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Found 361 results

  1. 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.
  2. LIVE every Tuesday & Friday Your BEST source for the NEWEST Atari 2600 & 7800 games, LIVE on Twitch! SUBSCRIBE & WATCH: Twitch Livestream | YouTube Archive WATCH THE NEWEST STREAM (Click on Date to Watch): 20210223 Let's Play: Lady Bug Arcade (Exclusive WIP Update), Uncle Hairy's Nosehair (WIP), Chaser, Hellway (WIP) UPCOMING LIVESTREAMS on TWITCH (Click Time Listing for Your Local Time) 20210226 Let's Play: Arkanoid (WIP | 7800), Dragon's Havoc (WIP | 7800), Pac-Man Collection: 40th Anniversary Edition (7800) (LIVE @ 6PM PT | 9PM ET | 2AM GMT) 20210302 Let's Play: Mr. Yo-Yo (WIP Update), Dragon Hunt (WIP), 79 Pompeii, Allia Quest for The 2600 High Score Showdown S5 (LIVE @ 6PM PT | 9PM ET | 2AM GMT) 2021xxxx Let's Play: DragonFly Cart Special: E.X.O. (WIP Update | 7800), Heartlight (WIP | 7800), TBD (LIVE @ 6PM PT | 9PM ET | 2AM GMT) 2021xxxx Interview: Developer Spotlight: Bob Decrescenzo (Live Video Interview) 2021xxxx Event: Special Unannounced Event #1 2021xxxx Event: Special Unannounced Event #2 2021xxxx Let's Play: Dan Kitchen's Gold Rush (Exclusive WIP Premiere) ARCHIVED STREAMS (YouTube): 20210219 Let's Play: K-Jo Chases The Cheeses (Exclusive WIP Premiere), Space Pacman (Exclusive WIP Update), Slide Boy in Maze Land (WIP), Ninjish Guy in Low Res World (Exclusive Final Binary) 20210216 Let's Play: Popeye 7800 (Exclusive WIP Update | 7800), Galaxian (WIP | 7800), Wizard's Dungeon (WIP | 7800) 20210212 Let's Play: QuadTari Special: QuadGames (Exclusive WIP Premiere), Modern Battle (Exclusive WIP Premiere), Raindrops (WIP), Space Debris (WIP), Witch's Tower (WIP), Galagon, Wizard of Wor Arcade, RobotWar: 2684 (Exclusive WIP Update), Zoo Keeper, Lady Bug Arcade (Exclusive WIP Premiere) 20210206 Event: 3rd Annual Atari Homebrew Awards Presentation (Discussion) 20210126 Let's Play: 3rd Annual Atari Homebrew Awards Nominee Playthrough Part 4: Atari 8-Bit/5200 & 7800 20210122 Let's Play: 3rd Annual Atari Homebrew Awards Nominee Playthrough Part 3: Atari 2600 (Original) + Atari 2600 Packaging 20210119 Let's Play: 3rd Annual Atari Homebrew Awards Nominee Playthrough Part 2: Atari 2600 (Ports) 20210115 Let's Play: 3rd Annual Atari Homebrew Awards NOMINEE REVEAL and Playthrough Part 1: 2600 WIP 20210112 Let's Play: UniWarS (WIP Update | 7800), Bomber Hero (WIP | 7800), Knight Guy On Board: 30 Squares Of Fate (WIP Update | 7800), Rikki & Vikki (Retail | 7800) 20210108 Let's Play: EggVenture (Exclusive WIP Update), Q*Bert (Exclusive WIP Premiere) Tap-A-Mole (WIP Update) 20201231 Let's Play: Concerto Cart Special: Chase (Exclusive WIP Premiere | 7800), UniWarS (Exclusive WIP Premiere | 7800), Gorf Arcade (WIP Update) 20201225 Let's Play: Holiday Homebrew Special: Mean Santa, VCS Dreidel, Santa Simon (7800), Byte Before Christmas, Santa Jump (Hack) 20201218 Interview: Developer Spotlight: John Champeau (Champ Games) (Live Video Interview) + Gorf Arcade (Exclusive WIP Premiere) 20201211 Let's Play: I Ran (Update Final Release), Knight Guy On Board: 30 Squares of Fate (7800 WIP), Cribbage Squares Solitaire, UFO Reder, Encaved, Pressure Cooker (PATCH EARNED! 46130/45000) 20201204 Let's Play: ZPH Favourites: Shooters Part 1 | Galagon, Draconian, Juno First, Space Game 20201127 Let's Play: Space Pacman (Exclusive WIP Premiere), Alice in Wonderland (WIP), GoSub 2, StarMaster (PATCHES EARNED! #1 3844/3800 & #2 5804/5700) 20201120 Let's Play: ZPH 2600 Game (Exclusive Premiere), Braqing Badd Balloon (WIP), Berzerk Soccer (Exclusive WIP Premiere), A Roach in Space II: Cosmic Bugaloo (WIP | 7800) MORE ARCHIVED STREAMS (2018-2020) 2020 List of Completed & WIP Games: Atari 2600, Atari 8-Bit/5200, Atari 7800 Future Episodes & Games: HOMEBREW, IMAGIC & ACTIVISION PATCH CHALLENGES
  3. Retroguru is proud to present the beta version of Xump2, the sequel of it's first game for the Atari Lynx. If you liked the first game (at the moment produced on phisical carts by @Songbird and included in the first atari lynx game collection cart for the Evercade console), you'll like the new 48 levels of Xump 2. Xump 2 was initially released for Sega MegaDrive at Revision 2017. This compo version is still public and floating around and is basically the first public preview we published. The following three years we have added better graphics and eye candies. The -final- version is now released on cartridge. As we are aware that not everyone will be in the position to buy a game cart, but might like the game, we will make the MegaDrive ROM of the final version available for free during new years eve. The Lynx port is as close as possible to the Megadrive version, but at the moment has only 2 tunes out of 6 and the graphics need fixing. We will try to complete it as soon as possible. Retroguru was very lucky to have @miker in the team for the port of the original tunes to Chipper. They are really fantastic and it would be great I he could collaborate with us in future games for the Lynx. You can find the competition release on itch.io at https://itch.io/jam/lynx2020/rate/728781. Don't forget to rate the game. We need your support to win the competition 😀 The game will be soon on the retroguru site https://www.retroguru.com. Check it for game updates (but I'll post about them in this thread too). If we receive good feedbacks maybe in the future there will be a phisical release of this game too... Label image courtesy of @KevinMos3
  4. A SPECIAL game demo is available on the JS7800 emulator. This demo includes Novice & Expert. Popeye gets 2 lives, but he can earn a 3rd. The game ends after the ship, so POINT PRESSING IS A MUST! Thank you to: @RevEng, @mksmith, @Synthpopalooza, @Pat Brady, @Trebor, & @playsoft (<-see credits below). Special thanks to @ZeroPage Homebrew, @Jinroh, @raz0red, and all who have been supportive on AtariAge, Twitch, and YouTube! The game is still in beta status, but I figure it is at a place where the public may enjoy it. The difficulty is currently balanced with the arcade, unlike softer home versions. There is a Novice mode in the final version. I have included a long-play video below. Please check it out. The final version includes a Novice, Arcade, and Expert difficulty. Novice - Rev F Popeye Faster; Spinach resets after losing a life; Extra @ 26,500 Arcade Comparable to arcade difficulty; extra life at 40,000 Expert Brutus is faster and more aggressive; Bernard is craftier; Items fall really fast The game is 1 or 2 player alternating. Video: Below is the DEMO version (Most recent to oldest). Players can play 1 or 2 player. Players now get 2 lives and can earn a 3rd. Players cannot unlock the cheat mode in the demo. Arcade mode is the only level available. Novice and Expert are exclusive to the final version and the version on the JS7800 emulator. 2/22/2021 - RC3.3 Tile change on first level. Was able to add a rail to the ship's crow's nest, during the intro and level clear. I also found out that Olive doesn't scold Popeye if a Letter falls into the water, on the ship level. I have corrected that inconsistency. I assume it doesn't make sense, since she's captured in this level. Popeye(RC3.3_Demo_NTSC-PAL).a78 Popeye(RC3.3_Demo_BUP).a78 2/21/2021 - RC3.2 More minor graphical changes. Now the title Popeye head has a brown pipe, like the arcade. Tile tweaks on the first level. Also reversed the ship mast shading, to match the arcade. Popeye(RC3.2Demo_NTSC-PAL).a78 Popeye(RC3.2Demo_BUP).a78 2/21/2021 - RC3.1 Minor update. Has a few tile changes Popeye(RC3.1_Demo).a78 Popeye(RC3.1_Demo_BUP).a78 2/20/2021 - RC3.0 This version has a lot more changes than a "release candidate" should have. From this point out, I would like to stick to bug-fixes. Fixed a high score issue, which was introduced by adding the High Score Clear. I noticed this while watching the @ZeroPage Homebrew stream. Each difficulty should line up properly now (Novice, Arcade, and Expert). No high score device should read "Top 5 Chart". That is the header for the arcade table. High Score Clear is accessed by holding RESET and pressing both buttons on the first stick! Also seen on ZPH: Brutus doesn't get stuck in the bottom left corner when Popeye has the spinach. (He gets stuck in the bottom left corner of the Notes board, but that is by design. That happens in the arcade.) @Defender_2600 had color suggestions: Popeye's drawn with a different hue of blue. The ship has a more midnight blue background, and the floors are more golden than yellow. (The arcade is a dark blue-ish purple when I play on an actual arcade machine. It seems similar in MAME.) Defender2600 had level suggestions: The Notes screen tower is now slightly thinner. The floor that leads to the see saw no longer extends to the end of the building. This required a lot of work in adjusting the logic. (See below) Fixed some tiles on the ship level. More color adjustments. REV F ROM set (Novice is based off an easier Popeye arcade ROM) has more of a burgundy background, on the Hearts level. The arcade REV F has a pink-ish background. I think this works well. The old "brown" was mistaken for green. Popeye now turns red, instead of pink, when he eats the spinach. Logic adjustments with see saw logic: This was about 8-10 hours consuming. I had some logic in place. Moving the floor exposed a couple holes in that logic, given a very specific alignment of the stars. In making the level adjustment, I got to recreate the 1%. It was still extremely hard to recreate. If Brutus kicked into pursuit mode, right as Popeye jumped onto the see saw, Brutus could still jump on top of Popeye. I believe I worked this out. I can't seem to get it to happen again. Tune adjustment: If the last item gets collected from the water, the game does not revert to the level tune. Last Note & Last Letter would sometimes still be present. I think I took care of that issue. Fixed some garbage that would flash after dying on the Notes stage. Popeye(RC3_Demo_NTSC-PAL).a78 Popeye(RC3_Demo_BUP).a78 2/9/2021 - RC2.9 Many fixes and updates. I am concerned that "Arcade" difficulty feels a little easier to me. That might encourage more people to play the arcade difficulty. I do want it to feel like the arcade challenge though. I can run this for hours on my Dragonfly and versa-cart, without any issues. It does crash at times on Concerto. It seems to be when idling in attract mode. 1. Fixed remaining issues with Brutus's pursuit music. 2. Colors and spinach timing are different for NTSC and PAL systems. 3. Reduced slowdown by limiting collision detection-per-frame. 4. Better proportioned Bucket. @KevinMos3 5. Adjusted the better proportioned bucket to fit Brutus's head 6. Lessened the use of flicker in some areas, due to the overhead saved in adjusting the collision. 7. Minor bug fix: Popeye disappears if collecting the last note when starting up or down the ladder. 8. Updated the Windows on the Notes Level. 9. Found duplicate tiles, and used the extras for "Thru" posts on level 2. 10. Last player 1 and player 2 scores display in blue during demo. 11. Fine-tuned Popeye's punch. ** 12. Popeye walks off the screen when wrapping around on the levels. ** 13. Brutus doesn't gain super speed when Popeye gets the spinach. 14. Brutus imitates the quirky behavior of the arcade when he's stuck in the corner, by the see saw. (When Popeye has spinach) 15. Brutus logic tweaks. 16. Fixed some artifacting when returning from demo play. Popeye(RC2.9_Demo-NTSC-PAL).a78 Popeye(RC2.9_Demo-BUP).a78 Most will not notice this change. Eliminates a flash of garbage after Popeye dies on the notes and ship levels. Popeye(RC2.9a_Demo_NTSC-PAL)s.a78 Popeye(RC2.9a_Demo_BUP).a78 2/1/2021 - RC2.8 Update. Only need one version for A7800, Concerto, and Dragonfly. BUP has a special version. I can play this version all day on my Dragonfly or versa-cart, and it doesn't crash. It plays pretty long on the Concerto, especially once things are warmed up. There's nothing I can do about that at this time. That was the inspiration to clean much of the back code up. A LOT of behind-the-scenes cleanup & some polish The bottles rotate slower - @tep392 Olive doesn't constantly walk on the Notes and Ship. (This affects game play in other ways that I won't disclose.) When Brutus gets his burst of energy, the bottle throwing music now plays, like the arcade. Popeye's house now has window panes. I can't believe I missed that. Popeye's now falls below the water line when he dies. On the arcade, Popeye reappears at the waterline, following the splash. I made Popeye bob back to the top. I like arcade purity, but I think they did it that way for sprite overlap issues with the water. The demo play scene is now more versatile. Popeye gets scolded often, like the arcade. Fixed rare combination that would silence music on the Notes level. Popeye(RC-2.8_Demo).a78 Popeye(RC-2.8_Demo-BUP).a78 As always, play the point-pressing version on JS7800! 1/26/2021 - RC2.7 The levels are now more in-line with the arcade aspect. Many tiles were re-drawn and repurposed. This was a 14-hour day (with hour break) and a few hours the following evening. The characters now know the levels, the attract modes are up to date, and everything seems fine. Let me know if there are any issues. @Defender_2600 suggested that I address the issue with the crammed levels. I didn't think I'd have enough tiles, but it worked out in the end. I think it was worth the effort. He also recommended toning down the yellow a little. Redrew the tiles Reprogrammed the tile graphics to line up with the new tile indexes (Hearts in the house, Whimpy and the see saw, etc.) Reset the coordinates for the staircases Reworked the self-play intro Cleaned up some sprite plotting. Adjusted some areas where the text colors were not flipping correctly. Popeye(RC2.7_Demo).a78 Popeye(RC2.7_Demo-BUP).a78 Popeye(RC2.7_Demo-Concerto).a78 1/23/2021 - RC 2.6 This version has major tile re-work. I started cleaning up the first level. This simulates the lower-res look of the arcade. In doing so, this cleans things up. Bricks are no longer 1px apart vertically, the stairs have 2px underneath. The floors are thicker, including the bottom level. I am unable to color the bottom blue, but I have a water shadow of sorts, to keep in the arcade spirit. On the logic side, I adjusted Brutus's randomness. He is less likely to jump down, based on difficulty, round, and number of items collected. This may not be obvious, because he will still jump down a decent amount of the time. Changing logic meant adjusting the demo play. The demo play now starts with an example of a heart falling into the water. Popeye(Beta2.6_Demo).a78 Popeye(Beta2.6_Demo-BUP).a78 Popeye(Beta2.6_Demo-Concerto).a78 1/16/2025 - RC 2.5 I wasn't going to do this, due to the amount of work, but I had to. New upper playfield on Level 1. The tileset with the grass are now one row lower, allowing more arcade-accuracy. Transferred tiles from one tileset to another, which caused an offset in tiles re-aligned plotted tiles (hearts in Popeye's house) Olive will now center herself after throwing the last heart. This keeps the large heart from being drawn off-screen. Fixed the staircase "bricks" to be blockier, like the arcade Revision F has a plum background, to match the arcade ROMs Flower doesn't disappear when level 1 is cleared Popeye(RC2.5_Demo).a78 Popeye(RC2.5_Demo-BUP).a78 Popeye(RC2.5_Demo-Concerto).a78 1/14/2021 - RC 2.4 Got rid of random off-pitch item collection noise, @playsoft This makes the game more stable using the Concerto. The sound seems to behave similarly to other games I tested. This has gotten rid of complete songs playing out of tune or missing parts. Updated sprites and palettes Title music plays every other loop; Atari Today only plays when the game is turned on. Olive doesn't walk in space after scolding Popeye Popeye's footsteps are closer to the arcade pattern. Overhaul of Popeye's ladder climb Fix some reset behavior The JS7800 Demo will also be updated, which allows Novice & Expert to be played. Popeye(RC2.4_Demo).a78 Popeye(RC2.4_Demo_Bup).a78 Popeye(RC2.4_Demo-Concerto).a78 1/2/2021 - Beta 2.9 Two-Player with shared joystick option. I figure this will be helpful for people with only one joystick. Sometimes I just like to play a two player game by myself. This should also help @ZeroPage Homebrew too ;). New death sound by @Synthpopalooza Updated the credits page More Popeye sprite tweaks Updated self-play sequence Brutus is smarter when Popeye has the spinach. Olive screams "HELP!" on the ship level. "Popeye Catch!" call out is present on the Notes level now. (Yes, the gray does show through the letters on the arcade too!) If the punch button is pressed during an intro or pause before a level starts, Popeye will punch when the level begins. This is a personal detail I wanted to include from the arcade. I am out of space in the hearts bank, so that level doesn't have a pause after the intro. No room. Shifted some code for less bank switching on the hearts level. Brutus is back to throwing a minimum of 2 bottles, instead of 4. This reduces slowdown, which is a better experience. All systems of the day made exceptions. He will still throw up to 4, if Popeye is in his line of site. Popeye(Beta2.9_Demo).a78 Popeye(Beta2.9_Demo-BUP).a78 Popeye(Beta2.9_Demo-Concerto).a78 12/25/2020 - Beta 2.8 - Many Changes. Merry Christmas/Happy Holidays Thanks to @tep392, I have confirmation that POKEY sound on actual hardware matches emulation. Just in time for a late Christmas release! Sound will still cut in and out on the Concerto, but some sound is better than none! Since it's Christmas, I have changed the "DEMO" version to include 2 lives (an extra life can be earned). The game now ends after clearing the SHIP. Updated sprites and colors Brutus has different color outfits to match each level Other various changes *** Brutus now throws all 4 bottles, like the arcade. I am not sure that I want to keep this, but I wanted to try it for a version. In a previous version, I added code to allow Brutus to stop throwing bottles after the second one, if Popeye leaves his line of sight. This helps eliminate some minor slow down. Also, there are certain areas where Brutus and the bottles will cause sprite overload. This is found on the Notes level. Should I sacrifice arcade pureness for this to eliminate slowdown and what ends up being flicker? I might go back in the next version. Will that be the final version? Updates some of the self-playing demo routines. Updated the credits. That still needs tweaked and cleaned up, but I wanted to get it out there. Popeye(Beta2.8_Demo).a78 Popeye(Beta2.8_Demo_BUP).a78 Popeye(Beta2.8_Demo-Concerto).a78 Popeye(Beta2.8_Demo).bin 12/8/2020 - Beta 2.7f - Fixes and clean-up. Popeye(Beta2.7f_Demo).a78 Popeye(Beta2.7f_Demo_BUP).a78 Popeye(Beta2.7f_Demo-Concerto).a78 Popeye(Beta2.7f_Demo).bin 11/27-2020 - Beta 2.7 Popeye(Beta2.7_Demo).a78 Popeye(Beta2.7_Demo).bin 11/24/2020 - Beta 2.6 Updated high score routines No High Score device - "Todays Top 5" will be stored with initials until power off. High Score device - "Novice Top 5", "Arcade Top 5", and "Expert Top 5" saved permanently. Brutus will wait for Popeye to clear the see saw, like the arcade. He did before in most cases. I fixed this when Brutus is in pursuit mode. Fixed artifacting on Title screen, found when level was selected in 2.5b Popeye(Beta2.6_Demo).a78 Popeye(Beta2.6_Demo).bin 11/23/2020 - Beta 2.5b - Update Popeye's fall (slower), fix bottle collision at far left, align some title elements. Popeye(Beta2.5b_Demo).a78 Popeye(Beta2.5b_Demo_BUP).a78(BUP disables high score saving, to work with BupSystem emulator) Popeye(Beta2.5b_Demo).bin 11/23/2020 - Beta 2.5a - Fix collision issues with items (still broken on some far-left bottles); Set Popeye stance after punch; slowed notes on higher levels Popeye(Beta2.5a_Demo).a78 Popeye(Beta2.5a_Demo).bin Popeye(Beta2.5a_Demo_Bup).a78 11/09/2020 - Original public demo Popeye(Beta2.1_Demo).a78 Popeye(Beta2.7f_Demo).bin
  5. 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.
  6. CyranoJ

    JagStudio

    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.
  7. 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 0.17 - 20210215) 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 2.20.14.1 - 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 6.5.1 - 20210125) 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 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
  8. Just wondering if there is a romset that contains of some of the new roms I see around this site. I'm sure that not all developers like putting their games (for obvious reasons) up online but there has to be a couple right?
  9. PM me if interested. I am happy to announce that I have made 40 copies of Cowltiz Gamers Adventure. This is the standard release, but will be limited in supply and not made in huge quantity. I have the capability to make more if I can secure more donor carts(PM me if you can help). Proceeds of the game will go to help support CJAC, pay for costs associated with Cowltiz Gamers for Kids, and further fund homebrews associated with the show to raise funds for CJAC. The shows I have help organize have raised $47,500 over the last six years. Folks such as yourself have helped so much. This is a brand new homebrew game that was built for Cowlitz Gamers for Kids Show this year. The game was programmed by Lukasz Kur and music by Robert Janota. The illustration manual and box was done by M-Tee Retro Graphics, with the cart and board production by Joe Parcell of memblers industries. A huge thank you to wafflefoot(NA qixmaster)for the box, manual, and label printing as well. Each game comes with a box, manual, standard cart, original new dust sleeve, box protector, foam insert and recycled plastic bag. The second run was made possible by having a local store(Classics and Oddities) donate 40 donor carts, as well as Johnny Mono([email protected]) that placed them on cart for me. This was a huge undertaking for a good cause and am grateful for all the support. At this point, I want people who are interested in a copy of the game to post below. The game will be $60 shipped in the lower 48 states. I do ship to Canada for $5 more. Worldwide payment will be $75 shipped. Thank you to all who were patient with the second release to be done and alot of hard work from my close friends. Thank you to Qixmaster and Johnny Mono went into this unlimited release happening. The carts for this second run were donated by a local game store(Classics and Oddities). Also, the end of this video showcases what the game looks like. PM me if interested and add your name below.
  10. Finally even those who do not know Polish can help the ratcat to save the books from the flames in the new game Rainer Deszczownik. To download click on Tutaj at the end of the article and then on Deszczownik Rainer (v2).atr http://www.atarionline.pl/v01/index.php?ct=nowinki&ucat=1&subaction=showfull&id=1613248209
  11. 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
  12. ( Latest update 2nd February 2021) CURRENT PRICE: $116 Incl. standard shipping. Registered shipping is US$11 extra. For effect, the screenshots are modified using MESS screenshots that just have been edited for retro look. All pixels are real. You're paying for one Tetris Videocart, in box, with instruction booklet. PayPal: [email protected] ************************************************************* ************************************************************* Four IMPORTANT details: 1. Make sure you pay in US$ (not automatic SEK by PayPal) 2. Make sure I receive the full amount, add the whole cost of fees to your payment (for most people this is a very difficult task) or use the friends-option. 3. Please make sure I know who's paying and your address, add your alias and/or send me an email about it 4. Made to order, there's waiting time during parts order/construction/assembly. Check this thread for updates. ************************************************************* ************************************************************* Swedish guys (and gals - ha ha, sure...) can pay via banktransfer or Swish as well. (It's a pay via a cell phone service - who uses cash anymore?) Feel free to ask any questions in this thread or to the e-mail address above and I'll answer. Buyers (shipping order): 1. George E. 2. Ronald P. 3. Blazing Lazers 4. cvga 5. cjherr (reg) 6. atarirx 7. masschamber 8. Jason K. 9. stupus A. VectrexRoli (reg) B. eebuckeye C. retrogmr D. lazzeri E. Sean J (reg) F. Rick Reynolds 10. Kelseya 11. HoshiChiri (reg) 12. Geoffrey (reg) 13. Joe (reg) 14. Nathan 15. SkyDivingirl (reg) 16. Alaskaman 17. Stefan (reg) ---
  13. Previously I programmed simple Lunar Lander's genre games for C64 and Atari 8-bit. I have done a version for Atari VCS console too. This game is a sort of "Hello Word" for me... Other videos: ArcadeUSA I want to thank Fred Quimby for awesome batariBasic and Harmony cart, Jeff Wierer for Visual batariBasic (it's a pleasure to program with his IDE), Duane Alan Hahn for batariBasic manual, music and high score code, Mike Saarna for Titlescreen kernel, title screen's L.E.M. and score custom fonts all-in-one file, Steve Engelhardt for his code snippets and Stephen Anthony, Bradford Mott, Eckard Stolberg, Brian Watson (Stella multi-platform Atari 2600 VCS emulator). Game's size is 4KB but I switched to 8KB when I added title screen's music and to 16KB when I added a bitmap title screen. In November 2020 it became the first batariBasic game that saves scores online with PlusCart(+). Virtual patches are awarded if you score 100,000 or more points. In December 2020 it was added to Argon, an Android console emulator. Special thanks to Brian Ostrowski for box, label, manual and patch design, Scott Lawrenz for English manual, Mario Caillahuz Aramburú, Gunnar Kanold, Jean-Christophe Ville for manual's translations (French, German and Spanish) and to Walter Lauer for patches production. The game is reviewed in Brian Matherne's The Atari 2600 Homebrew Companion: Volume 1 (standard/ebook edition - deluxe edition). A collectors edition of the game is available on AtariAge store, with a 28 pages five languages manual. Package renderings: Actual photos: I attach zip files with NTSC, PAL50 (slower so easier) and PAL60 versions together with code (scroll for latest version). L.E.M. v01.zip L.E.M. v02.zip L.E.M. v03.zip L.E.M. v04.zip L.E.M. v05.zip L.E.M. v06.zip L.E.M. v07.zip L.E.M. v08.zip L.E.M. v09.zip L.E.M. v10.zip L.E.M. v11.zip L.E.M. v12.zip L.E.M. v13.zip
  14. I started learning batari Basic in June and have been playing around with it on my free time when available. Here is my first Atari 2600 work in progress. It's an action/adventure game based around trying to escape a zombie outbreak. The game is currently a 32k ROM but at least half is unused as I went for a larger ROM file so I could include more screens later. The current game only includes the first section of the game. The goal of each area is to get the gas can to fuel the car enough to keep going to the next location. The very rough "story" I have for this game: You finally took the long road trip up to Cranberry Lake, NY to pay your respects to your parents who passed years prior in an accident. You haven't visited their graves in many years and the guilt of never having the time to go finally caught up to you. While walking to the graveyard, you meet up with an old man who was your parent's friend and neighbor. He is happy to see you and lets you know he's going fishing at the lake just north of the cemetery and that you should come seem him after your done with your folks to catch up. While at the grave site you notice that the ground at another grave appears to break apart as a hand reaches through the soil.... Controls: Joystick moves Button fires (once you find a gun) Color/BW switch pauses game Left Difficulty in A Position: Lose all items and progress on game over. Left Difficulty in B Position: Items and progress is saved on game over. (Until a reset) Right Difficulty in A Position: Full Speed Monsters and Full Damage (v02) Right Difficulty in B Position: Half Speed Monsters and Half Damage (v02) On title screen, button starts the game. On "car" screen, button drives off. Tips: Colored barriers require keys to unlock them. Treat the gun as a machine gun. Hold the button down when firing otherwise some enemies will take forever. Boss of area one is vulnerable on the right side. The forest is a maze and not all screens will make sense. Don't be surprised if you're turned around there. "Thin" ghosts are only easily hit from the the left or right side. Screen shots: ROM attached to post. Please let me know any issues you may have. I've played it on my 4 switch and 6 switch using the harmony cart and haven't noticed any flickering or issues but if you see anything, please let me know. Thanks! Update 2021-02-10: Added NTSC & PAL60 version of v0.3a zombie_crisis_v01.bin zombie_crisis_v02.bin zombie_crisis_v02_PAL60.bin zombie_crisis_v03a.bin zombie_crisis_v03a_PAL60.bin
  15. 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.
  16. 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 * 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
  17. 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 * 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
  18. Hello fellow Atarians! Our game "Adam Is Me" as Christmas gift is available to download for free! 🙂 http://aim.atariscene.pl/ If you have any feedback, comments or questions, do not hesitate to ask. Wishing you all the best, Jakub 'Ilmenit' Dębski + the rest of the team!
  19. Just got Ms Pac Man today. Havent got a chance to play. All I can say about it now is the box art looks good. :-) The box says you can play as 3 different characters. This should add alot of replay value and fun! Thanks Intelligentvision! Post your impressions...
  20. I've been working on an updated design of Karri's programmer board and discussed making more of these with him, he's given me the go-ahead. This version is a "Pi Hat" design. It slots in on top of a Raspberry Pi 2 GPIO connector and has standoffs to secure it in place. The board uses a proper Lynx cartridge connector, not pogo pins. In addition there are a couple of indicator LEDs to show activity/error status. The board is compatible with Karri's cart PCBs (read/write) and it can read other carts, including carts that make use of SWVCC for power. You can purchase a set of 10x blank cart boards from Karri here - http://www.whitelynx.fi/shop/#!/Atari-Lynx-boards/c/15290050/offset=0&sort=normal. Note that you will need cart shells to make use of these, one white shell will be supplied with each board but you can purchase more if you like. Requirements: Raspberry Pi with a 40 pin GPIO header Linux knowledge What you will get: Pre-assembled Pi-Hat board 2x 11mm standoffs 4x M2.5 screws Pricing: Production Pi-Hat - 60EUR + shipping 1x 3D printed cartridge shell - 3EUR 10x 3D printed cartridge shells - 25EUR 3D printed Raspberry Pi case - 8EUR Note: YOU WILL BE REQUIRED TO PAY A 10EUR NON-REFUNDABLE DEPOSIT TO HAVE YOUR NAME ADDED TO THE ORDER LIST. This deposit will be applied as a discount on your final invoice. This has been enacted due to how many people have expressed interest in ordering and either have not replied or cancelled when their order was ready to ship out. Please don't ruin it more for others. Useful links: Atari Lynx Cart Reader/Writer (Programmer Pi-Hat) Installing the Atari Lynx cartridge reader/writer board onto your Raspberry Pi Atari Lynx Cartridge Reader/Writer Board Software Photos (2020 production board) Photos (2019 production board left, pre-final board right)... You can use a Raspberry Pi Zero with this board, but be warned that it runs significantly slower vs a Raspberry Pi 2, 3,4 or 400. These are the curved lip 3D printed cartridges that are available for purchase. This is the 3D printed case for a Raspberry Pi, it's custom made to house the Pi Hat and will work with Raspberry Pi model 2/3/4 (any Pi with a 40 pin GPIO adapter except the Pi400). Pre-final boards (as pictured, blue PCB, total of 7 made, 5 distributed): karri - sent 18/Mar/2019, delivered LX.net - sent 1/May/2019, delivered enthusi - sent 14/Mar/2019, delivered edu - sent 19/Mar/2019, delivered vince - sent 18/Mar/2019, delivered Pre-order (production) boards: Andy - sent 1/May/2019, delivered LX.net + 6x shells (2x shells of each white, black, grey) - sent 1/May/2019, delivered thefred + 4x shells (1 grey, 1 black, 1 blue, 1 orange) - sent 7/May/2019, delivered bobandted + 10x shells (random colours) - sent 7/May/2019, delivered vince - paid + donated to upcoming Atari Game competition im_reg + 10x shells (black, grey, orange) - sent 7/May/2019, delivered flip + 10x shells (random colours) - sent 7/May/2019, delivered Greenious + 20x shells (random colours) - sent 14/May/2019, delivered zoran + 10x shells (2x shells of each black, orange, blue, 4x grey) - sent 14/May/2019, delivered theundutchables + 10x grey shells - sent 9/May/2019, delivered Ninjabba + 10x white shells - sent 9/May/2019, delivered Juan José Torres - sent 20/May/2019, delivered Marc Oberhäuser + 3x shells - sent 14/Jun/2019, delivered wazzal - sent 16/May/2019, delivered D-lag - sent 16/May/2019, delivered Songbird - sent 22/May/2019, delivered Songbird - sent 22/May/2019, delivered Fadest + 10x shells (any colour) - sent 22/May/2019, delivered zoran + pihat case - sent 11/Feb/2020 4ever2600 + 30x grey shells - sent 13/Jun/2019, delivered KevinMos3 + 10x grey shells - sent 30/May/2019, delivered Positron5 + 5x shells (any colour) - sent 27/May/2019, delivered Wario - contacted - no reply Nop90 + 10x shells (any colour) - sent 4/Jun/2019, delivered LordKraken - sent 27/May/2019, delivered PsychoMage - contacted - customer cancelled order 2019 production orders: Alonsan - contacted 10/Feb/2020 davidcalgary29 (1x shell and pi case) - sent 20/Mar/2020 peekb - contacted 10/Feb/2020, customer cancelled order mxnschx - contacted 10/Feb/2020 DashV - sent 7/Oct/2020 neo_rg (pi case) - sent 11/Mar/2020 haightc (pi case) - sent 20/Mar/2020 karttu (+10x shells and case) - sent 7/Mar/2020 4ever2600 (sd, pi3, pihat) - contacted 13/Feb/2020, customer cancelled order MacRorie - sent 3/Mar/2020 MichelS (Pi-Hat case) - sent 18/Feb/2020 tron96 - contacted 25/Sep/2020, customer cancelled order cdoty - sent 6/Oct/2020 bsittler (contact via email) - sent 6/Oct/2020 James - sent 11/Feb/20120 Noah (pi case) - sent 3/Mar/2020 karri (Pi-Hat case) - sent 8/Oct/2020 Songbird (2x boards and 4x pi cases), sent 11/Mar/2020 Carlos (via email, 10x shells) - cancelled order due to NON PAYMENT joerazzzz - sent 6/Oct/2020 Chocolatchips - cancelled order due to NON PAYMENT Fadest - sent 2020 revision production orders: Positron5 (5x shells) - sent 12/Dec/2020 thefred (2x pi cases? and Pokemon cart shells) - sent 12/Dec/2020 jgkspsx - sent 12/Dec/2020 cx2k - contacted 22/Nov/2020, cancelled order - customer decided it's too complicated to use zoran - contacted AltRN8 - sent Jsloubet - sent ausretrogamer - sent eightbitwhit (+Pi-Hat case) - paid LX.net (+Pi-Hat case, 20x shells and extra sticker) - paid . . . . . . . . . . . . . . . . . . . .
  21. Hi, My new project. Puzzle with a ball. Work in progress - ~10 % complete. First game (2015) - https://megacatstudios.com/products/mega-marble-world-pal-mega-drive ($25 cart or $35 CIB) Russian language page: http://romhacking.ru/forum/14-522-1 Sequel (game engine demo):
  22. *** Post edited with ordering details *** (please view in HD for less lossy image and higher overall video quality) downfall+ is a single player arcade-action gravity/platform survive-em-up. Use the left and right buttons on the d-pad to guide Barry from platform to platform, avoiding the open depths below and the dreaded scanline zero above as you journey deeper into the unknown. Collect candied fruits and sushi treats for bonus score. Backdrop colour changes denote level increase, more devious platform layouts and larger rewards for collectables gained. Three power-ups can be found to aid your quest: Jet Pack, Balloons and Jump Shoes. Use B to activate. When you hear "bankowanego" your power-up is about to expire - be prepared! Rotary controls, Pro Controller shoulder buttons and Heiko mode are also available to those who dare. The cartridge supports BJL file loading (BJL cable required) and Jagtopia CD bypass via button presses at boot for quick and simple access to these extras. For info on how the release will get under way, either read through or skip to the bottom of this post. There are no lists and no pre-payments or pre-orders, just wait a little while and we'll offer all the info you need in this post, cheers. Some background to the release: downfall was originally a quickly created game we made in under two weeks as a last minute AC2011 party release, we supplied it in a number of formats so as many people as possible could get to play and we also released the source code. Later that year, GGN ported the game to the Atari Falcon030 computer. This port took advantage of the Falcon's extra memory (4-14MB vs jaguar's 2MB) and hard disk space to allow for massively enhanced background visuals. The gameplay remained largely unaltered, but the port allowed for optional Power Pad rotary control (somewhat experimental). CJ approved of the enhancements and vowed to one day remix downfall with prettier, more Falcon-like visuals. As downfall became the game most people requested in cartridge form and kick-started a glut of similar games on other platforms we kept that idea on the back burner until recently. It was clear people loved this simple little game! So what we ended up with was downfall+. Gone are the 5 rather 'wooden' parallax layers of the original and instead we have something with an equivalent of 128 independent scroll depths, making use of the tool GGN created for designing the Falcon's level backdrops, giving a very smoothly textured backdrop appearance. Further to this, the results were post-processed to give a real-time lighting effect and further depth/highlighting of the rock face (this is more apparent when playing on a large screen rather than viewing the video or gif above). The sprites were reworked into something more in-keeping with the new game branded as a SuperFly DX prequel. The Sinister Developments sound routines have been left by the wayside and now the game benefits from the use of U-235's remarkable Sound Engine, and with it the added bonus of rotary controls as per the Falcon game. Support for the Pro Controller's shoulder buttons is also present if you prefer exercising your index fingers to a left-thumb work out. The music from the original is still present in-game, but the title screen, along with its new rather psychedelic look, has a great track from 5o5 - parts of which you can hear in the trailer. RaptoR also pops its toe in there to help with some minor enhancements. downfall+ is a 4MB ROM supplied on Jagtopus cart. It supports high score saves and also webcodes for the Reboot website. While our QR code generation for high score entry via smartphone is ready (it was initially planned for inclusion in SFDX!) we simply ran out of space to include it in this release due to the asset requirements of the game, but it will be implemented in future games. downfall+ is only made possible for us due to the 4MB cart size of Jagtopus. "Heiko mode" from the Falcon game is implemented as an option for downfall+. This game mode does not alter gameplay whatsoever and is just a graphical variation inspired by CD-i's amazing and legendary Jaguar downfall video. The game will not be released as-is in digital form. If people really, really wish to have a digital copy for their skunkboards as opposed to a physical cart or the freely-available-for-personal-use original downfall, then our best advice would be to pester RGCD as they already have a system in place for this with C-64 and adding Jaguar binary sales should be trivial. For us though, that's not something we wish to pursue. downfall+ story - edited highlights: more or less strange than the original story? You decide! downfall+ is the prequel to SuperFly DX and tells the story of Young Barry. In the days before he became a super-star everyman super-hero, before he met and fell in love with Kylie, before he learned to equip rocket boots and to fly space ships, all Barry wanted to do with his life was eat candied fruit and occasional sushi delicacies. If he could engage in these activities while dabbling in a spot of spelunking, even better. Barry lived for candied fruit. Oranges, Grapes, Water Melon - he adored it all. If it was sugar-encrusted and came from a tree he was all over it. Deep in the Fruity Forests, Barry discovered the Sweet-Smelling Caves of Almost Certain Doom. While that name initially put him off, his inquisitive nature got the better of him and he ventured inside. It was in these caves that he honed his parkour skills, deftly leaping from one ledge to the next in search of stashes of Fruit Candy, stowed away by the mysterious Fruit Candy Fairies. Little did Barry know that his penchant for these crunchy caches would lead to his ultimate downfall(+). ... As Barry fell deeper into the unknown depths below, he decided right there and then that if he did indeed ever make it out of this predicament alive, he'd much prefer to do so on a rather more steady incline. He'd most certainly had enough of this vertically scrolling backdrop for one lifetime and instead dreamt of the day he could take a rather more horizontal approach to mid-air navigation... * * * * * * * * * * The bottom line: downfall+ cartridge with label and insert, supplied in universal case (see Elansar/Orion collection for examples), packaged in sturdy mailing box: GBP£45.00 + s/h As above but with CD-R copy of original game, old-style Reboot release in small case (see Beebris) - essentially the same as the ejagfest micro-release release in 2011: GBP£60.00 + s/h s/h details: UK 1st Class Signed For £5.00 Europe Small Packet - proof of sending but no signature, no insurance and at your risk £6.00 Europe International Signed For Small Packet, insured to value of item £12.00 USA Small Packet - proof of sending but no signature, no insurance and at your risk £8.00 USA International Signed For Small Packet, insured to value of item £14.00 Others - please ask In order to purchase, please send a PM to sh3-rg, let me know which options you have chosen and your PayPal email address and I can send you a payment request. Remember, prices are in £GBP sterling and that's how we'd like payment, please. You don't have to pay the PayPal fees, but if you feel like it there won't be any complaints :0) I'll be sending games out every Saturday following payment, or earlier when possible. Better photo of an original downfall ejagfest microrelease, thanks to CJ: The reason for the two options is that we are looking to use this downfall+ release to liquidate our game-production investments and re-invest in larger quantities for a full-scale release of Rebooteroids. When we realised what can happen with a limited release of sought-after titles between runs, it was decided in order to do Rebooteroids "properly" and to be fair to everyone, we'd need ample supply of hardware materials up front (the lead time for flash carts isn't trivial). This is in-keeping with our "self-funding" ethos and also allows us to put out a game that has been the most requested for a cart version re-release. We make no secret of the fact that by purchasing the more expensive option, you're not only getting a nice extra collectible copy of the original, but you're helping us see Rebooteroids released either sooner, more fairly or both. It'll be 1 copy per person to be as fair as possible to everyone and sales will take place either here via PM, jagware.org PM, NexGam.de PM or facebook message. We don't have a store front at this time and do not wish to put up an all-access PayPal Buy Now button. The side-effect of this is that it potentially deters any non-fans looking simply for a quick investment opportunity. Basically if you're active in the community you're all set. We can't promise that things will work this way in future due to the nature of online store-fronts and the volumes future releases might see, but for now at least we're happy to do things the way we always did, person-to-person. * * * * * * * * * * downfall+ ©2014 Reboot/Jagware. A jagwareboot production. Brought to you by: Cyrano Jones, GGN, sh3-rg, Neo_rg, mSg_rg, 5o5, Sauron, Shaun, LinkoVitch, remowilliams, christos, partycle and probably some other xunts you remembered and we didn't (sorry!). PUSH. THE. BUTTON.
  23. Hi there, since a few weeks I own a Lynx game drive. All "official" ROMs and lots of other home-brew or self compiled ROMs work, but I cannot get certain ROMs working. Examples for this are "Nutmeg" and "xump4lynx". I downloaded the ROMs from various websites, including Retroguru, but I just get a black screen. Anyone facing the same issue or has an idea whats the problem? I'm using a Lynx II with LCD mod and also tested it on 2 further original Lynx II and an original Lynx I that I own. The SD card in the GameDrive is 32 GB, FAT23 formatted on OSX. GameDrive firmware is V1.84 (latest one). Best regards, Blademan. PS.: If any admin is reading this: I'm trying to get my account to be approved for weeks/months now and wrote several emails regarding this - unfortunately did not receive any info, yet...
  24. So I moved to next project. It's going to be clone of game called Puyo Puyo. It's somewhat less known outside Japan, where it's very popular till this day, and new versions are still being made (by Sega). What I consider the 'classic' Puyo Pyuo is the early versions from Sega Megadrive. Here is the first game, named simply Puyo Puyo: https://youtu.be/-rq3KpS__xU?t=0 You control two colored pieces at a time (called puyos), in way similar to tetris. If you combine 4 (or more) of the same color, the group will explode and vanish. But it's not really like tetris at all. You are not playing nice and clean to stay in the game as long as possible. It's 2 player versus game .. every time you score some points, they are converted to nuisance, or garbage pieces, which are thrown at your opponent. These can only be removed by exploding puyos touching them. Also .. it's not just so simple as exploding groups of 4. If you explode group, and after the collapse a new group is formed and exploded, it's called a chain. And chains are rewarded in more or less exponential points bonuses. So you simply HAVE to go for chains. If you play against AI, you just need few short chains, speed is more important .. but pro players make chains longer than 10 basically every game. You also have to watch what's your opponent doing, and find the best moment to ruin his plans. So it's actually pretty deep game. Example of pro players: https://youtu.be/f42ZhUKWBzs?t=6802 I plan to implement what's called Tsuu rules, which are based on second game of the series, Puyo Puyo Tsuu. Compared to the first game, if you explode some groups, and there is already some garbage waiting to fall into your 'well', instead of generating garbage for your opponent, garbage above your 'well' is removed. This rule is what allows for long exchanges of chains you can see in pro games. Tsuu rules are also current competition rules. I don't want direct port or remake of any existing game and I don't even want to use any graphics or music. I want the rules, and the general feel. So far I even plan to use Puyo Puyo name, even if it's Sega's property. Other community projects (like Puyo Puyo vs.) don't have problems with it, as long as it is profit free. I might change my mind though, for example to comply to Abbuc rules. Here is demo from my current version, showing breaking, detection of groups, and collapsing, all the most time intensive phases. And video (make sure to use 720p/50Hz mode): https://youtu.be/VAXHc5DWb0M?t=0 The character picture is based on Sega game, but it's just placeholder, to test the animation. I have most of the game logic already implemented, and the game can be somewhat played with 2 players, I'm currently working on dropping the garbage onto the opponent. The game is still far from what I want it to be. You see, the original games are nice and cute, and rules are basically unchanged since 2nd game .. but they fail to show the depth of the game, and they wont help you at all in learning to play. So I want my game to include training modes, and even lessons (based on tutorials from great fan site puyonexus.com). The graphics mode I use is characters mode, obviously, and I use inversion and PMG to get extra colors. It's like psudo-attributes. I fill PMGs using DLI, not DMA, so I can have only 1 byte of PMG data for each character line .. this makes manipulation the PMG data faster. Colors are picked so I can combine the colors, especially to create purple using red and blue, which merges flawlessly using PAL blending. Here are all the possible 50/50 patterns.
  25. (latest update: February 24th 2021) ALL VINTAGE CHANNEL F GAMES ...AND MORE FOR ONLY $117 GET ONE NOW! FREE Tracked Shipping Worldwide Get it now: https://paypal.me/e5frog/117 If not using the PayPal "friends and family" option it's US$126 https://paypal.me/e5frog/126 Auto switching Multi-Cart with more than all original software. Fits all System Fairchild machines no matter what the TV system is (so Fairchild, Zircon, SABA, ITT, Nordmende, Luxor, Barco, Ingelen, Grandstand, Dumont, Emerson). Please, either answer in this thread, send a personal message or e-mail to address further down. Multi-Cart will be delivered in a brand new box. Cartridge shell is a used original with new labels and new PCB. The shell will have signs of wear. If you wish to provide your own cart shell - let me know. I can have 3D-printed shells made at the buyers expense, last time I checked it was about $70 for the cheapest material at a professional manufacturer. If you want to print your own shell I can provide 3D print files. To my knowledge the Multi-Cart contains all known games and variations (both Democarts, all dumped protos, newly made games and known homebrews) for the System Fairchild, even the complete version of Pac-Man! Games can be chosen via a menu that you reach by resetting the system while holding button 1. Holding other buttons or combination thereof while resetting will immediately start one of the more popular games (according to previous requests), just check the instructions on the back label (before inserting, afterwards will be tricky). How to select game: Try and find the Easter Egg(s) in your cartridge menu... Payment Instructions: Please use the friends/family/personal payment so I don't have to pay the fee, you can use the link on top. For manual payment with the same prices: http://paypal.com my address is [email protected] I will also answer e-mails sent to that address. Make sure payment is sent in US$ ... and not KR/SEK - as PayPal seems to change the currency by default. Please write your shipping, as well as, email address as a message in your PayPal payment These are not automatically included with personal payment, if you forget to include it send an e-mail to the same address or send me a PM here. For European customers I also accept bank transfer, just write me a message and I'll supply needed information. For Swedish users there's the above but also the option of using Swish (you send money with your phone almost as easy as a text message), let me know. Customization are possible, if you want something special, let's talk about it, I'm not difficult. List of games (Latest update April 20th 2020): All the happy customers until today: ================================================================= This is a hobby, it may take some time, I hope it's worth waiting for. These are steps indicating progress: [0] Payment received [1] Circuit board built [2] Circuit board tested [3] Shell prepared [4] Cartridge finished (new board in shell and labels mounted) [5] Box has been cut, folded and glued. [6] Packed [7] Shipped ---------------------------------- CCVII [7] Patrick, USA H.K. [5] Kent, USA CCVIII [5] Andrew, USA CCIX [5] Matthew, USA CCX [5] Jeffrey, USA CCXI [5] Jesus, Spain CCXII [5] Andrew, USA CCXIII [5] Christopher, USA 0xD6 [5] Todd, Canada 0xD7 [5] Kevin, USA 0xD8 0xD9 ========================== end of my message ===========================
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