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  1. Last game of mine, coded with the great guys of OCEO team @marss and glafouk, for this great year of Atari Lynx coding. Game story: The contest for the best lawnmower is open and you want to win the first prize. First train yourself with nine basic lawns then enter the competition trying to mow 23 of the worst lawns of the city. To be a pro mower remember to cut only the grass because flowers and other obstacles will make you lose fuel. Don't hurt the moles if you don't want to be disqualified, but if you close their holes they will stop disturbing you If you are short of fuel find a tank before it is over; some special tanks have less fuel but contain additives that give you bonus powers for a limited time. There are three difficulty levels: it is better to practice with the easy one before trying the others. Good luck! The game ROM will be published by Silly Venture on December 25th, so there is time to make a final fixing and tuningof the games. Here are some pics and a video of the game (it is the backup video sent to Silly Venture in case there was problems running the game). Lawnmower.txt
  2. Over the past few years, I've had a consistent desire to create a CyberPunk-inspired game of sorts for the Jaguar. Those of you who talk with me regularly or follow me on social media know that I've been experimenting with a number of various game design and demo ideas for just as long. I've created and released a few simplistic things like the a JagMOD Jukebox, The Car Demo, Fish Feast Demo and Simone (which I'll eventually release this year). This single game idea interests me the most however and I'm hoping it's something that will be of interest to others as well. The release of SainT's JagSD cart has alleviated any space issue constraints that would have made a game like this impossible before. So with that out of the way, now seems like a good time to create a dedicated thread for this game idea to discuss progress as it transforms from concept to reality. I haven't made a final decision on player movement/interaction yet but have a few ideas which can be seen in the videos below (running on real hardware): What is the game supposed to be about - the nitty gritty of it all: Intended to be a mature-based game of deception, you'll have to find a way to either erase your history or prove your innocence... or die trying! You wake up in an empty call girl's house only to learn that you've been accused of murdering your girlfriend and the authorities are on the way to take you down. Your memory is hazy and you feel confused. Were you drugged or did you party too hard? You'll have to avoid being caught while piecing together the reality of what actually happened. Along the way there will be puzzles to solve, you'll encounter conflict and fights, do favors such as hack risky ATM networks to obtain money and receive aid in the process. Is dying your only way out? Goals for the game: ●SD-based to utilize vast storage options without limitation ●160+ rendered scenes to explore with varying 'live' elements dependent upon player interaction (such as smoke/fog, flashing lights, characters talking). ●Full music soundtrack with theme songs / sounds to match your current state or situation (Title Screen music in video below). ●Multiple mini-games required to be played/won for game advancement (hacking, fighting, racing and more) sounds like a lot but they're mini, not full-blown. ●Interaction with dozens of digitized in-game characters with voice acting, some utilizing actual Jaguar-fans from the community (more below). ●Building entrance access to places such as warehouses, bars, clubs and other areas to discover. ●Multiple endings based on your ability to succeed or alternate paths taken attempting to win the game. Please keep in mind a lot of this stuff was created in 2018 or earlier this year as a rough proof of concept but ultimately put on hold until the SD materialized. Turns out you can only do so much before having the required hardware and software to proceed. Output capabilities of the Jaguar: Take away the storage limitations and suddenly you have space for all sorts of really nice screens, may they be static or otherwise. Here are a few shots of the concept running on the Jaguar and output to a Sony CRT. Your first encounter may be the call girl that warns you about said authorities on the way. Is she even trustworthy or just street scum? You have a flashback. Are these the last memories of your girlfriend before she was murdered... supposedly, by you? Zoe is a friend available to help when in need and she's probably got just the thing to save your ass at her warehouse. If you can make it that far. If you're walking the streets during the day, chances are you're on the wrong path and more likely on the way to being busted instead... Turns out Zoe has a boyfriend and he's jealous as hell. Now you have to explain why exactly you were with her the other night. Is this your Kiss of Death? *test render, not on CRT: She's pissed because you're giving her a hard time and unable to pay for the photos she's acquired for you. Now what are you going to do? *test render, not on CRT Jaguar Fans in the Game! This is something that seemed and still seems like a fun idea to do. And why not? After all, the game is intended for not just me but for of all of us. How could it not be fun to include some of the fans in the community as part of a futuristic CyberPunk game on the Jaguar?! I reached out to a few last year so that I could learn and experiment with rendering in some for the game. The screens you see are used only as a test bed for placement but Andrew (Master-Cast TV) can be seen here in a diner scene, very disgruntled to be working so late and not at all happy that you're most likely about to waste his time asking questions instead of ordering something. Does this place ever close? Things have taken a turn once you leave and now he's out on the streets with fist clenched. No idea what's about to go down... *test render Turns out Aleks (another Jaguar Fan) was just outside the Bar and has given you some bad news. Or is he there to intercept you with your new found info? *test render Feel like being a part of the game? If you don't mind having your face and voice used when the time comes, please feel free to drop me a message. .....to be continued
  3. ZeroPage Homebrew LIVE every Wednesday & Friday Streaming the very best of Atari 2600 HOMEBREW games, LIVE on Twitch! Twitch Livestream Channel: https://twitch.tv/zeropagehomebrew YouTube Archive Channel: https://youtube.com/zeropagehomebrew NEWEST EPISODE: 20191204 Let's Play: HOLIDAY HOMEBREW SPECIAL! Frosty (Berzerk Hack), 2019 XMas Invaders (Pepsi Invaders Hack), Reindeer Rescue, Stay Frosty 2 UPCOMING EPISODES on TWITCH (Click Time Listing for Your Local Time): -- SHORT BREAK -- 20200103 Let's Play: HugoHunt (Demo), Pilot X, Ninjish Guy in Low Res World (LIVE @ 6PM PT | 9PM ET | 2AM GMT) 20200108 Let's Play: Penult (WIP Upate), TBD (LIVE @ 11AM PT | 2PM ET | 7PM GMT) 20200110 Let's Play: TBD (LIVE @ 12PM PT | 3PM ET | 8PM GMT) 20200115 Let's Play: TBD (LIVE @ 11AM PT | 2PM ET | 7PM GMT) 20200117 Let's Play: TBD (LIVE @ 6PM PT | 9PM ET | 2AM GMT) 20200122 Let's Play: TBD (LIVE @ 11AM PT | 2PM ET | 7PM GMT) ... 20200201 Event: 2019 Atari Awards Presentation! 2019xxxx Interview: Dion Olsthoorn aka Dionoid at PRGE2019 2020xxxx Let's Play: Dan Kitchen's Gold Rush (WIP Exclusive Premiere) 2020xxxx Let's Play: QuadTari Hardware: QuadGames (WIP Exclusive Premiere). Galagon, Wizard of Wor Arcade 2020xxxx Let's Play: Daniel Kitchen's Bon Voyage (WIP Exclusive Premiere) 2020xxxx Let's Play: First 12 Homebrews 2020xxxx Let's Play: Chat's Choice 2020xxxx Let's Play: MultiPlayer Marathon 2020xxxx Let's Play: INV+, Space Instigators, Rainbow Invaders (Invaded by the 2600 Show Theme) Upcoming Games: Complete Games: Ultra SCSIcide, RAMless Pong, Arctic Landtran, Sea Wolf, Conjoined, R.P.S., Skee-ball, Space Game 2K, Pitch'n Catch, Stell-A-Sketch, Asteroid Rescue, Super Pong 2600, Dark Mage, Joust Pong, Seawolf (2004) WIP Games: RetroVenture (WIP), [email protected] of Chaos 2: Treasure of Minos (WIP), Grand Chalice Cinci (WIP), Panic! Rooms (WIP), Save Gaia: The Cy-Mage (WIP), Dystopia (WIP), Drive! (WIP), Apollyon (WIP), Blackjack Theta VIII (WIP), Star Crusade (WIP), Shifty Lifty (WIP), Matchie (WIP), Mondo Pong! (WIP), Rip Off (Early WIP), Street Fight World (WIP) WIP Updates: Gyvolver (WIP Update), Tumble Temple (WIP Update), Temple Runner aka Escape from Kukuku Temple (WIP Update Next Ver) Boxed Copies: Amoeba Jump (Boxed Copy) + More 2019 PRGE Releases 100% PLAYTHROUGH: Caverns, Blinky Goes Up, The Stacks (WIP), Reindeer Rescue, Stay Frosty 2 Activision Patch Challenge: H.E.R.O. (75,000), Barnstorming (Game 1/33.3s or 2/51.0s or 3/54s), Enduro (5 Days), Crackpots (75,000), Pressure Cooker (45,000), Beamrider (60,000 & Sector 20), Chopper Command, Decathalon (Bronze @ 8,600), Decathalon (Silver @ 9000) Decathalon (Gold @ 10000), Dolphin (Friends of the Dolphin @ 80000), Dolphin (Secret Society of the Dolphins @ 300000), Dragster (6 sec), Grand Prix (Game 1 @ <30s, 2 @ <1m, 3 @ <1m30s, 4 @ <2m30s), Ice Hockey (Beat Computer), Kaboom! (3000), Laser Blast (100000), Laser Blast (Stripe @ 1000000), Oink! (25000), Pitfall II (99000), Plaque Attack (35000), Private Eye (Solve Case 3), Robot Tank (Cross @ 5 Squadrons/60 Tanks ), Robot Tank (Star @ 6 Squadrons/72 Tanks), Skiing (28.2 seconds/game 3), Space Shuttle (Pilot @ 4 or 5 missions with 4500), Space Shuttle (Commander @ 6 missions with 7500), Starmaster (Order of the Supreme Starmaster @ 3800/game 1), Starmaster (Leader @ 5700/game 2), Starmaster (Wing Commander @ 7600/game 3), Starmaster (Starmaster @ 9000/game 4) Archived Shows (YouTube): 20191129 Let's Play: Robot City (WIP Update), Street Rod 2600 (WIP), The End 2600 (WIP Update) 20191127 Let's Play: Fat Albert (Hack), Defender Arcade (Hack), Galaxian Arcade (Hack), Dr. Vs. Daleks (Hack) 20191122 Let's Play: Water Diver (WIP), Primate Plunge, Seaquest (PATCH EARNED! @ 92360/50000) 20191120 Let's Play: The End 2600 (WIP Exclusive Premiere), Heist (Updated Final Release), Marble Madness (WIP John K Harvey), Kelly Kangaroo (WIP) 20191113 Let's Play: Robot City (WIP Update), Running Man (WIP), Venture Reloaded (WIP Hack Update) 20191108 Let's Play: Kirby 2600, Keep Away, Bombs Away!, Tennis (PATCH EARNED! @ Won Set) 20191106 Let's Play: CollectorVision Phoenix Unboxing, Power Off!, Shielding Color, Bass Fishing Tournament (WIP) 20191031 Let's Play: HALLOWEEN HOMEBREW SPECIAL! Skeleton+ (Fixed), DoReMi (Halloween Edition), Zombie Invaders (Space Invaders Hack), Ronister at Haunted House (Berzerk Hack), Halloween, Frankenstein's Monster 20191025 Let's Play: Heist (WIP), Goon Nights, Skiing (PATCH EARNED! @ 28.19s/28.2s on Game 3) 20191023 Let's Play: PRGE Unboxing, Venture Reloaded (Hack) (Exclusive Final Release), Flop Band 2600 (WIP Exclusive Premiere) 20191020 Event: LIVE BROADCAST FROM PRGE 2019! New Homebrews, New WIPs, live with John Champeau, Al Yarusso and more! CLICK [Reveal Hidden Contents] FOR MORE YOUTUBE ARCHIVED SHOWS
  4. R3 released, which I think is close to final. I've edited this post, but details are in a new post below. (This is my first post, but I've been lurking for a few weeks while writing this game, and I've really enjoyed trying out other homebrews.) Water Diver is a reflex game, for one or two players (simultaneously): dots are bouncing everywhere in the water; collect the good ones, while avoiding the bad ones! Five Six Twelve exciting levels, four exciting songs. 🙂 No title screen yet... The graphics are pretty simple, but I think it's fun, and challenging. I have yet to break 150 points, except when testing at slow emulation speeds. There can be a lot going on onscreen. My high score during development is 162; for R3 as released, my best so far is 131. Latest release: water_diver_R3.bin (NTSC) water_diverpal_R3.bin (PAL60) Older releases: water_diver_R2.bin (NTSC) water_diverpal_R2.bin (PAL60) water_diver.bin (NTSC) water_diverpal.bin (PAL60) I've tested in Stella 6.0.1, and on an NTSC 2600. In Stella, it's difficult with keyboard, but I find that it works quite well with a mouse. The two-player mode hasn't had a lot of play; please let me know what you think! Also feel free to suggest PAL color tweaks, or whatever else. I have a very small amount of room left. I expect to at least add a few more levels. Or maybe a title screen. Controls: Joysticks. Either player can start at any time, by pressing their fire button; after that, just steer the button will give a lateral speed boost. Between games, you can cycle through game modes, with Select: In the default mode, you advance from level to level in time with the music. In "flow mode" you stay on one level forever -- any level you have reached previously. (This is more fun than it sounds!) Hints: There's no way to only one level where you can restore your health. You can see how much damage you've accumulated by looking at your score. The faster you pick up the good dots, the sooner new ones can appear. (It can be dangerous to pay too much attention to this fact.) When the water turns green, watch out... The game is inspired by https://www.khanacademy.org/computer-programming/water-diver-sounds-added/5430351862169600
  5. IT'S ON - ALL PARTS ORDERED! We're getting Tetris-Videocarts!! First mockup box: Actually looks good in widescreen, it corrects building blocks to more square ones. The list of TEN prepaying customers: (never mind the last two) 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) *** bonus buyers *** B. eebuckeye C. retrogmr FINAL PRICE NOT SET, YET Incl. standard shipping. Will update price when parts have arrived. It will be more than $85, probably somewhere between $85.01 and $99.99. Registered shipping is US$11 extra. The discount (price was $85) was for the agony of waiting for so long between payment and delivery. These ten twelve heroes are the ones who covered the base cost for everyone else... Now it will take at least 4 weeks until any Tetris cart deliveries will be made. You're paying for one Tetris Videocart with custom labels and dito box. PayPal: [email protected] ************************************************************* ************************************************************* Three IMPORTANT details: Make sure you pay in US$ (not automatic SEK by PayPal) Make sure I receive the full amount, add the whole cost of fees to your payment or use the friends-option. (this is a very difficult task) Please make sure I know who's paying and your address, add your alias and/or send me an email about it ************************************************************* ************************************************************* 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?) I will probably ask for opinions about the box here in the thread, the mockup is a 5min job, well a little longer, had to piece together letters. Peter Trauner sent me his latest code which has a few updates I didn't know about. >--- end of message for now, feel free to ask any questions and I'll answer. Here's the original message: 15 years after Peter Trauners release I have now asked permission to release it as a cart of its own (and it was OK). I feel confident enough after selling Pac-Man and Multi-Carts for about ten years no, got things sorted out to take on a new cart for myself. I'd like you to write down if you're interested and I'll present further details in this thread and make it into a sales thread. Some things are of course expensive in small amounts so the more people who can share the costs the cheaper it will be, estimation is around $100, first round is always has the highest cost. Here's a quick idea on the box, same style as later cartridge (18-26), instruction booklet may also be included, haven't decided yet... If you're not interested, perhaps suggest another title. Thanks!
  6. After a long and hard work both on the software and hardware front, I'm happy to announce you the release of my first SNES game: Yo-Yo Shuriken. Defend the dojo! Use your secret ninja weapon, the mighty "Yo-Yo Shuriken" to defeat the robot hordes and their deadly bosses. Master the technique of throwing the shuriken to attack enemies from the front and then recalling it to hit them from behind! Focus your energy into the Yo-Yo Shuriken to deliver a powerful charged attack that can cut through several enemies at once! 7 levels of intense action! Solo and 2-player co-op modes! The game is now available on cartridge with a beautiful cardboard box and a manual from Catskull Games: https://catskullgames.com/yo-yo-shuriken !Black Friday Sale! All the games from Catskull Games, including Yo-Yo Shuriken but also my previous Game Boy games (Sheep It Up! and DMG Deals Damage) are 10% off until December 2nd, 2019! At checkout, enter the promo code BF2019 to get the discount! The cartridge is made from newly built elements (PCB, shells, etc.) all designed and hand assembled in the US by Catskull himself. The cartridge is region-free. It has been tested and working on NTSC SNES, PAL SNES, JP SFC, and Analogue Super Nt. The box and manuals are also printed and hand assembled in the US, using materials that make them as close as possible to the original SNES releases from the 90's! Also, you can also buy only the ROM of the game if you prefer to play it on emulator: https://drludos.itch.io/yo-yo-shuriken Whether you play it on real hardware or on emulator, I really hope you'll enjoy this game!
  7. OdysseyNow Game Pack 2 is now available to pre-order! It includes 3 games, an Odyssey system upgrade, and a set of major new peripherals: Left and Right English Splitters. We've set up a simple Paypal webstore for this, here. We are only producing 15 copies ever of this set. Paypal is keeping track of inventory. It will only take your money if copies are still available! I'll update this post once they are sold out. Read about Game Pack 2 in this thread. For more discussion on this, and early announcements, please consider joining our Facebook group devoted to Odyssey and early video games. We are have produced everything included with this set except for the scoreboard listed below; we are waiting for those to be produced. When we receive them, all orders will ship. It could be in December, or at the latest, early January. All proceeds from these sales go toward funding the OdysseyNow project, to research and develop more hardware and games for the system! Here's the complete list of contents: Left English Splitter set (Splitter Base + English Controller) Right English Splitter set (Splitter Base + English Controller) English Splitter Instructions Wall Adjustment Upgrade kit Danceoff overlay Danceoff plastic dancer pieces (6 red and 6 blue) in velveteen bag Dice X2 (black and red) Danceoff Instructions Team Volleyball Overlay Team Volleyball Instructions Soccer overlay (recreation) Soccer Instructions (reproduction) Soccer dual-wheel scoreboard (85% scale reproduction)
  8. 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!
  9. Is the rom for LadyBug on the 2600 available? I searched the internet and Atariage, and haven't seen it.
  10. /development_page.html?InDevelopmentID=43Thomas Jentzsch, author of Thrust for the Atari 2600, has started work on a new 2600 game called Robot City. Robot City is an 8K unreleased prototype on the Odyssey 2, and Thomas has thus far managed to squeeze it into 2K on the 2600. The premise of the game is very simple: You're a helicopter in a maze filled with tanks trying to kill you. Of course, you must kill them first with your gun. But the tanks have a shield and can only be disabled when hit in the rear where they are unprotected. There are two mazes in this version, which you can switch between by using the Select switch. For some screenshots as well as a copy of the binary you can try yourself, please visit our Robot City In Development Page.
  11. Hello everyone! If you are already familiar with the quality of A New Marauder (thread: http://atariage.com/forums/topic/254053-a-new-marauder), our previous release, you gonna enjoy Rally Racer as well. We released an initial batch of 50 numbered copies that are already soldout but you can get the regular series without numbering from now on. Some gameplay can be viewed here: https://www.youtube.com/watch?v=Q2qWQUu6uNg Check the pictures attached for info on the items of the set (sorry, we couldn't update our website yet due to the rush - www.morework.com.br) . If you are interested, please write to [email protected] and I will be pleased in answering you. ----------- PRICING ----------- Rally Racer Cartridge (with box and user manual): U$ 79.90 A New Marauder Cartridge (with box and user manual): U$ 53.90 A New Marauder T-shirt: U$ 19.90 Rally Racer T-shirt: U$ 19.90 More Work Heavy Sixer Console T-shirt: U$ 15.90 Paper cradle for Atari cartridge: U$ 0.99 (each) ----------- SHIPPING (North America and Europe) ----------- For ONE cart: $ 32.90 USD (<500 g) For TWO or TREE carts _or_ ONE or TWO cart plus t-shirt: $ 37.90 USD (<1 kg) PS: check t-shirt size availability (S, M, L, XL or XXL). PS2: we ran a new and probably the last batch of A New Marauder - don't miss it.
  12. Carpenter

    Rally Racer

    Hello everyone! I'd like to introduce you the new release from More Work games: Rally Racer I have made a post on "Buy, Sell and Trade" section (http://atariage.com/forums/topic/289764-rally-racer-new-release-from-more-work-games/). Please check there to see pricing and more details. The initial batch of 50 numbered copies is gone but you can still get the non-numbered series. Gameplay: Don't miss it! :-)
  13. 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 - 4EUR 10x 3D printed cartridge shells - 36EUR 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, you can download its STL from Thingiverse, if you want to get one with your programmer board, tell me and I can print it for you. 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 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 - contacted 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 Next batch (will be building/shipping in August 2019): Alonsan davidcalgary29 BennVenn peekb mxnschx DashV neo_rg haightc karttu 4ever2600 + 2x pihat cases MacRorie MichelS tron96 cdoty bsittler (contact via email) Cancellations: PsychoMage
  14. Now i'm not a programmer, but I've been thinking of a Game where you play as a JSDF helicopter Pilot and you have to fight a division of evil helicopter pilots, alien U.F.Os and the final boss Godzilla. Even though I said i'm not a programmer, I drew up some crappy sprites on some graph paper as seen below. So what do you guys think? Would you play an atari game about godzilla?
  15. 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...
  16. Sydney Hunter & The Caverns of Death is coming for the ColecoVision! Sydney must navigate dark caverns while avoiding bats, ghosts, hot lava and other obstacles. If you can survive all 10 caverns, you will be able to win your freedom! Here's some screenshots of the work in progress
  17. GOON NIGHTS A simple gunner for the Atari 2600. Shoot goons in their natural element - shooting at you! This is my first game on the console. Rules Simple: Shoot goons at windows. Rules Detailed: (Or skip below to the preview vid and .bin) Shoot goons using your sights, a cross controlled via joystick. Goons Remaining is left score, Current Level is right score. Goons Remaining increases by 1 infrequently with time spent on any level, a kind of inflation. Because all goons love inflation. Goons Remaining will start out at the next level’s value. Level 1, 1 goon to get, Level 10, 10 goons to get. Plus inflation. Score Strip changes color to reflect the player’s health. Sequence : Gray->Yellow->Amber->Reddened Amber->Red (with final shots fired by a goon the bullet that takes you out). Gunfire affects your health when a goon has the drop on you, meaning a goon is firing at you when your sights are above the hedge. If a goon has targeted you, and you’ve scampered back to the safety of the hedge, and if already on the receiving end of gunfire, this will decrease, along with lessened negative health effects. You will know all this from the sounds of gunfire and red skies indicating a certain pain. The sights move from left-to-right depending the window chosen. A window is auto-height adjusted for the player, meaning that if a goon is on the upper floor the sights will be in that band. The player must just choose left or right with the joystick for either window. Choosing nothing returns you back to the hedge. Pushing up gets you the center window where you may experience The Refreshing Goon. To attack a goon, once you’ve judged your sights over, use the joystick button; this will freeze sight movement. Keep button held for rapid bullet action. The goon will flash, indicating hits. The Refreshing Goon is a special event. Whichever one appears at the center window, (and this curiously shaped as a health-cross), happens to be your brief opportunity to not only reduce Goons Remaining but completely restore your health. To select this window, press up with your joystick (centers when using Up from the resting hedge position, resets proximal when taken from another focused window). Release trigger to allow for re-aim animation, or choose a new window moving the joystick left or right. Release all to take cover at the hedge. You may need to re-aim during a goon swap at same window. There are three types of goon. Your standard goon with hat, a mustachioed biker goon with bandanna, and Stewpy, the stubborn dunce goon who wants to know what all the commotion is about. Stewpy doesn’t know any better than to just stand there and take it. After enough abuse, this will energize any next shot by a goon to avenge with blood rage, which means you losing a healthy color on contact. Goon code - don’t pick on the defenceless. (NB., hitting Stewpy nonetheless decreases the Goon Remaining count which may tip you into the next level and cleaner health. So much for a code your side.) A goon can be in three stages of presentation : standing there, very goonish, looking pleased with himself (or utterly vacant like Stewpy). Aiming his weapon and not firing - you’ll soon know how to get the drop on a goon here. Or, aiming his weapon and actually firing on you - an unpleasant situation. A goon, in sequence, may stand, take fire, then return fire. Alternatively a goon may be aiming but is unable to return fire. Sometimes it really doesn’t matter as you’re just too busy taking care of business and betting on that Refreshing Goon to show since blasting Stewpy so much. Levels transition when Goons Remaining are 1 and you take out the last goon. This rotates the background sky through bright colors and alerts a sound. It’s unmistakable really. During this time hits against health are briefly suspended. Levelling recoups some of your health. This is shown in the improved coloring of the Score Strip, until improvable no further : gray. The game ends when either you’ve run out of health or Goons Remaining have inflated beyond 99. In either instance a red Score Strip is presented and play is over. If you get over level 99 I have no idea. I’ve never been able to get that far. To play again, use the console’s Reset Switch. There are no other settings available at this time. <- This is the highest level I got to. Notes about Goon Nights Author : Glenn Main Size : 4k Format : NTSC For : 1 Player Input : Joystick Ps., I do not have NTSC Atari 2600 hardware to preview with, so if any do test this way, please let me know. Thank you in advance. YouTube video intro is cart label design, should this move to a limited production. Gameplay from a slightly earlier build: https://youtu.be/9NxfNyxnHTQ Goonghts.bin
  18. 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! * Optimization and refactoring has freed up some more space so I hope to improve the graphics and maybe add background music. * Current Version * ----------------- 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 * Older Versions * ----------------- 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
  19. 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
  20. Still running down my laundry list of more minor tweaks. The past few things I've done are: - WSYNC screen color changes tweaking. I can't believe it, but on several screens I had the WSYNC on the DLI *after* the actual color register change, not *before*. Thus in the 5200 version there are a few screens where you can see a color change mid-scanline. I tested 5200 AdvII on a 27" CRT so it probably didn't concern me , or I didn't notice it back in 2007. So, I fixed a handful of those screens for the XEGS version, and those screens are more rock-solid looking now. See the before and after screen shots - look carefully along the logs and you'll see blue water color on the before pic . - Minotaur Freeze State. I never got to put this into the 5200 version but always wanted to have some way you could take out the Minotaur, even if just for a short while. In the XE version, the Blue Key will freeze the Minotaur in his tracks until you remove the key from that screen. See attached YT link (sorry, the aspect ration is vertically stretched for some reason). - I also finally located a bit of code that needed some gentle massaging (either that or more Hard Work* ) to stop the Troll from BAMF-ing ** around at times. Fixed! * Do you get the reference? ** BAMF is the comic book sound effect in X-men comics when Nightcrawler would teleport. BAMF! Al is going to have a recent version at the PRGE show , running on an XEGS machine. See prior blogs for other recent tweaks to Adventure II XE.
  21. As you may (or might not) know, Coleco was supposed to release Vanguard for the ColecoVision back in the 80s It sadly became one of the many vaporware announced by Coleco For years, CollectorVision strived to release prototypes, unreleased and vaporware games announced by former Coleco In fact, we made it our very own commitment! Well, today I'm happy to announce yet another former vaporware game! That's right! We're finally bringing Vanguard to the ColecoVision, and we're very proud to bring you to MOST ACCURATE home conversion of Vanguard! It even includes the famous original speech synthesis, music and sfx We're also not afraid to tell you it compares in term of quality to Pac Man Collection and Mario Bros CV version, in other words..... it's arcade perfect! Yes, it is that much good!! The cartridge is 128K and is packed with full goodness! What else can I say, other than you'll have to play it to believe it! ''The best is yet to come''
  22. Hey everyone. Had a quick question for those of you familiar with Hardware because I really am not. i have a video issue with only certain homebrews and hacks. Original release 2600 games play fine, all 85 or so i own. It doesn't happen every time with the effected games, and when it does happen usually taking the game out and reinserting it once or up to 3 times will make the issue go away. could this be a power issue? Capacitors or something inside the system failing? Or simply just RF interference of some kind? I'm using a light sixer on a CRT through RF. I'll post a picture of one of the affected games and then a couple of pictures of regular games playing fine. thanks alot everyone.
  23. 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):
  24. 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 Optionally launch and test your game using the Stella (2600) or A7800 (7800) emulators 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. 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 made available and will be announced via the AtariAge forum (you will also be notified in VS Code). To update to the latest release: From the Activity Bar, click the Extensions button to display the Extensions window. From the Extensions window, search the Enabled list, locate Atari Dev Studio and click the Update button. Note: It is recommended you restart VS Code after installing an update. 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 ads: Compile source code and run in emulator 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. 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 Compile source code and run 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 size, region (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 .png - either selected or all (compatible with 7800basic 3+1 and 12+1 image requirements) Load and save palettes More features are planned... 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. Note: The Sprite Editor is currently configured for working with 7800basic images. 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). This is a preview This software is currently in preview and contains the following missing or untested features: [macOS] Stella emulator is missing. You will be required to provide your own path to Stella for the time-being (via the Settings). [macOS] 7800basic and the A7800 emulator is untested [Linux] Potential for missing packages (On Ubuntu 18.04.02 x64 I have been required to install a number) I don't currently have direct access to a macOS machine to finalise feature integration but will do so in the near future. The previous incarnation of this extension (containing batari Basic and dasm) has been tested by users on macOS and as the process is very similar to Linux I do expect the extension to function correctly. 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 Trebor Muddyfunster, TwentySixHundred, Lillapojkenpåön and vbauer for their additional testing and bug-reporting of the previous incarnation of this extension for batari Basic. Mats Engstrom (SmallRoomLabs) for his valued testing, suggestions and enhancements to Atari Dev Studio The AtariAge community including Albert, RevEng, Random Terrain, Gemintronic, Karl G and ZeroPage Homebrew Languages Atari Dev Studio includes the following programming languages: batari Basic (release BB.1.1d.reveng41) 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 0.6 Jul 13 2019 22:37:29) 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 2.20.11 - 20171206) 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. Andrew Davie maintained dasm in 2003-2008. During all this time, several other versions of dasm sprung up all over the net as well, making the exact chronology quite complicated. Peter Froehlich started maintaining dasm in 2008, hoping (against hope) to unify the various strands of development a little, and to maybe give dasm another 20 years of productive life. 🙂 Emulation Atari Dev Studio includes the following emulators for testing purposes: Stella (release 6.0.2 - 20191012) 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 188-03) 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. 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. Releases 20191022 - Build v0.3.0 Updated Stella to 6.0.2 (Windows, Linux) Added settings option to activate the A7800 emulator debugger 20190807 - Build v0.2.8 Fixed issue with rem keyword mis-highlighting when used within variables (batariBasic and 7800basic) Added missing 7800basic keywords: tallsprite Updated existing and added additional hover tooltips for 7800basic keywords 20190711 - Build v0.2.7 Added missing 7800basic keywords: hsgamename, noflow, trackersupport Added additional hover tooltips for 7800basic keywords Sprite Editor Updated Editor window to be resizable Re-arranged Toolbar order 20190614 - Build v0.2.5 Added hover tooltips for 7800basic keywords (a large majority) Updated 7800basic to 0.6 Jul 13 2019 22:37:29 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
  25. (latest update: Dec 2nd 2019) ALL CHANNEL F GAMES JUST $104, INC. SHIPPING Free Shipping Worldwide That's for standard shipping from Sweden, it's $11 extra for registered. (If not using "friends and family" option it's $109 or $121 for registered shipping) New menu: Autoswitching 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 or send a personal message or e-mail to address further down. Previously I have offered the Pac-Man cartridge as you can see here: http://www.atariage....__fromsearch__1 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 may 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, about $70 for the cheapest material and manufacturer last time I checked. 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. Payment Instructions: Your paid reservation is welcome https://paypal.me/e5frog/109 for registered shipping: https://paypal.me/e5frog/121 (or manually: http://paypal.com address is [email protected] I'll also answer e-mails sent to that address). Please use the friends/family/personal payment so I don't have to pay the fee. If you don't like that option please use the manual payment option and do your best to add enough extra money to cover the fee so that I get the full amount (and not $5-$0.10 less, I don't mind $0.01 or more extra). Fees vary so much I can't really keep track of all variations, too bad PayPal doesn't have an "I'll pay the fee" option. Make sure payment is sent in US$ 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 as it is 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. All free shipping is done via plain mail (usually delivered within 1-4 weeks), not registered, at buyers risk. I'm happy to ship registered at the buyers expense. There has been one lost package from the over 160 units that has currently been shipped, if you don't like the odds, please pay for registered shipping which is $11 extra. 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. Customizations are offered, $10-20 extra per item, such things as: Custom fast start options including custom back label Any startup message/picture Changes in menu colors Own order of items in menu (favorites first) Custom words in Hangman Custom music/noise or removal of anything in the current cartridge UPGRADE of older cartridge to latest software (buyer also pays shipping back and forth) ... or surprise me with something new. Thanks for looking! List of games (Latest update Nov 25th 2019): 1 TIC-TAC-TOE... 2 DESERT FOX 3 BLACK JACK 4 SPITFIRE 1 OR 2 PLAYERS 5 SPACE WAR 6 MATH QUIZ 1 ADD & SUBTRACT 7 MATH QUIZ 2 MULT. & DIVIS. 8 MAGIC NUMBERS, MIND READ, NIM 9 DRAG RACE 10 MAZE AND VARIATIONS 11 BACKGAMMON ACEY-DEUCEY 12 BASEBALL 13 ROBOT WAR TORPEDO ALLEY 14 SONAR SEARCH 1 OR 2 PLAYERS 15 MEMORY MATCH 16 DODGE' IT 17 PINBALL CHALLENGE 18 HANGMAN 19 CHECKERS 20 VIDEO WHIZBALL 21 BOWLING 22 SLOT MACHINE2B 23 GALACTIC SPACE WARS0C 24 PRO FOOTBALL0D 25 CASINO POKER0E 26 ALIEN INVASION0F 27 PAC-MAN DEMONSTRATION CARTRIDGE DEMOCART 2 MULTI-CART ALL GAMES SABA 20 - CHESS SABA 1 - MÜHLE... SABA 3 - BLACK JACK SABA 16 - RAT'MAL ALTERNATE MAZE ALTERNATE PINBALL ALTERNATE SLOT LIGHTS OUT F8 OF NATIONS TETRIS SWEDISH WORDS HANGMAN RETROGATHERING 2018 PAC-MAN KEVIN VERSUS TOMATOES KILLER HEADS OF LETTUCE GOLF BETA R71 IK DEMO COLORTEST ALTERNATE BIOS RAMTEST TEST CONTROLS SCROLLING MOUNTAINS DRAW POKER COLOR ORGAN FOOTBALL GALACTIC SPACE WARS SPITFIRE WERBETEXT-CASSETTE 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. 185 [7] Paul, USA 186 [7] Ricardo, USA 187 [7] Eric, USA 188 [7] Aaron, USA 189 [7] Steven, USA 190 [0] Thomas, USA ========================== end of my message ===========================
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