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  1. This is NOT the Popeye arcade game!!!!! Please do not expect the arcade version. This was my learning tool. There is a history of my journey below the latest version. When I finally figured out how to plot a background, I made Popeye follow the board. Brutus just went back and forth, jumping up occasionally. ...Then I added extra punch frames. ...Then I added Olive. ...Then I made Brutus follow the screen, collision detection, spinach, a heart, etc. ...It would require almost a full re-write to change this up, because there wasn't a lot of planning behind the current code. I just kept adding things. It would take planning to consolidate and add anything more. I also lack the time to dedicate. I wasn't planning on releasing this, but I figure somebody might enjoy it. It's almost like having Popeye. In the past 3 days, I've added basic logic to Brutus, scoring, sound, and cheesy title/level end screens. It's become kind of an obsession. Every time I think I am content, I decide to add something new. This doesn't play like Popeye. It is a little faster. Just try to see how much you can score before Brutus gets you. The hearts will also fall into the water. You have one life and one level, so it's like an Odyssey 2 game with better graphics. The scoring is based on the arcade 24 hearts clears a level. Level 2 adds some additional logic to Brutus. I added basic sound, because I felt it was too quiet. 9/1/2020 -- Minor Updates. PopeyeMiniGame.beta3-1.a78 PopeyeMiniGame.beta3-1.bin Used "double buffer" to get rid of the random garbage (Cannot shake the screen with the double buffer) Added proper heart for level clear Cleared the screen on "Game Over", like the arcade (Clear with yellow text) Added pauses before rounds ------------- End 9/1/2020 ------------- 8/31/2020 -- Added Sea Hag, bottles, up to 3 hearts at one time, and other adjustments -- More Info Here PopeyeMiniGame_beta3.a78 PopeyeMiniGame_beta3.bin 8/25/2020 - Full screen adjustments and tweaks PopeyeMiniGame_beta2.a78 PopeyeMiniGame._beta2.bin Added Utilized full screen width. This compromised the number of sprites per row. To remedy this, I drew the hearts, spinach, bucket, and punching bag on the correct size sprite, instead of using an entire 16x16. I redrew the spinach platforms as part of the screen, instead of using sprites. Added screen shaking when Brutus hits the wall Made adjustments to find the top and bottom of steps easier Cleaned up some sound effects Re positioned the heart count. I tried to draw all of the hears, but it cause major slow-down. I might try a couple other ideas later, but this is on hold. Eliminated the 30pts when punching the bag. Sprites were not getting drawn. Slowed down the speed of the hearts on the first two levels. This makes it easier to camp out, but doing so will lose out on a chance to use the spinach and bucket. Tweaked jumping off the top levels Adjusted the punch to lunge less, like the arcade. Considerations As time allows, I will consider adding bottles. I am not sure what the sprite limitation will be. As time allows, I would like to consider multiple hearts. I'd like to clean up the sprites. If the above go well, I may consider refining the logic, to consider a full game. End 8/25/2020 8/23/2020 Bugfix I consider this a beta, because I might take some time to fix some of the quirks. PopeyeMiniGame_beta1.a78 PopeyeMiniGame_beta1.bin End 8/23/2020------------------- Update 8/24/2020 -- ** Bug Fix **: I figured out how to reproduce the bug. It occurred if Popeye started up stairs just as the spinach wore off. I think this has squashed it. PopeyeMiniGame_beta1b.a78 PopeyeMiniGame_beta1b.bin End 8/24/2020 HISTORY: I didn't set out to make this into a game. Here is the general order of things. I wanted to learn about the 7800, so I downloaded 7800Basic on the 9th. It took me 3 days to figure out how to create a PNG file that would display on screen. Once I figured that out, I created a really rough Brutus sprite. He was animated for left and right movement, but moved anywhere on the blank playfield. Eventually, I made Brutus go back and forth. Popeye was controlled by the stick, and Brutus would jump up if Popeye got too close. It took me another 3 days to figure out how to draw a playfield. Even after that, it was pretty ugly. I had given up, but decided to start over on the 14th. By the 15th, I started to get it. On the 16th, I finally got it. The steps looked kind of narrow. On the 17th, I decided to start the playfield over. I changed it up a little By the 18th By the 19th, it resembled the current version. I started adding play elements. Once I finalized the background, I started adding things. I decided to add sound yesterday, 8/22/2020. I used the samples from Atari Basic. Today, 8/23/2020, I learned how to tweak the sound. It isn't much, but it's better than silence. --Darryl PopeyeMiniGame_beta1a.a78 PopeyeMiniGame_beta1a.bin PopeyeMiniGame_beta1b.a78
  2. 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 1x 3D printed white cart shell Pricing: Production Pi-Hat - 60EUR + shipping Pre-orders - 50EUR + shipping (finished) 1x 3D printed cartridge shell - 3EUR 10x 3D printed cartridge shells - 25EUR 3D printed Raspberry Pi case - 8EUR 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 Pre-order is now closed. If you still want to get a board, please comment here or contact me. All new boards (after the pre-order) will be available on the Atari Gamer Store once it's up and running. Photos (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 or 3. 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). 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 - cancelled order Production orders: Alonsan - contacted 10/Feb/2020 davidcalgary29 (1x shell and pi case) - sent 20/Mar/2020 peekb - contacted 10/Feb/2020, cancelled order mxnschx - contacted 10/Feb/2020 DashV - contacted 25/Sep/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, cancelled order MacRorie - sent 3/Mar/2020 MichelS (Pi-Hat case) - sent 18/Feb/2020 tron96 - contacted 25/Sep/2020 cdoty - contacted 25/Sep/2020 bsittler (contact via email) - contacted 25/Sep/2020 James - sent 11/Feb/20120 Noah (pi case) - sent 3/Mar/2020 karri (Pi-Hat case) Positron5 (5x shells) Songbird (2x boards and 4x pi cases), sent 11/Mar/2020 thefred (2x pi cases? and Pokemon cart shells), waiting to invoice Carlos (via email, 10x shells) joerazzzz - contacted 25/Sep/2020 Chocolatchips - contacted 25/Sep/2020
  3. Do you have 3rd party carts that won't fit properly into your 7800 or 2600? I've personally experienced on a few of my systems; this is why @winz_mod and I created the "Lock-On 2600", the Tight Cart Fix for 2600 games. No modding needed, just attach the Lock-On 2600 to your cart and plug it into your system. It couldn't be easier! This has been tested with many systems and the compatibility is stellar, see all the reviews in this very thread! Each unit is $30 plus shipping. We HIGHLY recommend paying extra for USPS Priority Shipping due to lost packages. Updates: 07/28/2020: Round 3 carts have been shipped out by @winz_mod. Everyone should've received a DM on tracking. If you haven't please let me know. We are still evaluating our options on placing stock in the AtariAge store. 07/23/2020: Round 3 carts are being sent to @winz_mod , they should be there on Monday. Then it'll take another week to prepare for shipment. Expect these to go out around the first week of August. I will send tracking numbers once we are ready for that I do apologize for being a week late, I fractured a bone in my foot. Everything is good now We are evaluating our options on further releases. One option we are considering is placing them on the AtariAge store. 06/30/2020: Round 2 carts will be shipped out today. Everyone should have a tracking number. Round 3 carts are being 3D printed as we speak. @winz_mod has ordered more stuff to make sure we can accommodate everyone in Round 3. Expect these to be ready around July 15th. 06/26/2020: Round 2 carts were shipped to Winz. There are 10 more carts we are sending. Each cart was tested twice before being sent out. People who requested, in order, are being contacted to see if they still wish their order fulfilled. Carts are the v2 version so they are a bit slimmer. Due to this we had to use some glue with the screws used to connect the top and bottom parts. We also tried a new method of bonding the shells to the 3D printer bed so the back logo may seem a bit cloudy. A bit of high-grit wet sandpaper to polish should give you a nice clean finish if desired. 06/21/2020: Round 1 shipments are all delivered but one, the USPS machine ate it. So we owe a lucky person a new cart. Speaking of new carts, take a look at the v2 case. Slimmer and with logos! https://twitter.com/ChrisKewlTV/status/1274581215119638529 The new PCBs should arrive next week and they are quite pretty as well. I will be showcasing those when I have them in hand. 06/10/2020: Round 1 shipments are going out today being shipped from Brooklyn by @winz_mod. Tracking numbers will be given once available. Round 2 boards have been ordered and should arrive by the end of the month. 06/03/2020: We are out of stock but we have ordered more. @winz_mod is waiting for the card edge connectors and shells so he can build them and ship them out. Demos: Atari 7800: https://www.youtube.com/watch?v=iCnQamrC4s4 Atari 2600 Light Sixer: https://www.youtube.com/watch?v=mbDyTvMgnGk Contact: Discord: https://discord.gg/RvMGrgm Twitter: https://www.twitter.com/ChrisKewlTV
  4. 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.
  5. 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 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 0.15 - 20200916) 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 2.20.13 - 20200219) 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 6.2.1 - 20200621) 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 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
  6. All prices include shipping to U.S. and Canada. Most of these games are still in the same condition that I received them in new, but that doesn't mean they don't have imperfections. Sydney Hunter The Sacred Tribe Limited Edition Serial # 0034: $110 USD / $145 CAD shipped. As you can see in the photos, part of the folded together box has peeled apart a bit. Up to you if you want to reglue. The cart shells are recycled from classic releases. There is a crack pictured on the top. Again, I received it like this new. http://superpce.mywhc.ca/misc/inty_sh21.JPG http://superpce.mywhc.ca/misc/inty_sh22.JPG http://superpce.mywhc.ca/misc/inty_sh23.JPG http://superpce.mywhc.ca/misc/inty_sh24.JPG http://superpce.mywhc.ca/misc/inty_sh25.JPG http://superpce.mywhc.ca/misc/inty_sh26.JPG http://superpce.mywhc.ca/misc/inty_sh27.JPG Sydney Hunter and the Shrines of Peril $80 USD / $105 CAD shipped. http://superpce.mywhc.ca/misc/inty_sh11.JPG http://superpce.mywhc.ca/misc/inty_sh12.JPG http://superpce.mywhc.ca/misc/inty_sh13.JPG The Lost Caves of Kroz $95 USD / $125 CAD shipped. As you can see in a couple photos, some of the box gloss and coloring is worn. This is how it has been since I bought it new. http://superpce.mywhc.ca/misc/inty_kroz3.JPG http://superpce.mywhc.ca/misc/inty_kroz1.JPG http://superpce.mywhc.ca/misc/inty_kroz2.JPG http://superpce.mywhc.ca/misc/inty_kroz4.JPG http://superpce.mywhc.ca/misc/inty_kroz5.JPG http://superpce.mywhc.ca/misc/inty_kroz6.JPG http://superpce.mywhc.ca/misc/inty_kroz7.JPG Boulderdash $85 USD / $110 CAD shipped. As you can see in a couple photos, some of the box gloss and coloring is worn. This is how it has been since I bought it new. http://superpce.mywhc.ca/misc/inty_boul5.JPG http://superpce.mywhc.ca/misc/inty_boul1.JPG http://superpce.mywhc.ca/misc/inty_boul2.JPG http://superpce.mywhc.ca/misc/inty_boul3.JPG http://superpce.mywhc.ca/misc/inty_boul4.JPG http://superpce.mywhc.ca/misc/inty_boul6.JPG Missile Domination $70 USD / $90 CAD shipped. http://superpce.mywhc.ca/misc/inty_miss1.JPG http://superpce.mywhc.ca/misc/inty_miss2.JPG http://superpce.mywhc.ca/misc/inty_miss3.JPG Brickout + Number Jumble: $90 USD / $120 CAD shipped. The Brickout box has wear. http://superpce.mywhc.ca/misc/inty_brick1.JPG http://superpce.mywhc.ca/misc/inty_brick2.JPG http://superpce.mywhc.ca/misc/inty_num1.JPG http://superpce.mywhc.ca/misc/inty_num2.JPG Ultimate Pong + IntyBASIC Showcase Vol 1: $90 USD / $120 CAD shipped. I forgot to take photos of IntyBasic Showcase. If interested just lmk and I'll add them. http://superpce.mywhc.ca/misc/inty_pong1.JPG http://superpce.mywhc.ca/misc/inty_pong2.JPG http://superpce.mywhc.ca/misc/inty_pong3.JPG
  7. This has been a long time coming, and we are excited to get this out to those who are interested in owning a physical copy of Flappy McFur. Below is the press release and QA. Feel free to ask questions here, I will try answer as quickly as possible. Introduction You may think that this is just another Flappy Bird clone, and well, you may be right. Regardless, the already well known format has been expanded by BitJag into four different play modes, offering players more replayability. Also, a set of 15 awards are ready to be unlocked. With just a sprinkle of a story added, Flappy McFur is an addicting experience that you will can only find on the Atari Jaguar. Screenshots Video Release Video Gameplay Footage Description A Fun Addition to the Arcade Runner Genre Flappy McFur follows the popular arcade “Runner” genre. Simply control Flappy McFur in such a way to avoid hitting the pipes and ground. You receive pipe points when you successfully pass a set of pipes, and you receive coin points when you collect a coin. Collecting pipe points and coin points will allow you to finish the game, and unlock awards. Play Modes To improve replayability and to cater to playtester feedback, there are four different playmodes. Classic mode moves McFur at a normal pace, with each set of pipes, and each coin collected increasing the scores by 1. This mode is designed for the purists who enjoy the long-haul experience. Mover mode adds a level of difficulty to the classic gameplay, by making each set of pipes move up and down. Flyer mode is designed for the more experienced player, doubling McFur’s Speed, with stationary pipes. Dodger mode takes the double speed of Flyer and spaces the pipes out so the upper and lower pipe never line up. Questions Release Details What do I get and how much does a copy cost? A single copy includes a standard box, cartridge caddy insert, manual, business card art print, and the game itself. The cost and pre-order cost of a single copy is $45 USD + shipping (Limit 2 units per customer). If you would like a little bit more, we have a “Collectors” bundle that includes 1x copy of the game, and 3x art prints (approx. 8.5” x 11”) of official Flappy McFur artwork signed by the artist (Will). This bundle costs $66 + shipping. See the images below. Where can I order/pre-order? On Will’s personal website. (It was easier to sell here since his shop was already set up.) Normal Purchase - ORDER NOW http://williamthorup.com/product/flappy-mcfur-boxed-cartridge-atari-jaguar-homebrew/ Bundle Purchase - ORDER NOW http://williamthorup.com/product/flappy-mcfur-bundle/ Why a pre-order? To pay for the up front production of the printed materials (diecuts are expensive!), and, because we are doing this in batches, this will be used to gauge interest and make sure that we don’t overspend on something that we will release for free later on. Is there a limit on how many copies I can order/pre-order? We would like to limit it to 2 copies per person (we will cancel orders that are more than 2). If you are a retailer, and interested in helping with distribution, please PM me. When will you begin shipping? Sometime in November. Again, we will be shipping in batches. How many batches will you be doing? This depends on interest, but we are projecting 2-3 batches of around 50. Other Questions Why not just release a ROM? We will release the ROM within a few months after release for free, allowing others to have fun flapping around. This will be a slightly modified version of the game with some kind of messaging stating that it is free. There are a few reasons we decided to sell upfront. First, this is a first time we have done anything like this, and we felt that producing a finished physical product with a smaller project would help us better prepare for future projects. We know there are collector’s out there that like to have something more official sitting on their shelves. Also, a percentage of money made from this game will be used for the next release. Why not release it on CD? Not everyone has a CD unit, it is a small game, and cartridges feel so good in your hands. Will you release the source for Flappy McFur? Not sure yet. If we do, it will be when we release the ROM. Will you port Flappy McFur to the Atari Lynx or other consoles? We are thinking about it. How did you make Flappy McFur? We used Linux, the Removers Library, and the Jaguar C Library. Both libraries are made by Seb of the Removers. Thank you Seb! Other tools were used, such as Jiffi, Skunkboard CD encrypter (Thank you Reboot!), and Virtual Jaguar (a Atari Jaguar emulator. Thank you Shamus!). Also without the Skunkboard and the software behind the device, it would be difficult for us to test on real hardware. A big thank you to the team behind this wonderful device. Is this a prequel or a sequel to Trevor Mcfur in the Crescent Galaxy? Think of it more as terrible fan fiction, that isn’t really based in the same universe. Does this game utilize the full 64-Bit prowess of the Jaguar? No, it does not, but it does produce some interesting fumes during gameplay. About BitJag Who is BitJag? Two brothers who live in Utah (USA) who grew up with Atari in the home, and want to make games for the consoles of their childhoods, for nostalgia's sake. We also consider a large group of family and friends a part of BitJag as well. They put up with allot of crap when it comes to this little obsession of ours. What do you look like? Meet the family! What do each of you do in relation to BitJag? Will is the artist, programmer, composer, and everything else. Bryce is a much more experienced programmer and helps Will with troubleshooting code, and other consulting needs. Have you made other Jaguar games? Nope, this is technically our first video game release under BitJag. We did make a small demo using the Removers Library and it was featured at the 8-Bit Fix booth at the Portland Retro Gaming Convention a few years back. What kind of programming experience do each of you have? Neither Bryce or Will grew up programming on older systems in lower level languages like assembler, we missed that boat unfortunately (A little on the Atari ST, but nothing substantial). Bryce has a background in BASIC, PYTHON, JAVASCRIPT, and other various web languages. Will has a background in web languages, and a little in C code thanks to this project. To them, programming on the Jaguar, and other Atari consoles, is an opportunity to start learning to program for consoles that they have always wanted to make games for, but were too young at the time to do anything about it. Are you planning on making more games for the Jaguar? Yes we are, check them out at http://bitjag.com. We can’t guarantee when or if they will ever be finished because we know we are a bit over ambitious when it comes to these things. Please keep in mind, for us this is for fun and learning. Like many other homebrew developers in the past, we may just fizzle and disappear into the ether. We hope not though, as we are quite dedicated to this now. Brief Development History Flappy McFur stems from the brief craze of the success of Flappy Bird in 2013, and the need for Will to begin learning C code in order to utilize the preexisting Removers Library and Jaguar C libraries. Development began in December of 2013. Over the years, and during the the team’s free time, core elements were developed separately and then implemented together later on. Also, production of illustrations featuring the game’s characters, graphic design for box art and other physical elements of the package, and music composition were produced by the team. The first public beta version of the game was released in April of 2014 on BitJag,s official website. This received a small but positive response from the Atariage community and from others who were geographically near to the development team. Since the beta version’s release, and up to the official release in November 2016, the beta version has been downloaded approximately 400 times. During development the game was playtested and publicly demoed multiple times at Thor Media LLC offices in Salt Lake City Utah. It has also been demoed at various family, school, and community social functions within the Salt Lake valley. Development for Flappy McFur officially ended September 15, 2016. Orders and shipment of the product began in November 2016.
  8. ZeroPage Homebrew LIVE every Tuesday & Friday Streaming the very best of Atari 2600 HOMEBREW games, LIVE on Twitch! SUBSCRIBE & WATCH: Twitch Livestream | YouTube Archive WATCH THE NEWEST STREAM (Click on Date to Watch): 20200911 Let's Play: Railslider (Exclusive WIP Update), R.C. Sumo Bots (WIP), Ms Galactopus (High Score Club), City Defence (High Score Club), Doggone It! (High Score Club) UPCOMING LIVESTREAMS on TWITCH (Click Time Listing for Your Local Time): -= SHORT BREAK FOR HOUSE RENOVATIONS =- 202010xx Let's Play: TBD, Don't Go (WIP), Shadow Reflex (WIP), Astronomer (Patch Attempt #2: ?/20) (LIVE @ 6PM PT | 9PM ET | 1AM GMT) 202010xx Let's Play: TBD (LIVE @ 12PM PT | 3PM ET | 7PM GMT) 202010xx Let's Play: TBD (LIVE @ 6PM PT | 9PM ET | 1AM GMT) 202010xx Let's Play: TBD (LIVE @ 6PM PT | 9PM ET | 1AM GMT) 202010xx Let's Play: TBD (LIVE @ 6PM PT | 9PM ET | 1AM GMT) 202010xx Let's Play: TBD (LIVE @ 12PM PT | 3PM ET | 7PM GMT) ... 202010xx Interview: Developer Spotlight: John Champeau (Champ Games) (Live Video Interview!) + Unboxing of Zoo Keeper 202102xx Event: 3rd Annual Atari Homebrew Awards Presentation! ARCHIVED STREAMS (YouTube): 20200908 Let's Play: PlusCart(+) Wifi Multicart Special, Internet Combat (Exclusive WIP Premiere) 20200904 Let's Play: Stratovox 2600 (Exclusive WIP Premiere), Demo Platformer (WIP), Zombie Crisis (WIP), Headkicker 2.0, H.E.R.O. (Patch Attempt #2: 57755/75000) 20200901 Let's Play: BBlocks (WIP Update), Knight Guy in Low Res World: Castle Days (WIP Update | 7800), Beamrider (PATCH EARNED! 46582/40000) 20200828 Let's Play: Popeye 7800 (WIP | 7800), Robotron: 2084 (Exclusive WIP Update), Spire of the Ancients (WIP Update | 7800) 20200825 Let's Play: Omegamatrix Menus for Classic 2600 Games (Asteroids, Championship Soccer, Combat, Hangman, Indy 500, Space Invaders, Super Breakout, Video Olympics, Warlords, Outlaw (Exclusive WIP Premiere) 20200821 Let's Play: Deep Space (Exclusive WIP Premiere), Cave Run, Bert (WIP), Barnstorming (PATCH EARNED! 33.02/33.3s on Game 1) 20200818 Let's Play: Zeviouz (Exclusive WIP Premiere), Frantic (Exclusive WIP Update), Oink! (PATCH EARNED! 32,168/25,000) 20200814 Interview: Developer Spotlight: Darrell Spice Jr. (Spiceware) (Live Video Interview!) 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
  9. ( Latest update 20th September 2020) 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) ---
  10. Titan, the moon of Saturn seems to have Space-Time crystals. You can play and give points to this game entry at https://itch.io/jam/lynx2020/rate/716019 With good feedback there is a chance that this game gets a physical release! Here is also a LYX file for AgaCart titan.lyx And a padded file for SD titan.lnx For the background story and instructions have a look at the home page of Titan game https://karrika.itch.io/titan Controls: Opt2 = turn off/on background music.
  11. If you're following the Atari scene, then you probably knows that Dan Kitchen is working on the sequel to Keystone Kapers (AKA Keystone Kannonball) Now dubbed as Gold Rush™, Dan is currently finishing the game and should hit Kickstarter in only a few months Dan was kind enough to give me his blessing to port Gold Rush™ to the ColecoVision! So as soon as he's done with the game, we'll start working on the CV port I'm going to post updates about the ColecoVision port here, so stay toon! More informations about Gold Rush™ here: https://www.dankitchengames.com/?lightbox=dataItem-k33wt6wr
  12. 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 2020-09-13: Added PAL60 version of v0.2 zombie_crisis_v01.bin zombie_crisis_v02.bin zombie_crisis_v02_PAL60.bin
  13. (latest update: August 13th 2020) 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). Answer here, send a personal message or e-mail to address further down. Multi-Cart will be delivered in in a box (that's inside a shipping box). Cartridge shell is currently an original used cartridge shell with new labels and PCB, this shell 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 $70 for the cheapest material at a professional manufacturer. To my knowledge the Multi-Cart contains all known games and variations (both Democarts, all dumped protos, newly made games and known homebrews) for the System Fairchild, even the full version of Pac-Man! Games can be chosen via a menu that you reach by resetting the system while holding button 1. Holding other buttons or combination thereof while resetting will immediately start one of the more popular games (according to previous requests), just check the instructions on the back label (before inserting). How to select game: Try and find the Easter Egg(s) in your cartridge menu... Payment Instructions: Please use the friends/family/personal payment so I don't have to pay the fee, you can use one of the links on top. For manual payment with the same prices: http://paypal.com my address is [email protected] I will also answer e-mails sent to that address. Make sure payment is sent in US$ ... 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 It's 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 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. List of games (Latest update April 20th 2020): All the happy customers until today: ========================== Steps will be indicated when completed: [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 Shipping to the US is usually 1-4 weeks. This is a hobby, it may take some time, I hope it's worth waiting for. 193 [7] David, USA 194 [7] Quinten, USA 195 [7] Cole, USA 196 [7] James, USA 197 [7] John, USA 198 [7] Mr Nyström, USA 199 [7] Michael, UK CXCIX [7] Japhy, USA CCI [7] Kenny, USA CCII [7] Timo, Germany CCIII [7] Geoff, UK CCIV [7] Rahat, USA CCV [7] John, USA CCVI [7] Nick, USA H.K. [6] Kent, USA CCVII [6] Patrick, USA CCVIII [0] Andrew, USA CCIX [0] Matthew, USA CCX [0] Jeffrey, USA CCXI [0] Jesus, Spain ========================== end of my message ===========================
  14. Hi, Here is my entry for this year's Lynx Coding Competition hosted by AtariGamer. Download link (cartridge sticker made by KevinMos3) Asteroids chasers is a boardgame based on tiles (the most eminent representant of this kind of game is Carcassonne), based on Cheese Chasers, a free print & play game by Bran McMillin : This is a little tactical game, easy to understand, hard to master... The game has a tutorial, it is best to see it at least once before playing. It is display before every game (use left/right to switch between screens). Once used with the game, you can skip the tutorial in option. Your goal is to get the biggest score, but you will get a score only if you manage to complete the game. You win if you put every tile of the game. You lose if you get 3 active mines in play, or if you have no move left. In Easy game, there are 3 mines, so you only need to deactivate 1 in order to win (be careful of the other condition). There are 4 mines in a Basic game, and 5 in a Plus game. The game manage all the rules : placement (green shadow = legal move, red shadow = illegal move), activation / deactivation of mines and probes. The score is calculated on 2 levels : a ingame score depending of the placement of the tiles, a bonus calculated at the end of game, based on the size of the asteroids fields you manages to surround. Note : as the game uses EEprom to track progress, it is better to play it on a real Lynx with an EEprom enables cart, or with an emulator which emulates EEprom. Tracking progress enables : high score boards full stats (number of play, win, winning streaks, total score, total number of mines deactivated...) progression via achievements unlocking new feature such as : High score Plus mode with some nice additions (bigger asteroids for bigger points, hyperscape enabled probe to move elswhere around the gaming area) Undo last action Mini map New musics Beautiful artworks (if you manage to unlock 1, press Option 1 on main menu to see it) New backgrounds. Come on, it is better to play with this gorgeous background rather than the original purple one, isn't it ? You can follow your achievements progress via a dedicated screen, which gives you also some indications on your progress. And yes, some of those achievements are secret, try again and harder if you want to complete them ! You can download and rate every game of the competition here: https://itch.io/jam/lynx2020/entries I hope you'll enjoy all of them - 6 great games, 6 different flavours of gaming ! N.B.: The competition depends on public votes, so be sure to rate all entries !
  15. 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
  16. Hi all! Last month I saw the following ad on eBay: I thought the appeal of this kit for homebrew development was very limited: No bankswitching/mapper (only 2K games or 4K games with further modifications on the board) It required messing around with UV lamps, programmers, etc Required some knowledge of electronics Buying the parts separately would probably be less expensive Not possible to ship as a product to customers It would be probably easier and faster to use one of the existing USB/SD carts to test on a real hardware. This did make me think though that I had never seen a development kit for the 2600 which would allow homebrewers without knowledge of electronics to self publish their games. If a mapper is required, then that knowledge need goes up real fast. As in Europe we have very limited offers of good homebrew games available (most of them are from the USA and shipping quickly becomes a problem), I thought about making this my next project. The idea is to have blank carts (populated with all required components but without any game image in them) and a simple to use cable and PC software which would allow the user to create a cart ready to be shipped to customers as well as test games in a real atari. Is this something that would interest the homebrew community? Here are some requirements I have come up with: The final product must cost under 10€ (populated cart PCB) All components must be easy to find. Preference should be given to components still in production Must be usable by people with no experience in electronics No soldering Must support mappers (the ones used by batari Basic at a minimum, as a lot of people seem to use bB) No physical alterations to select the desired mapper (or no mapper) Must fit in a standard Atari cartridge case Components should be SMD to keep production cost as low as possible All comments will be appreciated!! Cheers.
  17. Our beloved TI99 will be 40 years old within few months, so we need to prepare the celebration. Since the game Astrosmash for the Intellivision will also be celebrating its anniversary and we do not have if for the TI, I decided to create this Super Astrosmash version! 🙂 Super Astrosmash has the same game mechanics, score system, number of levels, type of enemies of the original version, however I've introduced some changes to better adapt to the improved TI99 resolution, added some speech, etc. The game is not a direct porting, but rather my own interpretation of a possible TI99 conversion. The initial release will be only in SSS module format. In the era of digital downloads, let's return back to the roots! With the precious help of Ciro (aka ti99iuc from the TI99 Italian User Club) we are now working to prepare a small batch of SSS, complete with labels and manual. The module will have two versions of the game: the Super Astrosmash and the Legacy version. It runs on the console + 32K memory expansion, supports joystick and keyboard. The Speech is optional. If you are interested in the SSS, please contact the TI99 Italian User Club using the website (http://www.ti99iuc.it/web/index.php?pagina=contacts) by the end of September, so it will be possible to determine the final cost and prepare the shipping for Christmas. In attachment a video of the gameplay from the beginning of the game up to level 2 and a preview of the manual/cover design. We will post additional material/info in the next days, so stay tuned. Super Astrosmash TI99.mp4
  18. Let me share some game preview/demo which (for obvious reasons) did not make it into the Lynx 2020 Programming Compo. The game is fully playable with comlynx, but restricted in several places (again for obvious reasons). With the current situation, it was impossible to do any large-scale testing, thus I cannot guarantee that it works for more than 5 players. The available game settings are chosen a bit on the not-too-much entertaining side. Two modes are single shot games with too much items at the beginning, thus cleaning up should be very fast. They differ in the way the extras affect the players. The second two modes differ in the same way, but have a much lower drop rate and (close to) unlimited lifes, thus one can build up an inventory and play a longer time (well, I wont call it a beta testing mode, but anyway). The full version might become available later this year if the situation allows. The differences between the full version and the demo version More background graphic sets More playfields More possibilities for configuring the game game mode: win points, best of n games etc start items and lifes item drop rates switching on/off for any extra, configurable if it affects all players or only you or all others loading/saving config from/to eeprom no slide show bug fixes for anything found in the next weeks ... some things I forgot ... Packaging and cartridge 🙂 Even so this should be completely clear, let me remind you that is is strictly forbidden so sell this ROM in any way (in electronic form or on cartridge). Lynx Blast Demo 2020.zip
  19. Hello, I have just released an ALPHA version of my little summer project : a breakout style game written in assembly 68k for the Atari STE. This alpha release may work on other STs as I do not use the blitter and the DMA sound yet. It is functionnaly complete (no menu screen, only the game that start over after 3 balls) and is played with a joystick. Press any key on the keyboard to quit. The link above to the release give access to the prg file. The project page is there : https://github.com/sporniket/sporny-wrecking-ball Regards, and have fun.
  20. It's been a few years, but BitJag is finally back, in partnership with AtariAge, to announce a new homebrew cartridge release for the Atari Jaguar. Odd-It has returned to the Crescent Galaxy to make sure that the adventures of Trevor and Friends never end. Whether it's dodging pipes as a disembodied jaguar head in Flappy McFur, playing space tennis with a friend in Odd-Ball, or surviving on a merciless planet in order to see another day in Odd-It Will Be Watching, Crescent Memories is sure to bring a little bit of something for everyone to enjoy. https://www.youtube.com/watch?v=zZHv5TLGWoM Crescent Memories will include 3 games packed into 1 cart. Flappy Mcfur, Odd-Ball, and Odd-It Will Be Watching. Flappy McFur is based off the unexpected hit Flappy Bird, with some additional gameplay modes and elements to add to the already addictive nature of a modern classic. Flap your way to the Crescent Galaxy dodging pipes and collecting coins. Odd-Ball is a new twist on the familiar table tennis format. With holes at the top and bottom of the screen, and obstacles with game altering pickups that traverse the center of the screen, be ready to create unfamiliar strategies in order to beat the CPU or your human opponents. Odd-It Will Be Watching pits you against the environment of an unmerciful far flung planet. You must survive 64 days trying to keep your crew warm, their belly's full, and sane enough to not give up hope of rescue. If you are going to Portland Retro Gaming Expo this weekend, be sure to swing by the AtariAge booth to play the demo for Odd-It Will Be Watching. Crescent Memories is still in production with no definite release date yet. All three games are in a playable state with only a couple major elements left to be implemented (EEPROM support for hi-scores and rotary support for Odd-Ball). Other than that, ancillary graphics and audio work still needs to be done, along with play testing. Because we are fitting work on this project into our free time, we can't give a definite release date at this point. We will keep everyone updated when we get closer to development finish line. We want to thank Albert here at AtariAge for being our publisher. Making sure that the game is available for the foreseeable future for anyone to buy is something that I personally would have never imagined would happen for Jag games a few years back. Not to mention this allows us to focus more on making the game instead of making cartridges. Also, thanks to Seb, CyranoJ, Shamus, Matthias Domin and many, many others on this forum for the amazing tools, feedback, help, and inspiration they have given us and others over the years. Without these people new games on would only be dream for our little dev team. Thank you!
  21. Hi. I am an autistic teen and I am utterly offended by Cave In supporting Autism Speaks. We do not have a problem, we have a gift, and I urge the admins to investigate into this problem
  22. 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
  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. In July 2020 I and sat down at my home-brewing desk and started to play around with tweaking my 2002 Atari 5200 homebrew, Koffi: Yellow Kopter. I have had notes about doing a 2nd Koffi game since 2002 when I finished the first one, but it seems ever more unlikely I'll devote time to do a whole new sequel with all the ideas I'd planned. So, I decided to play around with the original, add a few game play tweaks, some new visual details, fix a few bugs, and add a new 2-Player co-op mode. Some of my first changes are listed at an earlier blog entry: https://atariage.com/forums/blogs/entry/16763-koffi-2020/ As I started to experiment and add fruits, more colors, 2-Player code and other things, what it turned into was a serious need to reclaim some more ROM memory. And OH THE HORROR of some of my old code! Koffi was a 32K game, which seems like plenty of ROM for a game like this, but it fills up. And in 2002 I was new at 6502 ASM codeing and learning, so I did several routines burning more ROM memory than I needed. And I had tried to fill in all the 32K memory just for the principle of using it all, thus the original game had a lengthy Credits with people's names at Game Over. For this version, I axed all that. I reviewed several screen-drawing routines that were basically the same code, so I consolidated most of these to use tables and parameters and to call a common subroutine. Same deal with the BuildRainDrops / EraseRainDrops (which use the 5200s' missiles) - I consolidated 6 of these subroutine to be consolidated table-driven loops rather than 6 lengthy individual subroutines which all basically did 90% the same thing. Between these two categories I freed up about 700 more bytes in the past week, so that should be enough to finish 2-player mode and add some more interrupts and colors. Here are some WIP pictures. I hope to accomplish a few more dramatic visual changes, but it depends on free memory and if adding too much logic affects the gameplay. For this version, I kept Koffi's "Koloring Book" mode, where you press the #5 key and then can use *, 0, and # keys (at the bottom of the 5200 controller) to change the colors of 16 different categories on screen. And I added 3-character text descriptions to each of the 'categories', for example CL1 is Cloud Color 1, Tr1 / Tr2/ Tr3 are Tree colors 1/2/3, and so on. In the 5200 original, it just showed the hex value 0 through F. 2 Player Mode is starting to work. You toggle it on the Title Screen by pressing the #0 key. It is understandably glitchy for now, until I modify ALL the collision and Points logic to handle 2 players. To get 2 Kopters on-screen, I took Koffi's original Player0 and Player 1 (which gave him multi colors) and devoted Player0 to the first kopter, Player1 to the 2nd. If the first Kopter is named Koffi, then I guess the second Kopter will be named Toffi.
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