponies.0.90.xex advponies.0.90.atr * Manual * After it boots into the NEON program, choose (R) for read, and the press enter when it asked for the filespec. Use the joystick to navigate links. Manual.atr * Older Versions * ----------------- 0.89 ----------------- - Replaced the old sound fx with new sound fx created by @Synthpopalooza . Updated some existing music. - Added the new tune to the Pony Select screen (Cutie Mark Crusaders Go Crusading). - Other changes to sound code so NTSC/PAL versions play at the same speed. - Changes to scoring. If you can beat the game with a Pony without losing any lives, get a bonus 9000 points for "PERFECT GAME". advponies.0.89.xex advponies.0.89.atr ----------------- 0.88 ----------------- - Replaced the old music with new music created by the talented @Synthpopalooza . There is another tune, that I couldn't fit but I will try to fit it in another update. advponies.0.88.xex advponies.0.88.atr ----------------- 0.87 ----------------- - Disable BASIC automatically, so the player doesn't have to hold down the [OPTION] key when booting. advponies.0.87.xex advponies.0.87.atr ----------------- 0.86 ----------------- - Added splash screen by Kaz, adjusted music volume. advponies.0.86.xex advponies.0.86.atr ----------------- 0.85 ----------------- - Added the ability to turn the music on/off. On the "Select Pony" screen, press the [OPTION] key to toggle music on or off. advponies.0.85.xex advponies.0.85.atr ----------------- 0.84 ----------------- - Added background music to the game. There are two tunes, one for the element levels and one for the enemy levels. advponies.0.84.xex advponies.0.84.atr ----------------- 0.83 ----------------- - Modified the Pony Select Screen to show Locked as well as Unlocked characters. advponies.0.83.xex advponies.0.83.atr ----------------- 0.82 ----------------- - Rewrite of all the animation code from C to assembly. This has improved game performance quite a bit. advponies.0.82.xex advponies.0.82.atr ----------------- 0.81 ----------------- - Optimization and refactoring of code. The game has improved performance especially on the Hydra level. advponies.0.81.xex advponies.0.81.atr ----------------- 0.80 ----------------- Original release advponies.0.80.xex advponies.0.80.atr
  11. I guess it's time to formally announce my next project. I've posted about this on the Discord server a couple of times, but this feels more official. I would put this in the 5200/8-bit programming forum, but that's not really a place where 5200 people hang out, it's just full of those weird computer people, so I'm putting it here so people that might care can see it. Intellidiscs This one has been on my to-do list since before my first game, Ratcatcher. Tron: Deadly Discs is one of my favorite Intellivision games and I really want to see it on the 5200, so I'm going to make it happen. Here's a very early screenshot: The plan (in part) I'm going to attempt to recreate the Intellivision game play as faithfully as possible. If you're familiar with the original game, you can see that I'm not trying to copy the look of the game. I want my version to more accurately reflect the aesthetic of the Tron movie. I'm planning to do some interesting things with the controls. I have three different control schemes in mind, and I plan to support all three. Keypad Style: This is a copy of how the Intellivision game works. The numeric keypad is used to throw your disc in eight directions, the 5 key activates block/duck mode. One interesting aspect of the Intellivision game was that you couldn't throw your disc while moving. To the best of my knowledge, this was a technical limitation of the controllers. They couldn't read disc and keypad input at the same time. The Intellivision version worked around this by allowing you to use the keypad on the second controller to throw your disc. The 5200 doesn't have this limitation, so you will be able to throw your disc on the move. The 5200 keypad has its own weird issues to deal with, so some small aspects of the Intellivision's control scheme will be changed. Berzerk Style: This is also how the 2600 version of the game functions. You throw your disc by pressing a direction and the lower trigger button. The upper button will be used for block/dodge. Twin Stick: Got a joystick coupler? Play the game Robotron style using one stick to move and the other to throw your disc. I'm not sure exactly how I'll handle the block/dodge functionality in this mode. I'm thinking that pressing any keypad key will do it. To be perfectly honest, I think this control mode will not be all that effective but it's so cool I'm going to do it anyway. What isn't in the plan I'm not going to make any additions or changes to the game. My goal is to port the original in a reasonably accurate fashion, not to enhance the game in any away. If you don't like the Intellivision game, this version won't change your mind. However, I do have a few secret plans that will be revealed when the time is right. What is this thread for? I plan to post to this thread once a week to discuss what's going on with the game. At some point there will probably be some videos, but that's quite a ways off. During the week, I work on the PC version of Magical Fairy Force. This game is my weekend project. It's something I can work on to get my mind off of my main project. Posting weekly updates here will encourage me to do more work on it. Still, this is my side project so progress may not be rapid. What does it do so far? Not much! My early efforts have been on the disc movement. Right now you can move your character and throw your disc using the keypad. The complete throw/return/catch cycle is implemented, although the details are still rather clumsy. I've already had to make one change to the Intellivision control scheme here. In the original game, you could press any of the throw buttons while your disc was in flight to cancel the throw and recall it. I've implemented this, but with one small catch: you can't use the button you pressed to throw the disc to recall it. This is because of how the 5200 keypad interrupts operate, precision keypad input is basically impossible and this is the only reasonable choice. It's not a particularly onerous change. The enemies pictured in the screenshot don't function yet in any way. I just put them there to look cool. I also haven't done any player animation. You can run around the arena, but you just slide around. That's really all I have to say for now. I'll do some more work tomorrow and hopefully I'll have something interesting to report. I'm really looking forward to making this happen and would appreciate some testing help when the time comes.
  12. Hello all, After completing Super Cobra Arcade, the CHAMP Games dev team has been busy working on our next project: A port of the Namco classic Mappy. It's been a game I've been thinking about making for over 10 years, and with the advances in technology I've finally moved forward with the development. Nathan Strum is doing an amazing job with the graphics (as he does with all my games, thanks Nathan!) and Mike Haas (ieposta) will be following up his fabulous work in Super Cobra Arcade to provide the music and sound effects (he has already posted some amazing music demos for Mappy, which in part inspired me to finally take on this challenge). I would estimate the game is about 50% complete, with all of the game physics done (walking, jumping, hopping, scrolling, platforms, trampolines, doors, bells, trap doors), all levels implemented (12) plus the bonus stage is playable, and basic collision detection (prizes, walls, balloons). Still plenty of work to be done, most notably the enemies (cats, Goro, etc) and all the no-so-fun stuff like title screens, menus, etc. There is no timetable for a release but I thought I'd share some screen shots of the progress. I'm hoping to have a playable demo done available sometime after the new year. Level 1: Jumping on a trampoline: Bonus stage: Mappy in the attic: Bells: Level 14 (trap doors, not shown correctly because of Stella screen capture): Keep an eye out for updates in the near future!
  13. ** The latest demo ROMs can be found in this post. Have fun! ** Hello all, Now that Mappy is almost complete and awaiting it's release at the Portland Gaming Expo in a few weeks, Champ Games would like to announce our next game... Wizard of Wor Arcade! For those who may not know, Champ Games started a Wizard of Wor rewrite back in 2007 that was never completed. That code has been resurrected and the current version takes full advantage of the latest technology, including CDF bank-switching for enhanced graphics (created by Nathan Strum) and all the arcade mazes, arcade-like sound effects and speech (created by Mike Haas) using the AtariVox+ (over 50+ phrases!). Additionally, it will support Nathan Tolbert's re-vamped multi-joystick adapter which will allow 2 joysticks to be plugged into one port while leaving the second one free for in-game speech with the AtariVox and high score saving! Special thanks to CDS Games and Nukey Shay for their blessing and amazing work on the Wizard of Wor 2: The Arena hack which provided the inspiration for some of the cut scenes and mazes, and it was also the game that Mike's AtariVox speech were originally developed for. The game is about 95% complete and and will available to play (with Nathan T's multi-joystick adapter and AtariVox+ speech) at this years Portland Gaming Expo. My brother Paul and I will be on hand if you're up for a challenge! Here is a screenshot of the title screen. I will be posting more info as the PRGE approaches, with a playable ROM to be posted sometime after the expo.
  14. CyranoJ


    JagStudio is an advanced development suite for the Atari Jaguar that allows you to code using Assembler, BASIC or C and is based around Reboot's powerful RAPTOR API. Regardless of your programming capabilities, Beginners to Advanced coders can utilize this flexible package that will fully suit the needs of anyone looking to program exciting new games for the Jaguar. The benefits of using JagStudio are the Hardware Abstraction Layers (HALs) and the combination of external modules available to use. This allows you, the developer, to get on with writing your games while taking advantage of the Jaguar's powerful chipset without worrying about tedious, underlying mundane routines. The same results that once took days or weeks to achieve can now be done in a matter of minutes, thanks to the power of JagStudio! You are one click away from 64-bit creativity! The current release of JagStudio along with any previous versions can be obtained at its homepage: https://jagstudio.reboot-games.com Some of the features of JagStudio are: Code in your language preference of Assembly, BASIC or C. (Assembly and C are currently in Beta... help us make them better!) Commands have been renamed (from rB+) to reflect the individual modules they control and prefixed as such: rapPrint, u235PlaySample, etc. RAPTOR API Debug Function brings useful program variable visibility to the forefront, aiding ease of game development. GameDrive support along with MRQ file creation. ROM builder now adds FAST GPU depack by default for quicker startup times. Ability to build and split ROMs up to 6MB into HI/LO for EPROM burning. Updated both RAPTOR and U235 Sound Engine APIs to current versions, bringing additional benefits of both in a single updated package. Added universal JagPad Input - A single call that works with either U235 or ZeroSquare sound engine so projects can be easily converted between the two should your needs change. Many enhancements and bug fixes to the original rB+ code (eg, you can now include files >4mb, all files unpacked using GPU by default) All documentation and examples have been updated with a simple rB+ to JagStudio conversion guide to bring your old projects over to the fully updated JagStudio. Includes project examples for all supported languages (Assembly, BASIC and C) for anyone looking to get started quickly. We plan on keeping this alive and active, with ongoing improvements and new features and look forward to seeing what you all make with it. If you have any questions, please feel free to ask in this newly created sub-forum. Happy coding, everyone! The JagStudio Team. @CyranoJ @Sporadic @Clint Thompson A huge "Thank-You" to ggn for creating rB+ upon which all this is based. Please do not pester him with support requests for JagStudio. JagStudio 1.1 has been released! We are now feature complete with Raptor 2.0.20. If you already have JagStudio installed, then to upgrade; - Backup your existing JagStudio folder. - Extract the new zip. - Copy the new JagStudio folder over the top of your existing one. (Obviously this will undo any changes you might have made to the example projects, but you can always copy those from your bakup). Head on over to https://jagstudio.reboot-games.com for the download, online docs and details. 1.1 Change log; * Added Angle calculation and direction vector. See example BASIC project 'calcangle' * Added Collision List. See example BASIC project "collisionlist". * Added Z-Sorting for Sprites based on a sprite property. See example BASIC project "zsort". * Added New "fader" BASIC project. Example on how to do CLUT fades. * Added Clock functions. See new clocktest project (BASIC). * Added Raptor Sprite Shift. Eg. rapSpriteShift(xshift, yshift, sprBug1, 3) - See project "spriteshift" (BASIC). * Added Dynamic object scale - See project "shootbang" (BASIC). * Added Simplified version of zeroPlaySample. Now you just pass the start and end addresses - the length and rounding are worked out for you. Eg. zeroPlay(channel,start_address, end_address, frequency, params). * Added Simple way to stop sound on a channel when using Zero player. Rather than the old way of calling zeroPlaySample with 0's. Eg. zeroClearChannel(channel) * Updated All documentation with some further clarity and the new functions. * Fixed BCX Print generating a \n * Fixed Fix build.bat so it creates a <projectname>.s in the build folder for C projects. * Fixed Fix build.bat so it can send ABS files to the JagGD. * Fixed Fix comment in object template for scale max to 228. * Fixed xdivs, xdivu, xmuls, xmulu where sometimes they would use an address register and fail compilation. Have fun and happy coding!
  15. I found HuC and looking at starting to program for the PC Engine/TG-16. I want to make my own shoot 'em up. I've already started music, sound design and some sprites and tiles. I've messed with Game Maker some but I want my game on my favorite system...
  16. Dear All, After building a homebrew SIO2SD, I decided it would also be nice to have a multi-cartridge. I was also quite keen to see what SDX was all about, since its mentioned so much on the forum - so I wanted to build a cartridge that would support that. I looked at the Atarimax cartridges, but the price seemed a little bit steep and I really wanted another DIY project anyway. The SIC!Cart looked promising, since the design and PCB layout are freely available, but the use of a GAL put me off, since it meant I would need to also buy a GAL programmer and I really wanted to use current rather than obsolete parts. In the end I decided to have a go at making something myself, largely with the aim of learning a bit more electronics. I'm posting the design here, in case anybody fancies making one themselves - or if you are looking for a cheap way to make big cartridges for a new game. You can consider the design open source - feel free to improve. Introduction This is a design for a low-cost 128k or 512k cartridge, and it is designed to fit in a grey XL/XE style cartridge case. It uses standard 5v 32 pin flash EEPROMs. The cartridge is read-only - you need some way of programming the EEPROM (see below). Bank switching is carried out by a Xilinx CPLD. I've posted the files to support either the Atarimax 1mbit or 8mbit banking schemes. You'll also need a way to program the CPLD (see below). This isn't a project for everyone - you'll need to be happy soldering and have a bit of electronics knowledge. You'll probably also need at least an arduino. Parts list - 1mbit (128k) or 4mbit (512k) 32 pin Flash EEPROM e.g. SST39SF010, SST39SF040 (£1.50) - 32 pin DIP socket for the above (£0.25) - Xilinx XC9536XL (PLCC44) (£1.50) - PLCC44 socket for above (£0.70) - LP2950-33 LPE (or other 5v->3.3v regulator in TO-92 package) (£0.15) - 2 x 10uF electrolytic capacitor (£0.20) - 0.1uF ceramic capacitor (£0.10) - PCB (approx £20 for 10). Eagle files attached. I've used dirtypcbs (and oshpark for a earler revision). Total cost roughly £7 Programming the EEPROM I've tested both 128k and 512k flash EEPROMs. I don't have an EEPROM programmer, but I do have an arduino, and there's some code on the arduino forum for programming SST39SF010/040 chips, so I went with these. If you use a 128k chip then you can program it with a 1mbit atarimax image (use the 1mbit banking scheme on the CPLD). If you use a 512k chip then you can program it with half of a 8mbit atarimax image (use the 8mbit banking scheme on the CPLD). Programming the CPLD The design uses an XC9536XL PLCC44 CPLD. You'll need some way of programming this with the desired banking scheme. I use a bus-pirate to download the xsvf file to the device, using a homemade programming adapter. http://dangerousprototypes.com/docs/Bus_Pirate_JTAG_XSVF_player https://www.coolcomponents.co.uk/bus-pirate-v3-6-universal-serial-interface.html The programming adapter is nothing more than a PLCC44 socket on some protoboard, with +3.3V, GND, TDI, TDO, TMS and TCK from the bus pirate wired to the appropriate pins of the socket. I found I didn't need any capacitors. I believe its also possible to program these CPLDs with xsvf files using an arduino or raspberry pi - but I haven't tried. You'll still need to build some kind of adaptor using a PLCC44 socket. You don't need to use the atarimax banking scheme - I used it since it was easy to make images for testing, and SDX was available as a 1mbit atarimax image. Attached Files I've attached the eagle project (board and schematic). Also attached are the xsvf files for 1mbit and 8mbit banking schemes, and the corresponding VHDL+pin allocation files. Spares & Kits This is just a hobby project, but I've got 8 PCBs left-over if anybody is interested... PCB only - £4 (+postage) Note that the PCB does not have "hard gold" fingers on the edge connector - so it won't last forever. Having said that, I've tested with 30+ inserts and removals and no serious signs of wear. But if anybody knows a PCB manufacturer that can do proper gold fingers cheaply I would be very interested for future projects... I realise that programming the CPLD is the main hurdle to making one of these, so I can maybe offer those, or complete assembled boards if a few people are interested - since I'll have to order more CPLDs... PCB + Programmed CPLD - £8 (+postage) Assembled without case (with 128k eeprom, programmed CPLD) - £14 (+postage) Assembled without case (with 512k eeprom, programmed CPLD) - £15 (+postage) PM if interested. Atari 4mbit Cart Eagle.zip schematic.pdf xsvf files.zip
  17. I was randomly reading some computer magazine PDFa when I stumbled across this review. The game is callrd "High Score Screen Burn Slow Burn" I'll comment after the review.... "An experimental game where you play it by not playing it! Start the game. Watch for a minute or two. Walk away. Come back in half an hour and check in. Walk away. Come back the following day, week, month. Check in. Do you have the high score yet? The game AI controls the square as it bounces and moves around each room trying to find the exit door to the right. So, it’s a game that plays itself – for the most part. The secret to the game is: you can control the object in the room, as long as the square is in a room with an object. Once in a room with an object, you can control it with the joystick and move it towards the square to get the points for it. Also, you can press the fire button and the object will change shapes. Rotate through the different shapes (and different beeps are sounded for each shape) to choose the one you want before running into the square. Once the square is touched by the object, points are rewarded, and the object disappears from the room. Now wait until the square goes into a room with another object. If you listen to the game, it will beep when the square does enter a room with an object. The big exciting change at 100 points is the change in the player's color. The points are also doubled once you hit 100 (and tripled plus another color change when you hit 1,000, etc.). The percentages are skewed towards the lowerpoint objects (lower sounds), so it can take a few presses to get a higher sound (higher points). The beeps are based on a C chord, so there are: low C, low E, low G, high C, and (after hitting 100 points) high G. Analysis The best non-game homebrew out there." Doesn't that sound interesting?? Has anyone here played this? I'm 58 years old, so the 2600 came ou wheb I was a teenager. I don't want to sound over the top or asnything, but I'd be interested in tryimg this game out The 2600 is over 40 years old, but she's still learning new tricks......I didn't mean THAT kind of trick. Gee, get your mind outta the gutter! .The PDF can be found at https://download.file-hunter.com/Magazines/EN/8 Bit Annual/ and it in the 2019 issue on page 161. To see the entire site, go to https://download.file-hunter.com/. I hope the programmer is here among us. I would like to know how he came up with the concept.
  18. Hello all, i´m making a port of the first Mortal Kombat for the Atari 2600. The work is in progress, but now i finished a playable demo. I will add more stuff like more characters, a single-player mode, the tower, etc... Download here from itch.io Enjoy!
  19. After about a year-and-a-half of work, I decided it was time to get some feedback on my my first Atari game, a work-in-progress adventure game, Anguna. The goal is a 2600 version of my Gameboy Advance homebrew game of the same name. I've still got quite a bit of work to do, but it's at least playable right now. My goal is to it in 16K, without any extra ram or DPC or anything like that. (despite having a lot of content, I still want to feel at least some of the constraints of Atari programming!) (The video here doesn't do well with the sprite flicker I use with multiple enemies) The goal is a fairly large-world action-adventure game, with powerups, items, multiple keys, etc. Currently, I just have the first starting dungeon finished, as well as a tiny bit of the overworld around the first dungeon. The inventory/map screen (which can be accessed via the color/bw switch) shows the player's inventory and stats, as well as your position on the world map. (the inventory isn't working yet, it currently shows all sorts of items and keys that you haven't collected). If you manage to find the bow and arrow in the first dungeon, you can use it by holding the attack button for more than half a second. I still have a lot to do, but thought I'd post what I have, to brave everyone's feedback. Some next steps I hope to do are: Improve the player animation (actually have an animation for attacking) Add more enemies (and fix enemy spawn locations in the overworld) Introduce "checkpoint" screens, and handle game-over better Get a password system working The source is all up under a pretty free license at Bitbucket. Some questions for anyone that tries it: Is the Color/BW switch an acceptable way to view the subscreen? Would the controller 2 button be better? Is the difficulty level ok? If anyone happens to try on a TV, how are the colors? I know they may not match, but I want to make sure they at least contrast enough to be playable and look ok. Did you hit any showstopper issues (crashing, getting stuck in a wall, etc?) anguna.bin
  20. On releasing the Commodore 128 port today I realised I never officially released the TI-99/4a version. I did post the development story in the Development board, but never the (so far) completed version. In 1992 I wrote a C128 80 column version of the game LUDO in BASIC. With the retrieval of my old hardware my retro hobby was rekindled beginning 2020. That is why I thought it would be fun to revisit my 1992 BASIC code and port it to the machines I an now again using, now using C to speed things up, Now have finished versions for the TI-99/4a, the Oric Atmos and the Commodore 128 (80 column mode). To do is still a ZX Spectrum version TI-99/4a version attached. Unzip contents to your disk emulation location of emulator, TIPI or other solution and start the LUDO main executable (the file just called LUDO). Would love to hear feadback if you like it and/or if you encounter issues/bugs. Full source code, documentation and the other machine versions at: https://github.com/xahmol/ludo LudoTI994a-v199-20210531-1535.zip
  21. What do people expect to be included with a new Vectrex Release? Is it expected to come in a box that looks like the original, with a 'professional level' overlay as standard? Is the game expected to come in a cartridge shell that looks like the original? It seems like the box and overlay add a fair bit of expense to a Vectrex release, have home brew cartridges been made available without this? If so what's the basic release that people would accept? Without a big box and overlay I think a cartridge could be released for around £15.00 - not making much if any profit here but that's not necessarily the point.
  22. Adventure Ponies - Atari XL/XE (64K Required) Dragon Trouble Applejack Smack Oh No! A Hydra Rainbow Dash-ed Uh Oh! It's Discord You Win! * Current Version * ----------------- 0.83 ----------------- - Modified the Pony Select Screen to show Locked as well as Unlocked characters. advponies.0.83.xex advponies.0.83.atr I posted a new thread as the images were broken on the previous thread. Here is a link to the previous thread.
  23. 2018.02.09. - Update I think these may be the final versions. PAL: PAL60: (flicker and interference is because my recorder can really not handle 60Hz) I did not record the NTSC because I don't have an NTSC console, Z26 emulator does not emulate the timing errors and somehow even the older and the current Stella both does not want to let Fraps record my gameplay, only the sound. There were things those I could work and and some that I couldn't. Mostly because of the 262 cycles. .Now, as asked, the fire button makes you jump, so on the last part as you are shooting sick people you have to use UP for shooting. It's a really easy part, so it won't disturb you hopely. -I tried to go under 262 cycles as possible, that was the most disturbing thing, creating a lot of jumps if something is not needed. You can see that there are some levels where you can jump on platforms under them, it's because I had to turn off pfreads for those parts, that is the command that eats most of the cycles. Sometimes it will happen in the NTSC and PAL60 versions, with PAL you have more cycles, so it works perfectly, but it's slower because of the 50Hz. -There will be some glitches, it's because I would need TWICE of the pfreads to make sure if there is an object in front of you, over you or under you. The hardest part was jumping, so I had to make strange decisions in coding that I am not proud of. -Unfortunately, I had to cut the last boss because of the strange sprite placement of BB, it puts them into the last bank no matter what and of I don't want to put them all there, creating a long cycle that causes overload again and sometimes, I could cry instead of shouting and hitting the desk or the keyboard. -I tried another way to make the score background black, but make the last row of background gray, so you could recognize holes easier, I could insert this little code asm minikernel sta WSYNC lda $00 sta COLUBK rts end into vblank, but it left out a lof and there was a lot if gray under the last row of blocks (BB leaves the 12th row empty for vertical scrolling), and to be honest, it looked uggly. -You can press Select, it does the same thing on the titlescreen as reset, I used it for testing and jumping to the desired room, now it goes to room0. I wanted to remove it, but if I do it, the game won't load the main cycle with the gameplay. Why won't it? Don't know, BB has some really strange and unfair things, sometimes it "creates errors" while compiling that makes no sense. I think other errors were corrected that I found while testing, if you find more, please, tell me! I attached the code of someone is curious about it. https://www.4shared.com/archive/q19JSx1jca/titlescreen.html<< The title screen for assembling. 2018.01.25. - Update: The two main music got an update, and I show you one of the two bosses. It's a reference to something. 2018.01.15. Update: New rooms, objects and the cave. 2018.04.01. Update: Some little changes were made based on requests. 2018.01.14. Update: This is the state I'm right now. Unfortunately I had to remove a lot of ideas (mostly collectible items) because I just had ran out of variables. Of course there are var0-var8 besides a-z, but they are part of the playfield, so after I redraw the playfield, they are set as the playfield is set at that. This would make these variables only usable inside of the room, but I mostly need counters and these varx-es can only have 0 or 1 as a value. The other thing I don't know how to solve right now is making you jump across the pf above if there is only one block in your way, so two or more blocks should punch you back. The problem with this is that you cannot place two pfread commands in one f statement, even if you create two values for the pfreads and compare only the values. The third thing is I used the p1 for the doctor because the kernel settings I done removes the missile0 (I will have to use it in the last battle) and the multispite kernel only works for p1 sprites, so the stages look a bit hollow, I know. You are the famous and misanderstood plague doctor of the middle ages, collecting herbs and at the end, duel a battle with Death itself. (That will be the only part of the game where you can use the projectile). A still have to manage scrolling the screen and putting there the other objects. Gameplay: Plague-Test.bin PlagueTest2.bin PlagueFinalNTSC 1.01.bas.bin PlagueFinalPAL50 1.01.bas.bin PlagueFinalPAL60 1.01.bas.bin PlagueFinalNTSC 1.01.bas PlagueFinalNTSC 1.02.bas.bin PlagueFinalPAL50 1.02.bas.bin PlagueFinalPAL60 1.02.bas.bin PlagueFinalNTSC 1.09.bas.bin PlagueFinalPAL60 1.09.bas.bin
  24. Adventure Ponies - Atari XL/XE (64K Required) Dragon Trouble Applejack Smack Oh No! A Hydra Rainbow Dash-ed Uh Oh! It's Discord You Win! Requires 64K This is a WIP and still being tested and optimized. * Current Version * ----------------- 0.90 ----------------- - Adjusted the volume of sound effects/level music so the music doesn't drown out the sound effects. advponies.0.90.xex advponies.0.90.atr * Manual * After it boots into the NEON program, choose (R) for read, and the press enter when it asked for the filespec. Use the joystick to navigate links. Manual.atr * Older Versions * ----------------- 0.89 ----------------- - Replaced the old sound fx with new sound fx created by @Synthpopalooza. - Added the new tune to the Pony Select screen (Cutie Mark Crusaders Go Crusading). - Other changes to sound code so NTSC/PAL versions play at the same speed. - Changes to scoring. If you can beat the game with a Pony without losing any lives, get a bonus 9000 points for "PERFECT GAME". advponies.0.89.xex advponies.0.89.atr ----------------- 0.88 ----------------- - Replaced the old music with new music created by the talented @Synthpopalooza . There is another tune, that I couldn't fit but I will try to fit it in another update. advponies.0.88.xex advponies.0.88.atr ----------------- 0.87 ----------------- - Disable BASIC automatically, so the player doesn't have to hold down the [OPTION] key when booting. advponies.0.87.xex advponies.0.87.atr ----------------- 0.86 ----------------- - Added splash screen by Kaz at atarionline.pl, adjusted music volume advponies.0.86.xex advponies.0.86.atr ----------------- 0.85 ----------------- - Added the ability to turn the music on/off. On the "Select Pony" screen, press the [OPTION] key to toggle music on or off. advponies.0.85.xex advponies.0.85.atr ----------------- 0.84 ----------------- - Added background music to the game. (Stage tune and Enemy tune) advponies.0.84.xex advponies.0.84.atr ----------------- 0.83 ----------------- - Modified the Pony Select Screen to show Locked as well as Unlocked characters. advponies.0.83.xex advponies.0.83.atr ----------------- 0.82 ----------------- - Rewrite of all the animation code from C to assembly. This has improved game performance quite a bit. advponies.0.82.xex advponies.0.82.atr ----------------- 0.81 ----------------- - Optimization and refactoring of code. The game has improved performance especially on the Hydra level. advponies.0.81.xex advponies.0.81.atr ----------------- 0.80 ----------------- Original release advponies.0.80.xex advponies.080.atr
  25. W.A.R., another cool new game from @Fandal and @Poison, faithful port or 1986 BBC Micro shoot'em up + beautiful tune. https://a8.fandal.cz/detail.php?files_id=8052 Original
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