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  1. ZeroPage Homebrew LIVE every Wednesday & Friday Streaming the very best of Atari 2600 HOMEBREW games, LIVE on Twitch! SUBSCRIBE & WATCH: Twitch Livestream | YouTube Archive NEWEST EPISODE: 20200327 Let's Play: Kraken Attack, Ultra SCSIcide, Asteroids Attack (WIP Update), Rip Off (Early WIP), Boulder Dash (Levels E-H) UPCOMING EPISODES on TWITCH (Click Time Listing for Your Local Time): 20200329 Let's Play: Beamrider (Patch Attempt #3) (LIVE @ 1PM PT | 4PM ET | 8PM GMT) 20200401 Let's Play: Jack and the Beanstalk, Super Maria Sisters, Super Maria Sisters 2 (WIP), Text Adventure 2 (WIP Exclusive Premiere) (LIVE @ 6PM PT | 9PM ET | 1AM GMT) 20200403 Let's Play: TBD, Flappy Bird, Space Battle, Zoo Keeper (WIP) (2020 Harmony Games) (LIVE @ 6PM PT | 9PM ET | 1AM GMT) 20200408 Let's Play: TBD (LIVE @ 11AM PT | 2PM ET | 6PM GMT) 20200410 Let's Play: TBD (LIVE @ 6PM PT | 9PM ET | 1AM GMT) 20200415 Let's Play: TBD (LIVE @ 11AM PT | 2PM ET | 6PM GMT) 20200417 Let's Play: TBD (LIVE @ 12PM PT | 3PM ET | 7PM GMT) Completed & WIP Games in 2020: Atari 2600, Atari 8-Bit/5200, Atari 7800 Unscheduled Episodes & Games: Archived Shows (YouTube): 20200325 Let's Play: Mr. Yo-Yo (WIP Update), Abyss of Chernobyl (WIP Update), Beamrider (Patch Attempt #2: 16278/40000) 20200320 Let's Play: Tyre Trax (PATCH EARNED! @ 1st in 1/2/3/4), Beamrider (Patch Attempt #1: 10864/40000), Astronomer (Patch Attempt #1: 16/20) 20200318 Let's Play: Text Adventure, Fish Fight (WIP), Stake Toss Remake (WIP), Tyre Trax (Patch Challenge) 20200315 Let's Play: UFO LCD (Exclusive Premiere), Charge! (WIP), Star Crusade (WIP), Armageddon Complex (WIP), Circus Galacticus (WIP) 20200311 Let's Play: Spider Web (WIP), Asteroids Attack (WIP), Spear Diver, Zoo Keeper (WIP Update) 20200228 Let's Play: Matchie (WIP), Melbourne Tatty, Isolate (WIP), 21 Blue (WIP) 20200226 Let's Play: The Stacks (WIP) 20200221 Let's Play: Kheops, Spider, R.P.S., Game Catcher 2600, Seawolf 20200219 Let's Play: Peril (WIP), Evil Magician Returns, Evil Magician Returns II 20200214 Let's Play: Missile Defender (WIP), Z1B, Cisney, Corrirama, Labimento, La Cabrita, KITE! 20200212 Let's Play: Penult (WIP Demo Full Playthrough) 20200207 Let's Play: Save Gaia: The Cy-Mage (WIP Exclusive Premiere), Street Rod 2600 (WIP Update), 1 vs 1 Pro Tennis (WIP) 20200201 Event: 2019 Atari Homebrew Awards Presentation! 20200127 Let's Play: 2019 Atari Homebrew Awards Nominees Playthrough Part 4: Atari 8-Bit/5200 & 7800 20200124 Let's Play: 2019 Atari Homebrew Awards Nominees Playthrough Part 3: Atari 2600 Completed 20200122 Let's Play: 2019 Atari Homebrew Awards Nominees Playthrough Part 2: Atari 2600 ≤ 4K 20200117 Let's Play: 2019 Atari Homebrew Awards Nominees REVEAL and Playthrough Part 1: 2600 WIP 20200115 Let's Play: Steam Tunnel Bob (WIP), Pressure Gauge, Pressure Gauge II, Tumble Temple (WIP Update), Ninjish Guy in Low Res World (WIP) 20200110 Let's Play: Mr. Yo-Yo, Beer Pong, George 2007 (WIP), George 2019 (WIP), 1 vs 1 Baseball 20200108 Let's Play: Peril (WIP Exclusive Update), Penult (WIP Update) 20200103 Let's Play: Ninjish Guy in Low Res World (WIP Update), Pilot X, Snow Flakes 2019, HugoHunt CLICK [Reveal Hidden Contents] FOR MORE YOUTUBE ARCHIVED SHOWS
  2. 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.
  3. Hi all, I have created the following post yesterday: Someone just told me that I should have created it in this subforum. I don't want to duplicate the post but I have also not found how to move the post here. Any suggestions? Also, if you can comment on the bankswitch schemes you currently use in your programs and any experience you can share on how to implement a bankswitch controller on a 8bit Microchip PIC will be much appreciated. Cheers!
  4. Hi, I'm happy to present (on behalf of the team: Xeen, stRing and myself) the preview of our little game "Assembloids XE" which is being prepared for ABBUC Software Contest 2013. It's a reflex/reaction game based on C64 "Assembloids" published by RGCD last year (http://www.rgcd.co.u...s-c64-2013.html), which in turn was based on flash game "Quartet" by Photon Storm (http://www.photonsto...m/games/quartet). What could be interesting for you, it is the first Atari game that uses a combination of GR9 and GR8 (changed every second line). So we have low resolution graphics mode with 16 luminances and we mix it with hires mode (adding PMG underlayer) which jointly gives quite unusual graphical effect. Hope you like it Programming: Marek "Xeen" Cora / Agenda Graphics: Adam Wachowski Music & sound effects: Michal "stRing" Radecki / Agenda http://www.youtube.com/watch?v=XjzV_DzKW_w
  5. hi ,iam currently working on my first real batari basic game .i want to use the title screen kernel and i followed the official pdf exactly.But i get these errors in my console --- Unresolved Symbol List fontcharARISIDE 0000 ???? (R ) _NUSIZ1 0000 ???? (R ) pfcenter 0000 ???? (R ) fontcharHEART 0000 ???? (R ) fontcharMRHAPPY 0000 ???? (R ) fontcharBLOCK 0000 ???? (R ) bmp_48x2_2_height 0000 ???? (R ) player9height 0000 ???? (R ) fontcharUNDERLINE 0000 ???? (R ) mk_96x2_8_on 0000 ???? (R ) mk_48x2_X_on 0000 ???? (R ) mk_48x2_8_on 0000 ???? (R ) mk_48x1_8_on 0000 ???? (R ) bmp_96x2_1_index 0000 ???? (R ) bmp_48x1_2_index 0000 ???? (R ) bmp_48x1_1_index 0000 ???? (R ) fontcharCOPYRIGHT 0000 ???? (R ) score_kernel_fade 0000 ???? (R ) bmp_96x2_1_fade 0000 ???? (R ) fontcharCOLON 0000 ???? (R ) fontcharDOLLAR 0000 ???? (R ) mk_player_on 0000 ???? (R ) fontcharARIFACE 0000 ???? (R ) fontcharMRSAD 0000 ???? (R ) mk_96x2_4_on 0000 ???? (R ) mk_48x2_4_on 0000 ???? (R ) mk_48x1_4_on 0000 ???? (R ) fontcharSPADE 0000 ???? (R ) fontcharSPACE 0000 ???? (R ) mk_96x2_5_on 0000 ???? (R ) mk_48x2_5_on 0000 ???? (R ) mk_48x1_5_on 0000 ???? (R ) kernelmacrodef 0000 ???? (R ) bmp_48x1_2_00 0000 ???? (R ) bmp_48x1_2_01 0000 ???? (R ) bmp_48x1_2_02 0000 ???? (R ) bmp_48x1_2_03 0000 ???? (R ) bmp_48x1_2_04 0000 ???? (R ) bmp_48x1_2_05 0000 ???? (R ) mk_96x2_6_on 0000 ???? (R ) mk_48x2_6_on 0000 ???? (R ) mk_48x1_6_on 0000 ???? (R ) pfhalfwidth 0000 ???? (R ) 0.title_vblank 0000 ???? (R ) mk_96x2_7_on 0000 ???? (R ) mk_48x2_7_on 0000 ???? (R ) mk_48x1_7_on 0000 ???? (R ) fontcharCLUB 0000 ???? (R ) mk_48x2_1_on 0000 ???? (R ) scorefade 0000 ???? (R ) mk_96x2_2_on 0000 ???? (R ) mk_48x2_2_on 0000 ???? (R ) fontcharFUJI 0000 ???? (R ) fontcharDIAMOND 0000 ???? (R ) mk_96x2_3_on 0000 ???? (R ) mk_48x2_3_on 0000 ???? (R ) mk_48x1_3_on 0000 ???? (R ) fontcharPOUND 0000 ???? (R ) Fatal assembly error: Source is not resolvable. Errors were encountered during assembly. i looked online for solutions but nothing worked i apreciate any help.
  6. 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 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 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). 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 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 0.8 20200307) 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 6.1 - 20203022) 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 20200323 - Build v0.4.4 Updated Stella to 6.1 (Windows, Linux, macOS) 20200321 - Build v0.4.3 Added ability to compile Batch (.bat) or Shell Script (.sh) files (splendidnut) using the 'Make' process (change dasm compiler option to 'Make'). This option will automatically scan the root workspace folder for a 'makefile.bat' or 'makefile.sh' to use without having to open it first (make sure your base source code file is open and active as per the current compilation process). Note: you can also open the script file and compile from that if required. Renamed the 'Make' terminal window to 'Atari Dev Studio' 20200317 - Build v0.4.2 Added new welcome message on first run after new update has been applied (allows you to view the change log and can be dismissed). Added the following keyboard shortcuts which will activate when you have a batari Basic, 7800basic or dasm language file open: - F5 - Build and Run - Shift+F5 - Build 20200316 - Build v0.4.1 Disposed and re-initialised Make terminal window (Andrew Davie) this should dispose of any running processes... Removed Make terminal set path feature as it's no longer required #24 Fixed spelling issue in 6502 hover tooltip popup (Andrew Davie) 20200314 - Build v0.4.0 Added option to dasm compiler to allow you to select 'Make' to compile your source code (Andrew Davie). This option will automatically scan the root workspace folder for a Makefile to use without having to open it first (make sure your base source code file is open and active as per the current compilation process). Note: you can still open a Makefile and compile from that if required. 20200314 - Build v0.3.9 Added ability to use 'Make' to compile your game source code (Andrew Davie). Note: this feature is experimental and requires the user to have a fully configured environment to compile and launch emulation outside VS Code (tested only on macOS) Added missing Command Palette option 'ads: Kill compile process'. This feature will kill any running compilation process across all available compilers. Note: this should not be required but is available if needed. 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
  7. 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!
  8. Today I recieved Atariage's Super Pacman homebrew, and while playing it I discovered a glitch on the left side of the maze. Running over a certain spot triggers the key collecting sound effect and adds points, despite there being no key there. Is that a glitch in the original game's code, or just my copy? 20200320_215435.mp4
  9. 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
  10. FINAL PRICE: $97 Incl. standard shipping. Registered shipping is US$11 extra. Actually looks good in widescreen, it corrects building blocks to more square ones. You're paying for one Tetris Videocart with custom labels and dito box. PayPal: [email protected] ************************************************************* ************************************************************* Three IMPORTANT details: Make sure you pay in US$ (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?) Feel free to ask any questions in this thread or to the e-mail address above and I'll answer. First mockup box: 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 F. Rick Reynolds 10. Kelseya 11. HoshiChiri 12. Ianoid has expressed interest 13. 14.
  11. This is the latest version of my blackjack game. I've previously posted versions on this thread and my blog. It is a WIP so it is not expected to be bug free. The features I've implemented so far are: Title screen Betting screen Basic play with 4 decks Dashboard: context sensitive menu of available moves (H, D, Su, I, Sp) Double down Surrender Insurance Splitting hands Deck penetration of 75% No duplicate cards (other than 4 deck duplicates) F8 (8k) F6 (16k) bank switching Navigation help Sound effects Card animation Features I will be adding next (in order of descending importance) are: Difficulty & game options More graphic touches Win animation Idle animation Dev Notes: User feedback is lacking. For example, it's not always apparent you don't have enough chips for in game bets: double down, insurance, or split. The split hand user interface could also use some fine tuning. I'll look into adding pip colors, but I'm not yet sure it's possible without flicker. I won't settle for flickering cards, but flickering color under the cards might be okay. I'm not planning to use DCP. ---------- Premise: You're a NASA astronaut who crash landed on the uninhabited, inhospitable planet Theta VIII. You're living out the rest of your life in an artificial hotel casino created for you by the intelligent species who damaged your craft and killed your crew. Not knowing your preferred living conditions, the intelligent species constructed the hotel using the narrative from a poorly written pulp fiction novel in your possessions. You can't leave and Blackjack is your only entertainment. ---------- Instructions: This game uses the joystick: Title Screen Fire starts a new game Betting Screen Fire starts a new game Up or Down to increase or decrease the bet Left or Right to select bet amount Game Screen Fire starts a new game Up to stand Down to hit, double down, surrender, take insurance, or split hands Left/Right selects the next dashboard option Pressing down is context sensitive to the currently selected option. Split Hands The currently selected hand is white and the inactive hand is grey. When both hands are completed, Pressing Up or Down shows the result of each hand. ---------- Blackjack Rules: Blackjack The dealer checks for blackjack before hitting the player's hand. A natural blackjack pays 3 to 2. A blackjack on any split hand pays 2 to 1. A player's natural blackjack is a push against the dealer's natural blackjack. Dealer The dealer stands on soft 17. The dealer reshuffles at 75% deck penetration. Double down Double down Double down pays 2 to 1 of the original bet. Splitting Splitting hands is permitted on two equivalently valued cards. It requires another bet equal to the original bet. Split hands cannot be split again. Double down, insurance, and surrender are available on split hands. A black jack on a split hand pays out 2 to 1. Surrender Surrender is late surrender and returns 50% of your original bet. Insurance Insurance is offered when the dealer shows an ace or 10 value card. The insurance bet is fixed to 50% of the original bet and pays 2 to 1. Insurance does not pay out if the player busts. Miscellaneous A winning bet that is not evenly divisible by 2 is rounded down. The game ends when the player is out of chips. Beta release: BlackJackThetaVIII.zip BlackJackThetaVIII-beta-0-8.bin BlackJackThetaVIII-beta-0-8-afp.bin Alpha release: BlackJackThetaVII-beta-0-9.bin BlackJackThetaVIII-0-9.bin
  12. It's been a while since I've posted about this project, but plenty has been done and I wanted to show off some of the cool stuff I've got going on. The biggest thing left to do for this game is the character specific attacks, and I've got half of them done at this point. I got an idea this morning for what might be the next one, but that needs some more thought. Anyway, the character attacks are really the heart of the game because they're what makes every character different. So, in the order I coded them, let's check them out! Pork-Chop: Gator Rush Our intrepid ratcatching hero makes use of those horrible sewer alligators that make his day job so dangerous. These guys will cross the screen in waves, one from each side, and they're fast! Be quick on that trak-ball and avoid them to prevent damage to yourself. The gators are upside down here because everything on the top screen is upside down. Poor evil Zevasha is about to get chomped.
  13. Dear All, After building a homebrew SIO2SD, I decided it would also be nice to have a multi-cartridge. I was also quite keen to see what SDX was all about, since its mentioned so much on the forum - so I wanted to build a cartridge that would support that. I looked at the Atarimax cartridges, but the price seemed a little bit steep and I really wanted another DIY project anyway. The SIC!Cart looked promising, since the design and PCB layout are freely available, but the use of a GAL put me off, since it meant I would need to also buy a GAL programmer and I really wanted to use current rather than obsolete parts. In the end I decided to have a go at making something myself, largely with the aim of learning a bit more electronics. I'm posting the design here, in case anybody fancies making one themselves - or if you are looking for a cheap way to make big cartridges for a new game. You can consider the design open source - feel free to improve. Introduction This is a design for a low-cost 128k or 512k cartridge, and it is designed to fit in a grey XL/XE style cartridge case. It uses standard 5v 32 pin flash EEPROMs. The cartridge is read-only - you need some way of programming the EEPROM (see below). Bank switching is carried out by a Xilinx CPLD. I've posted the files to support either the Atarimax 1mbit or 8mbit banking schemes. You'll also need a way to program the CPLD (see below). This isn't a project for everyone - you'll need to be happy soldering and have a bit of electronics knowledge. You'll probably also need at least an arduino. Parts list - 1mbit (128k) or 4mbit (512k) 32 pin Flash EEPROM e.g. SST39SF010, SST39SF040 (£1.50) - 32 pin DIP socket for the above (£0.25) - Xilinx XC9536XL (PLCC44) (£1.50) - PLCC44 socket for above (£0.70) - LP2950-33 LPE (or other 5v->3.3v regulator in TO-92 package) (£0.15) - 2 x 10uF electrolytic capacitor (£0.20) - 0.1uF ceramic capacitor (£0.10) - PCB (approx £20 for 10). Eagle files attached. I've used dirtypcbs (and oshpark for a earler revision). Total cost roughly £7 Programming the EEPROM I've tested both 128k and 512k flash EEPROMs. I don't have an EEPROM programmer, but I do have an arduino, and there's some code on the arduino forum for programming SST39SF010/040 chips, so I went with these. If you use a 128k chip then you can program it with a 1mbit atarimax image (use the 1mbit banking scheme on the CPLD). If you use a 512k chip then you can program it with half of a 8mbit atarimax image (use the 8mbit banking scheme on the CPLD). Programming the CPLD The design uses an XC9536XL PLCC44 CPLD. You'll need some way of programming this with the desired banking scheme. I use a bus-pirate to download the xsvf file to the device, using a homemade programming adapter. http://dangerousprototypes.com/docs/Bus_Pirate_JTAG_XSVF_player https://www.coolcomponents.co.uk/bus-pirate-v3-6-universal-serial-interface.html The programming adapter is nothing more than a PLCC44 socket on some protoboard, with +3.3V, GND, TDI, TDO, TMS and TCK from the bus pirate wired to the appropriate pins of the socket. I found I didn't need any capacitors. I believe its also possible to program these CPLDs with xsvf files using an arduino or raspberry pi - but I haven't tried. You'll still need to build some kind of adaptor using a PLCC44 socket. You don't need to use the atarimax banking scheme - I used it since it was easy to make images for testing, and SDX was available as a 1mbit atarimax image. Attached Files I've attached the eagle project (board and schematic). Also attached are the xsvf files for 1mbit and 8mbit banking schemes, and the corresponding VHDL+pin allocation files. Spares & Kits This is just a hobby project, but I've got 8 PCBs left-over if anybody is interested... PCB only - £4 (+postage) Note that the PCB does not have "hard gold" fingers on the edge connector - so it won't last forever. Having said that, I've tested with 30+ inserts and removals and no serious signs of wear. But if anybody knows a PCB manufacturer that can do proper gold fingers cheaply I would be very interested for future projects... I realise that programming the CPLD is the main hurdle to making one of these, so I can maybe offer those, or complete assembled boards if a few people are interested - since I'll have to order more CPLDs... PCB + Programmed CPLD - £8 (+postage) Assembled without case (with 128k eeprom, programmed CPLD) - £14 (+postage) Assembled without case (with 512k eeprom, programmed CPLD) - £15 (+postage) PM if interested. Atari 4mbit Cart Eagle.zip schematic.pdf xsvf files.zip
  14. 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
  15. 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):
  16. Hello everyone, this is my first post on this forum. I'm a game designer/programmer for my day job, working on mobile games. Lately I've been getting into 2600 programming, with the initial idea of porting a prototype I made for mobile over to the 2600. It's been a lot of fun getting back into assembly coding, I haven't really touched it since high school, when I learned some Z85 asm to make games for my graphing calculator The game is a simple one-button game: a ninja is sliding down a wall, tap the button to jump away and slide down the other wall. There is an opening on the right, make it through and you are in the next room (the opening closes behind you). It has roughly analog input, e.g. the longer you hold the button, the higher you will jump. As you progress the position of the door changes, and the size of the door opening gradually decreases. Spikes also appear that you have to avoid as well. I've been working on the 2600 version for about a week or so now, and I'm really pleased with the progress so far. here is a screenshot: And a short video I posted on Vine: https://vine.co/v/O1PTebm37er I'm currently working on getting a basic footer that will display what "room" you are in (this is essentially your score). After that I need to get collision detection between the player and spikes (this triggers a game over), and then work on fixing bugs and adjusting the feel of the timing, maybe adding some more animation frames for the player, adding some sound effects, etc. Any feedback is welcome!
  17. 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 Next batch: 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 10/Feb/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 cdoty bsittler (contact via email) 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)
  18. 4Ttude is my personal entry for the Atari Lynx 30th Birthday Programming competition. At the end of July the core of Nutmeg (the other entry of mine, made with Retroguru team) was almost completed and all the technical problems solved, so decided to go with a personal work, but with only a month for doing it had to find something simple. The only option was to make an advanced version of the barebone tic tac toe POC I did to test my comlynx lib. The core engine is taken from open source code on github, but since the original code uses the terminal as output, it wasn't a trivial task to make it something playable on the Lynx. My first version of the game was reaaly basic in terms of GFX and Musics. Thanks to the work of @marss 4Tude during the last day had a very nice new dressing (GFX rework is not finished at the moment) and in the future I'll try do the same for the musics if I find a help. The game is a classic 3D tic tac toe played on a cube of 4x4x4 spaces, displayed as 4 layers of a 4x4 grid. To help the players, on the right side there are alternate views of the same cube and of its four diagonals. I think that these alternate views are an innovation respect to a lot of other versions of this game you can find online. The player can remove this alternate views from the board with the game options or pressing Opt1 during game. The last move is displayed with a yellow border and also this mark can be hidden from the options or with Opt1. To learn the game it's possible to play against the CPU selecting a difficulty level from 0 to 10. The CPU is very strong, so to master this game the player has to spend some time learning. If you beat the CPU yor rank rises and the records of yor last ranks is mantained in the game internal save state (only if played with a cart with an EEPROM chip, on a HQ SD cart, or on an emulator with EEPROM emulation). You can also play unranked games that don't change your rank. Think at them as Training Matches. During an unranked game versus the CPU you can use some training tools pressing B: you can undo your last move (only if the game is not over) or ask an hint to the CPU (the CPU will give a hint according to it's difficulty level, at level 0 it will be a random move 🙂 ) When you'll be good enough at this game you can play with other players. There are 2 multiplayers mode: turn based on the same console or with two Lynx connected with a comlynx cable. Thats all, if you like board games this little work will give you a lot of hours of fun. You can find attached to this post the game instructions (sorry for the typos and the bad english, maybe someone can help me checking the file, I'm busy tuning the new game GFX). Here are the game controls: DIRECTIONS KEYS: Navigate menus or move on the board A KEY: select an option on the menus or place you move during the game B KEY: access training tools during an unranked game PAUSE: pause / unpause the game OPT1: rotate board visualization options (only during a game) OPT2: rotate musics (during game) and mute unmute it PAUSE+OPT1: Back to game menu PAUSE+OPT2: Rotate the screen OPT1+OPT2: clears the internal EEPROM (only when the game is paused) 4Ttude.txt
  19. [This older blog entry was updated on 2/14/2020]. 2001-2002 -- Alan and I begin the game and design 75% of what it will be like. Raccoon joins as the artist. 2002-2005 -- Raccoon Lad & I discuss 5200 limits, we design and create screens, and program the game. 2005-2006 -- mostly just me finishing and debugging the program and trying to accomplish my own vision within dwindling memory space. Jan - March 2007 -- Since I have to wait for the game to be manufactured, I do add a few things like the Dragon Trap, then test some more. May 2007 -- 5200 version of Adventure II is published by AtariAge! ... Sept and Oct 2010 - Perry Thuente (PJT) ported the code to 8bit format, including both XEGS and Atarimax Bank-switching formats, and other mods involving OS, keyboard code. Added Bryan's AA splash screen. I now have a lot more memory to work with overall, but need to shift things around some more. 2011 - overhaul of Random Item hiding logic, creature behavior, and overhauled hiding of the 3 Bat Eggs/Dots. Distribute code and data to different banks to leverage out available total memory. Use one bank for a character set to get prettier text on title screen. 2012 - address bugs with collision and troll sprite 'remnants'. Changes to map paths, create new EXITS on hedge screens so Hedge Maze is the hub between Ice and Dark kingdoms, not the Green Castle itself like in 5200 version. Oct 2012 - first PRGE demo. 2013 - experiment with new sounds; add more wood plank bridge building (you can build bridges on both islands screens now, not just 1); Added end-game statistics. Implement one-button control scheme which was suggested on the forums. More gameplay tweaks and bug fixes. Timing seems different running on A8? New box artwork is done by David but we do not reveal it. Release first demo in AA Homebrew forum, with resulting feedback. PJT fixes PORTB problem. My homebrewing desktop computer has a problem at end of year, lost some data and felt burned out. Quit for a while. 2014 - project on hiatus. Too much real-world stuff going on such as home repair. 2015 - I got a new Lenovo i7 laptop, so I restored and reorganized my AdvII folders and files, and started working on it again. Added content and tweaks, fixed new bugs that got introduced, continued to get frustrating trying to add new content into the original hard-coded engine! 2016 - project on hiatus. Just can't get to it. I can't really remember why! Too busy living life I guess. There is an up-to-date PRGE demo in October. Jan and Feb 2017 - with a real "Git'R Dun" determination, completed engine optimizations. Fixed DLI screen color errors that had been plaguing me. Give Alt Icons special abilities. Add 14 new rankings and overhauled rankings determination logic. Opened up Sword collision so it will harm a dragon even if you are not carrying it (I know that is how 2600 Adventure worked, but if you play 5200 AdvII, a dragon will glide THROUGH an uncarried sword unharmed. Not any more!) Sept and Oct 2017 - Fix rankings bugs. Revised Title screen so that options are selectable via joystick. Continue to add content and work on years-old list of items. Purchased Atarimax USB programmer, to test on real hardware. Another PRGE demo October 2019, showing new Title Screen and options like Dark Mode. New artwork is revealed in a banner at PRGE show. October 2017 - December 2019 1. After experimenting with different sounds and tunes, I decided to keep most of the original 5200 sounds, which now to me are iconic of the game. Even the dragon barks. I reduced the repetition of the main tune, and added a couple new sound cues. To save ROM space, the 5200 version sounds/music were hardcoded into small static tables which used an index to find the right piece, and compressed/decompressed into RAM to boot. Thus it was difficult to really do much modification of those. It was easier to make new sounds than to change the old ones. I moved all sound logic and sound/music data tables to their own 4k bank which I didn't even fill up! I really feel the game's overall silence is important so I didn't want to put a repetitive and looping pokey tune in there playing all the time. 2. Play testing, using Altirra and its nice debug, but also using the Atarimax USB programmer and 8 mbit cart with my XEGS and Atari 800XL consoles. I have not seen any differences of game behavior between Altirra and real hardware, other the colors / brightness of a laptop screen vs Plasma HDTV. With the 5200 version, I played and tested that game endlessly, looking for crashes or bad game-ruining bugs. I did that with this version too especially in the end. My son helped because he really QA tests the game, trying to break it. Because of his testing, I noticed one glitch that was reported before - changing screens if you kept spamming the rotate-carried-item button, it can mess up the X coordinate and the item will be far away from you but still 'carried'. I thought this bug was an unavoidable VBI timing issue, but it is "user-caused" ! I fixed it. 3. Demo released on 2/5/2020 to the Homebrew / Adventure II XE demo and testing thread. So far it looks like 70-80 downloads of the various different formats. Feedback comments so far were: (1) comments about Key colors. (2) comment showing a collision bug , Knight Helmet gets stuck. But other than fixes for found problems, Adventure II XE is pretty much done and final, with no new additions planned by me. This brings up a good subject - NTSC colors. I spent quite a few hours trying to prevent 'NTSC greenish hue' syndrome on my yellow/tans, and also quite a few hours experimenting with different key colors so that it was always easy to distinguish which key you were looking at. Depending on which color of background graphics a key sits, it can be near impossible to tell the Yellow and Green keys apart, or sometimes even the red and blue keys have a similar purple/white hue on some screens. Making the keys darker helps to distinguish them, but then the keys are sometimes lost in the background graphics which isn't acceptable either. So my solution was to cycle / pulsate the colors. I still got a complaint even after adding the cycling. So, I may change the cycling colors thing again, I have to observe and think about it some more. Or maybe I'll take away the cycling key colors and make Key 1 Orange instead of yellow, maybe that will solve 75% of the indistinguishable key color situations? tbd... In summary, I added new uses for 4 items for the XE version. (a) Sword now interacts with Dragons even if not being carried; (b) Chalice now grants you SPEED as long as you hold it. I think this makes the end-game less tedious and more fun, and adds the game play mechanism of keeping the found Chalice close by to re-grant yourself SPEED as you explore. Yes, you can find the Chalice before you find the sword or the Yellow/Golden Key for the Seashore castle. This was not true in the 5200 version. The Chalice will also trigger a sound cue if you carry it onto a screen hiding a Bat Egg; (c) Blue / Ice Key will actually freeze the Minotaur in his tracks. (d) Red Key also has a hidden function, other than opening up its Castle gate. It isn't a necessary or even particularly helpful function but you'll know it when you go to the right place with this key. 4. AA Store and Publishing ... 2020 or bust! David Exton is helping with the box/manual art and the manual layout itself, which shouldn't be too different from the 5200 AdvII manual in format. Albert had to figure out a solution to getting more A8 cart shells and as of now there is a plan that should work. There will be unique package goodies.! Many people enjoyed the high quality Box, Manual, Key, Sealed Parchment with game maps, and Dragon Fridge Magnet goodies from the 2007 5200 Adventure II release! This may be my last blog entry for Adventure II. I've been involved with the game since 2001! 19 years!
  20. 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
  21. I checked out the AtariAge online store and noticed that Pac-Man 4K is no longer available, even when I clicked "search", no sign of it available, what happened to it, I DO have it on my SD card of almost 700 titles but play that one religiously and many are missing the boat as it is far better then the 1981 Atari original (which was also 4K) and even prefer it as opposed to the 8K Pac-Man Arcade that is also great that is still available.
  22. Many A8 homebrew games have awesome packages so I started this thread. Oddly, I haven't found a photo of Yoomp! package on the Internet so I made a photo of mine (didn't remember a pencil was included...). I am a bit lazy so all photos (Yoomp! and Dungeon Hunt apart) are from Internet. I want to point out that the following games are available for free; you had to pay only if you wanted the boxed edition. Nevertheless, they sold many copies. Dimo's Quest (cart isn't available yet) Bomb Jake Yoomp! Hobgoblin Robbo Forever Dungeon Hunt Thetris-Rolltris Kolony 2106 Bomber
  23. Overview Mallard Season is a waterfowl shooter for the Atari 2600. It is open source licensed and the source code is freely available. Objective Shoot all the ducks before they escape. Aim the cursor at the duck and fire. If the duck is hit, it will fall down to the ground. If you miss 3 times or take too long the duck will escape. Controls Note if a button is not listed, it means it is unused. Joystick Up - Move cursor up Down - Move cursor down Left - Move cursor left Right - Move cursor right Fire - Fires bullet Switches Reset - Starts a new game You can download the ROM from the downloads section Feel free to discuss and ask questions here!
  24. 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!
  25. Hi All, It's been over a year since my last post about the development of this game, and just thought I'd update you, development is still going strong. Over Christmas I took the decision to completely overhaul the engine after running out of Sprite ROM, which put the whole project at risk! Luckily, rewriting the engine after proving the concept of an actual, working, turn-based JRPG on the 2600 has freed up enough space to bring it to completion. I'm hoping this will be the first of a trilogy about the land of Gaia, dpending on how successful the first one is. We are being published by AtariAge, who demoed the proof-of-concept build at PRGE, and the new engine should hopefully be unveiled in alpha demo form on ZeroPage this week (or next). The game should be a decent number of hours long. You will have multiple dungeons, over-world, shops, itinerary, inns, turn-based battles with a large selection of baddies, a story, text, cut-scenes, environmental music, player leveling, Armour and Weapon leveling, elemental spells, animations and save feature. All these features have been built and work! The engine works, it's smooth, it's easy to use.... its just a case of filling up with content now. Finally, genuine JRPG is 100% coming to Atari 2600 on a physical release, very soon!! Please get involved on our Facebook Page, http://facebook.com/generation2games or http://www.generation2games.com This will be released AFTER Panic! Rooms (April), I am aiming for PRGE for this one, but we shall see, it's a rather large game! Could take some time.
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