Jump to content

Search the Community

Showing results for tags 'intellivision'.



More search options

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


Forums

  • Atari Systems
    • Atari 2600
    • Atari 5200
    • Atari 7800
    • Atari Lynx
    • Atari Jaguar
    • Dedicated Systems
    • Atari 8-Bit Computers
    • Atari ST/TT/Falcon Computers
  • Gaming General
    • Classic Gaming General
    • Classic Computing
    • Modern Gaming
    • Prototypes
    • Arcade and Pinball
    • Emulation
    • Hardware
    • Gaming Publications and Websites
    • International
  • Marketplace
  • Community
  • Game Programming
  • Site
  • Classic Gaming News
  • The Club of Clubs's Discussion
  • I Hate Sauron's Topics
  • 1088 XEL/XLD Owners and Builders's Topics
  • Atari BBS Gurus's Community Chat
  • Atari BBS Gurus's BBS Callers
  • Atari BBS Gurus's BBS SysOps
  • Atari BBS Gurus's Resources
  • Atari Lynx Programmer Club's CC65
  • Atari Lynx Programmer Club's ASM
  • Atari Lynx Programmer Club's Lynx Programming
  • Atari Lynx Programmer Club's Music/Sound
  • Atari Lynx Programmer Club's Graphics
  • The Official AtariAge Shitpost Club's Shitty meme repository
  • The Official AtariAge Shitpost Club's Read this before you enter too deep
  • Tesla's Vehicles
  • Tesla's Solar
  • Tesla's PowerWall
  • Tesla's General
  • Harmony/Melody's General
  • ZeroPage Homebrew's Discussion
  • Furry Club's Chat/RP
  • PSPMinis.com's General PSP Minis Discussion and Questions
  • PSPMinis.com's Reviews

Blogs

There are no results to display.

There are no results to display.

Calendars

  • AtariAge Calendar
  • The Club of Clubs's Events
  • Atari BBS Gurus's Calendar
  • ZeroPage Homebrew's Schedule

Find results in...

Find results that contain...


Date Created

  • Start

    End


Last Updated

  • Start

    End


Filter by number of...

Joined

  • Start

    End


Group


Website


Facebook


Twitter


Instagram


YouTube


eBay


GitHub


Custom Status


Location


Interests


Currently Playing


Playing Next

Found 208 results

  1. Hi there, I am trying to get a controller to work properly. I cut the cord and attempted to solder the wires on to the connector and being inexperienced I didn't do a very good job. Any way to fix this problem any easier?
  2. As a kid I enjoyed playing games, and would say " Not bad, but it could also use this..." As a teen I loved to use a sector editor to give me 1,000,000 points of energy (originally like 10,000) in the Adventure International Star Trek 3.5 game. I'd change wording in games, error messages into more funny messages, etc. In more recent times I've learned about sprite hacking programs (Hack-o-matic), Hex fiend, and other fan based tools that have made some dreams of game changing and altering come true. (Thank you fellow fans!) Lots of great advice from those here in the Atariage community. This is a list of games that I have had fun altering to date. I would say I got interesting starting 2014, but then all of this helped me grow in the computer/video game hobby. OTHER HACKS AND TINKERING 1977 Dad had the Sol Terminal 20. Cool machine. Lots of Trek80 and Targ played. Also had a 2600 rom reader on the Sol and a Flash cart. 1978 We got a Sears Telegames system, which got us into Atari stuff. 1980 Sold newspaper subscriptions and got my own Atari VCS. 1981 Sold the VCS, got a Atari 400. Was going to get a Colecovision but when I saw Choplifter, Miner2049er, and Archon I decided to get a computer. Also learned about floppy disks and piracy! 1982 Later in this year got on my first computer BBS. Now I could get games over the phone! Whoo hoo! 1984 Attended Atari user meetings at the Dallas Infomart. 1986 Dad had already upgraded the 400 to 48K, but installed a Atari 1400 keyboard from Radio Shack. 1989 Bear in mind, no Internet yet, really believed Atari was dead. Saw a friend’s Mac SE with Dark Castle and managed to score a Mac 128K. Later would upgrade that to 4 MB. 1993 I got onto the text Internet while in college computer labs. 1994 While in Guam, scored a Mac Plus. Lots of BBSing while on the island. 1995 I saw my first graphical Internet page on Mosiac. (Didn’t think it'd catch on.) Dad gives me my first Newton 110 when I returned from Guam. At first didn’t know what to do with it. First home Internet service through a BBS (Chrysalis BBS in Dallas) 1996 Picked up a Performa 550 (68030) later upgraded to 68040 with math co-processor. 1997 Picked up the amazing Newton 2000. 10x faster than my Newton 110. Played video! Started using graphical web browsers. (I was a slow adopter on that one.) 1999 Out of college, found out Atari user group was still around. Borrowed 520 ST (upgraded to 4 mb) for newsletter. Used Pagestream and had a laser printer! First year to attend the First Saturday SideWalk Sale. 2000 Managed to score an Atari TT030, Lynx, Atari Jaguar. Atari user group folds due to having to move from the Infomart that they had for nearly fifteen years. I learned of Bubsy Bobcat on the Jaguar! Continued using TT030 alongside Performa 550 for Internet. Featured in the Dallas Morning News: Atari Jaguar on front cover. I met this local Dallas Amiga User Group (MCCC) as they were also in the newspaper article. 2001 Got an IT job, used a Athlon 1 Ghz processor with Win98. Later used Linux. Still tinkered with retro computers (Atari XE and ST). Got my first DVD player as the spiritual successor to the Jaguar, the Nuon Samsung 2000. 2002 Scored two Macintosh G3 Powerbooks for my wife and I. I was back in the Mac world using OS 9. Attended the JagFest in St. Louis (while visiting wife's family). Saw the Korean version of the Nuon there as a contest prize. 2003 Attended JagFest in 2003 in Austin, TX with KevMos3. Joined Amiga User Group. They helped me get an Amiga 3000 working that I picked up at the 2002 JagFest. Even had a Ethernet card! 2004 Upgraded to OS X.3 on the Mac. 2005 Won the retro-challenge (like the first or second year of it) using nothing but an Atari 800 for one month. Figured out I didn’t need portable computing right before smart phones. My Newton 2000 and Duo Macs became used less. I was handed a G4 12" 800 mhz Powerbook. Beautiful little computer! Well I was handed it in parts and I managed to reassemble it. Tinkered heavy in the Dreamcast after a friend showed me that system. For the next five years lots of calling BBSs and Internet with beige Atari 800. Many discussions over Atariage and Atari IRC channels. 2006 Worked with Warerat on testing XL memory on the Atari 800. Lots of chatting at Atarinews.org on Tuesdays. Put an archive of the Dal-ACE disks online. 2008 Started the Bubsy Bobcat Fan Blog Testing of Atari800DC version 0.77 for the Dreamcast with Christian Groessler. Gauntlet by Donald R. Lebeau. Thing I like about Atariage are the authors that show up from time to time. Shortly after he showed had a High Score Club contest and Donald offered a signed copy of some game art. I blast every pixel I could to get that. As of 2019 the score still stands... GAUNTLETAK (Graphics:6 Sound:7 Playability:8 HSCR *8*) doctorclu : 1235025 [5-4] 2009 Binary hacking and uncompression of Bubsy rom for the Jaguar. Picked up the Lynx Flash Cart. 2010 Dial-up/Telnet out set up at the Prison Board BBS Was the first to come up with a shell for the Jaguar's Skunkboard. Also created a photoshop prank where I claimed to use the clear case from a Battlesphere Gold cartridge. Only did that joke for a few hours but the outrage was priceless. Got a Macbook Pro dual Core processor laptop in parts. Fixed it up. Hated it. Traded for 1.2 Ghz G4 12" laptop. Used that G4 through my time in Kuwait along with a 1.4 Ghz G4 Mac Mini. 2011 My first Android device, the Archos 32, and my first experience with Angry Birds! Picked up the device while in Kuwait. There was a certain joy of posting "Happy 2011" on a Atari BBS. Seemed surreal to myself and others. Did a photoshop of a Jaguar and CD for a more streamline appearance. I beat Cybermorph a second time. IRC chat more commonly used for Atari chat. 2012 Wondered if there was a way to piggy back memory on the ECS? Got my first Intel iMac 1.5 Ghz from a sidewalk sale. Bought the Incogneto boards from Candle while in Kuwait. Had at time the unbeatable 5200 HSC Gyruss score of 279,850. 2013 Installed one Incogneto board while snowed out of work for three days. The year I achived Star Commander Class 1 in Star Raiders. The year I beat Blue Max. 2014 BBSing Veered away from Atari 800 use after experiencing overheating problems after installing Incogneto board. Oh 04 January 2014 connected an Intellivision with ECS and Cuttle Cart 3 to a modem using the terminal program by Joe Zbiciak Video shows the end of the first known time for an Intellivision to call a BBS and records the second time such a thing had happened. "1979 Calling the Internet..." Later the Intellivision dialed to a BBS and then telneted to a shell account getting on Atariage and posting a message. Good times! The proto Dual Action Controller I was listening to the Intellivisionaries Podcast and they talked about how you cannot move and fire the disc with the same controller. Came up with the idea of put both mylar underlays in the same controller but cancelling out the upper or lower part of the underlays. Originally Intellivision 2 controllers were used which proved the point though a bit stiff. When the Intellivision Flashback came out however, well designed thin controllers worked quite well with this concept as Nurmix of the Intellivisionaries podcast would find out. Nurmix asked a few questions on the tinkering and then later tried the idea on the newer controllers and viola!! The research was later referenced by Nurmix in his dual-action controller thread. Nurmix converted Flashback controllers to the Dual-Action design, and the rest is history. So now many have had more fun at playing Night Stalker, Tron Deadly Discs, and AD&D thanks to my initial tinkering. Another fun addition, and first, I got to add to the Intellivision legacy. Battlestar Galactica (Intellivision) [Hack of Space Battle] Long before I was sprite hacking, I was hex and text hacking. This was a simple hack that taught me that as long as I stayed within the original character count given, you could hack information in a rom and it not break. Oh, and don't write over crucial instructions while you are doing it. Picked up a Amiga 500 from a friend. Fixed it up to 8 MB and SD card slot. Then got a Amiga 1200. 2015 Hacked an Atari 400 keyboard to an Atari 800. Created the sounds for Joust and Moon Patrol which CyranoJ ported from the Atari ST to the Atari Jaguar. Made me extremely happy as those are my favorite arcade titles, and CJ was and is great to work with. Picked up a Macbook Air 1.8 Ghz from a friend. (What I'm using to write this.) 2016 Picked up a 27" iMac 2.7 Ghz 32 GB RAM from a friend. Set up Internet server on the Newton 2000 for a while. Bubsy Fan Blog interviews Bubsy creator Michael Berlyn. Got the Atari Flashback Portable from Atgames that gets me back into the Atari 2600. Helped in testing hundreds of games to see what is compatible with the SD card slot. Then worked with fan hackers to get dozens more tuned up and working. 2017 Bubsy Kitt'N Kaboodle (Atari 2600) [Hack of Fast Eddie] This was the one that started it all. "Wouldn't it be fun to have Bubsy on my Atari Flashback Portable..." was the original idea. The handy tool of Hack-O-Matic was found, I had some guidance from fellow sprite hacker and friend Kevin, and off I went on adventures. Versions for the Atari 800, 5200, Vic 20, and Commodore 64 have also been hacked. And this has had the fun of being played in alpha versions on Atari 2600 emulators on the Atari Jaguar and Nuon as well. This game also turned into an unofficial way to advertise the release of the newest Bubsy game, the Woolies Strike Back. Actually helped get them a few more sales. Moon Patrol (Atari 2600) Hacking an already amazing hack that looked more like the Arcade, detail was given to make more arcade accurate enemies and eventually a buggy with three rolling wheels. During the summer and fall I helped on the Oregon Trail port to the Intellivision. Actually came up with the name "Oregon Bound" which I understand was later used for the TI port. Helped come up with some of the mini games and sound and music ideas for some segments. Was working with everyone on this game. Was also a lot of fun working with a group of people on the game AstroStorm programmed by Sporadic. I loved how the game had a very utility look and feel to the ship. And as I was playing said "wouldn't it be nice if we had ways to store powerups". Sporadic liked the idea and added that to his game. Got the Sega Flashback Portable from Atgames, causing me to get into some tinkering on Sega Genesis. To date, Bubsy Bobcat Fan Blog on Atariage has had 175,398 visitors. Still call computer BBSs and write a blog on that as well. And the MCCC Amiga user group in the Dallas/Fort Worth, TX area is still active with live YouTube broadcasts every month. 2018 Virtual VCS (Atari 2600 emulator for the Atari Jaguar) Pasting in game rom images into a program just thought to be a demo and finding some games that actually worked! Atari 800 emulator (Nuon) Same trick as above, replacing a built in game image in a burnable disc image with another game image. Got Return of Heracles to come up, though it doesn't play very far. Still fun to see that much. Battlestar Galactica (Atari 2600) [Hack of Space Attack] The following was Inspired by reading up on Space Battle for the Intellivision and after discovering that Space Attack for the Atari VCS works on the VCS emulator for the Jaguar. From that point on, the game was hacked to look and feel more like the show it was supposed to be based on in the first place: Battlestar Galactica. So this has changes in color to the enemy fire, the background color, the color the screen flashes when you ship explodes, the color of the squadrons, and of course sprites. Took a bit to track all that down. Miner 2049er (Atari 2600) [Hack of Miner 2049er and Miner 2049er II] Played first on the Retron 77 as part of a collection, I found the initial game had a surprising amount of detail of the Atari 800 version for a Atari 2600 game. But the character sprite didn't even have Bounty Bob's hat. So sprites were altered based on the Atari 800 version of Miner 2049er. Buck Rogers in the 25th Century (Atari 2600) [Hack of Buck Rogers: Planet of Zoom] Recently played Buck Rogers on the Retron 77 and enjoyed it, but said to myself the same thing I've said over the years "If only Buck Rogers had a Thunderfighter like in the 1980s TV show. OH WAIT... I sprite hack now!" I'll try to make other adjustments, but so far the fonts and the ship are designed to match the show with Gil Gerard. Shame Twiki can't make an appearance. Alien Visitors Are Our Friends (Atari 2600) [Hack of Cosmic Ark] This fun project was started on a Battlestar Galactica (Space Attack hack) thread by Marcallie when he said: "This is great! Now go re-theme Cosmic Ark as V: The Final Battle." > Interesting. The Visitors collect humans while Earth forces try to stop you from eating their population? "Exactly! It would be very cool to play as the bad guys for once, right?" Actually sounded like a fun idea so I spent some time giving this more of a "V" the sci-fi series feel. Scraper Caper (Atari 2600) [Hack of Fire Fighter] Originally wanted to hack Towering Inferno but the characters were not much to work with. Fire Fighter had better character but too easy of a game. Anyway, just wanted to make some reality of the Bounty Bob game (Scraper Caper) that was advertised but never finished. But at least now we have Bounty Bob's nemesis, Yukon Yohan, in a game. Miner 2049er (Atari 800/5200) - Miner animations of TIX So Bounty Bob is a Canadian Mountie, but on the game art he is a Miner. Well TIX drew up new miner animations and I looked into making them a reality. I think many liked the end result, though I am partial to Bounty Bob being a Mountie. Moon Patrol (Atari 800/5200) - Working back and forth with TIX, EnderDude, Level 42, and a few others. Before it is all done we were able to modify the sprites, and change most of the colors. We had fun creating our own buggy designs. Below was a design I came up with which I thought matched the arcade best. To wrap up the year I released a version of VirtualVCS that had three version of Space Battle, Sky Diver, AstroBlast, and Space Chase. The most notable was Space Battle and the Battlestar Galactica Hack (fully working) and Sky Diver (also fully working). And with that, I played the first ever two player 2600 game on a Atari Jaguar against KevMos3 when he was in town 2019 ----------------------------------------------------------- I was surprised to see my name was still on the 5200 HSC listing for all time high scores. Been a while since I played the 5200 or any High Score Club for that matter. I figure someone will beat my scores so I will post these now to remember them. Countermeasure - (Level 1) doctorclu 184,450 Gremlins -(Night 3) doctorclu 2,503,623 Gyruss - doctorclu 279,850 Joust - (Skilled) doctorclu 1,611,000 Looked in the Atari XL/XE HSC ASTEROIDS (HYPERSPACE) (Graphics:6 Sound:6 Playability:6 HSCR *5*) doctorclu : 115370 [5-5] EMBARGO (SKILL 1) (Graphics:7 Sound:6 Playability:6 HSCR *6*) doctorclu : 37910 [3-13] [9-12] GAUNTLETAK (Graphics:6 Sound:7 Playability:8 HSCR *8*) doctorclu : 1235025 [5-4] JOUST (EXPERT) [Graphics:8 Sound:8 Playability:9 HSCR *8*] doctorclu : 1106250 [3-2] [10-18] LASER HAWK [Graphics:8 Sound:6 Playability:7 HSCR *7*] doctorclu : 75260 [5-7] WIZARD OF WOR (7LIV) [Graphics:7 Sound:8 Playability:9 HSCR *9*] doctorclu : 377400 [5-10] [2-3,7-21, 15-5] Lynx HSC. (I was surprised!) Battlezone 2000. doctorclu (180,600) For the Atari 2600 there is a huge pdf document. there I was for Spy Hunter June 28, 2009 for 193,200 I didn't have any scores in the 7800 HSC And for the Atari Jaguar as of 2010 I had a lot of the high scores, but now one remains, my epic gaming on Pitfall! PITFALL: THE MAYAN ADVENTURE [A]. Atardi & Doctor Clu (TIED) - 999,999 (Link). (Crazy that the score flips over.) ----------------------------------------------------------------------------------------------------- More work on 2600 Buck Rogers. Created the sound effects for Revenge of Doh which was ported by CyranoJ from the Atari ST to Atari Jaguar. ----- Two hacks, the 2600 Moon Patrol (black buggy) with three moving wheels and the 2600 Miner 2049er are nominated for Best Game Hack of 2018. Moon Patrol lands 2nd place with Miner 2049er landing 1st place. Rented a Mountie costume from Norcostco Texas Costume rental for the thank you from Bounty Bob himself. Was fun working with Cimmerian and the ZeroPage HomeBrew crew on this first year of the Atari Awards. --------------------------------------------------------------------------------- More hacks to be added here as they happen. July 2019 - My signature was a great way to revisit my hacks. I decided today to kull it back, but wanted to place this here in remembrance in the fun that was 2018-2019 Atari 2600 Sprite Hacks Battlestar Galactica, Buck Rogers, Moon Patrol, "V" Miner 2049er, Scraper Caper, Bubsy: Kitt'N Kaboodle, Buster Aided BSG. Atari 8-bit/5200 Hacks Miner 2049er (800, 5200), Bubsy (800, 5200). Moon Patrol (800, 5200) Jaguar / Nuon Hacks Virtual VCS (Jaguar), Atari800 (Nuon) Commodore Vic-20, 64 Bubsy (Vic-20, C=64) Bubsy Bobcat Fan Blog Bubsy Fractured Furry Tales speedrun king 2006-2018 4th out of 1,000 on the Bubsy Woolies Strike Back (PS4) Leaderboard Visit Atari BBS's : CLICK HERE FOR THE ATARI BBS LIST
  3. Hello Y'all, Check out the SUPER PHAT score I popped today in Space Armada. Last August I got a crazy score of 31,793,900+ in Practice Mode. The score I got today was in Game Mode and it crushes my high score I got over 35 years ago. That score was 2,835,000+ in Game Mode. Someone here said that they read the code for Space Armada and they said that there were 9 spaces for the score meaning scores could go out to the 9th place or 999,999,999. So once I heard that the challenge was on and now that challenge has been met. 107,351,520 POINTS!!! Sorry I missed the Space Armada High Score Club Contest back in April. I will keep my eyes open for the next one. Is this contest held once a year and is it usually in the Spring? I love Space Armada, but now there might not be much reason to play it anymore as both my high scores (in Practice Mode and in Game Mode) I will surely never beat. I played it for years trying to beat my High Score when I was a kid and completely SMASHED it today.... 😱😱😱 To me these are the two highest scores in Space Armada ever (31,793,900 in Practice Mode and 107,351,520 in Game Mode). Until I hear or see otherwise that's my story and I'm sticking to it. 😋 Cheers! Rickster8 PS - Just to be clear. I am in no way trying to enter this score into any contests as I know full well that this score was attained from 'Excessive Point Leeching' and / or 'Camping'. I know that this is against the rules and I'm fine with that. I just posted this to show that I crushed my old high score in Game Mode and that I met the challenge that was made last Summer to get a Space Armada score that was 9 digits long. That being said, I regularly get over 100k in Space Armada (in Game Mode) without 'Excessive Point Leeching' and / or 'Camping' so I feel I would be pretty tough to beat. Also, if I posted this into the wrong section of this site I apologize as I am still relatively new to this site. Only 15 total posts to date. So if there is another spot that this type of post belongs please let me know. Lastly, if there is anyone who thinks that this score / pic is a fake, doctored in any way or photo-shopped. Please know I have 30 or so different pics of my ridiculous Space Armada score from yesterday which I will gladly post if there are any Doubting Thomas's. 😜😛😝
  4. Though I've posted about my channel and videos before, I figured keeping a central place in one thread would make more since. While I have done more videos than I will likely ever post in here, I thought it would be good to start off with my 40th official video for my channel and to start off April right. I present my unboxing and game play review for the Neo Games home-brew release of the limited boxed edition of Spies in the Night for the Atari 2600! Enjoy and thank you for watching!
  5. I was looking into rgb mods for the intellivision and besides the RetroRGB mod kit there isn't much available for ntsc models. I discovered a pal mod circuit here which requires 3 bits for red, green and blue, which ntsc models don't have. Instead, ntsc models have a 4bit code (one nibble for each background color) and the AY-3-8915 does all the color processing. My goal is to design a decoder circuit which takes the 4bit color code and convert it into the 3 bits per color rgb code. To do this I need to know the 3bit rgb codes for each background color so I can design the decoder. Does anyone have a pal intellivision service manual with the rgb color table? Would someone with a pal intellivision be willing to open it up and measure the rgb bits on the LM1886 for each background color? I have included a test rom and truth table for anyone willing to help me out. Thank you! intv_rgb_color_test.zip
  6. Hello, I am Oscar Kenneth, from Kai Magazine Software. A few months back I presented you a Project we were working on: Thio’s odyssey. Turns out I received some offers and the game will be published by Elektronite, with a different name (Ninja Odyssey) and lots of changes and improvements. The premise is very different now and the playability has evolved a lot, including different shurikens, a red suit for double jump, an intro, final bosses, smooth moving multi-colored enemies and many more things. I am attaching a video link and some snapshots: The video is recorded at 30 Fps but the game runs perfectly smooth at 60 Fps, so it will look much better on your console. This game does not require any additional hardware and it works on any Intellivision console. We are working on other Intellivision games, so if you like this one, stay tunned That’s all for now. I hope you like the game.
  7. Hello all! As some of you know, Braxton Soderman and I (Tom Boellstorff) are hard at work on our book about Intellivision (and having a wonderful time with it). I've recently run into a wall looking for a document and wanted to see if any of you could leverage your superpower sleuthing skills on our behalf. In February, 1982 a report “The Video Game Industry” was issued by an analyst at Goldman Sachs named Richard Simon. References to this report appear in places like PlayThings magazine, and also three times in the New York times in 1982-83: https://www.nytimes.com/1983/10/17/business/video-games-industry-comes-down-to-earth.html https://www.nytimes.com/1982/10/24/business/what-s-new-in-video-games-taking-the-zing-out-of-the-arcade-boom.html https://www.nytimes.com/1982/12/19/business/the-game-turns-serious-at-atari.html But I cannot find this report anywhere online. Folks at the Strong Institute of Play have tried as well with no success. I have contacted Goldman Sachs but they are so secretive they will not even confirm if they still have a copy or not. I'm going to keep trying to find someone at Goldman who would be willing to help track down this 37-year-old report that can't possibly be of use to them now lol. But given that the report was quoted in PlayThings, the New York Times, etc., some copies of it must have been distributed to some folks in the industry. It might be lost forever, which would be a shame, but I'm going to keep trying on my part. But if anyone out there can find a copy of this, we'll be more than happy to thank you in the acknowledgments to our book (if you would like that, screen name or regular name lol). It would be so cool to find out what Simon's analysis of the whole situation was at the time! I'll watch for replies in this space, or you could email me at [email protected] if you find any leads!
  8. MATTEL ELECTRONICS Mind Strike missing GF Singapore box NASL Soccer missing GFHK G2 box missing GFHKKC box NBA Basketball missing GFUS box (with tray) Scooby Doo missing GF Singapore box Auto Racing missing Full Color Purple manual Burger Time missing USA cartridge missing Korea cartridge missing white label cartridge with logo font Frog Bog missing 1982 US cartridge Horse Racing missing US G2 manual Las Vegas Poker Blackjack missing printing error overlay variant Mr Basic Meets Bits N Bytes missing Singapore cartridge Night Stalker missing Singapore cartridge (is there a Singapore box?) Sea Battle missing HK G1 manual Sub Hunt missing US G1 manual Tennis missing US G1 manual missing US G2 manual (if it exists) missing US G3 manual missing US cartridge (no origin on label) Vectron missing Korea cartridge Mattel French Canadian Advanced Dungeons & Dragons APBA Backgammon APBA Backgammon in purple sleeve Bomb Squad BurgerTime Checkers Electric Company Math Fun Las Vegas Roulette Mission X NHL Hockey Space Battle in red sleeve USCF Chess US Ski Team Skiing in blue sleeve Mattel International Advanced Dungeons & Dragons Astrosmash Boxing Horse Racing Sea Battle Space Battle Sub Hunt Utopia SEARS Backgammon missing box and manual Intellivision Inc: Auto Racing missing white label cartridge with origin Backgammon missing white label cartridge Big League Baseball missing white label Korea cartridge missing top staple manual missing Intellivision Inc overlays Buzz Bombers missing white label Singapore cartridge with 1982 date missing white label Mattel cartridge Checkers missing (only manual is known to exist) Football missing white label US cartridge Hockey missing white label US cartridge Loco-Motion missing box (may not exist) Motocross missing box with 1-2 players and UPC code missing box without 1-2 players text Mr Basic missing Night Stalker missing Intellivision Inc overlays Pinball missing box with UPC code missing map fold manual missing Intellivison Inc Purple and yellow overlays missing white label Singapore cartridge Royal Dealer missing white label US cartridge Shark! Shark! missing white label cartridge with game name only missing Intellivison Inc overlays Snafu missing white label cartridge Super Series Big League Baseball missing Digiplay missing everything INTV Corp Body Slam missing large text cartridge label Commando missing small text cartridge label Diner missing clean box with 1-2 players and UPC code Pac-Man missing both boxes that say 1-2 players (with and without UPC) Slam Dunk could use box for cart variant that I have Spiker have manual only (and repro box) Super Pro Football missing box with UPC code on left Tower of Doom missing box with UPC Third party - MIssing CBS Turbo and Zaxxon but low priority Congo Bongo missing manual have repro box
  9. Hi all I'm thinking about releasing the OST of Sydney Hunter and the Caverns of Death (when the game is released for Colecovision), but I want to make a very high end release even if is only digital. My first idea was a Caverns Of Death OST with the music of every port of the game. But I think "Why not making a ENORMOUS RELEASE with the music of Sacred Tribe too and with music of at least 6 systems, an acoustic track and a bonus ROM with serial for the first 25 orders?". Basically like 60 tracks (or more) So, my idea is the next one: Sydney Hunter Definitive OST! - Sydney Hunter and the Shrine Of Perils music of Intellivision - Sydney Hunter and the Sacred Tribe OST music of Intellivision, MSX, NES. - Sydney Hunter and the Caverns of Death OST music of Colecovision, Sega Master System FM Sound, Gameboy. - A special acoustic song of Sydney Hunter and Sacred Tribe. - First 25 orders gets a ROM with the OST of both games for Intellivision. (Yes, even the Caverns Of Death music!) - Digital release, high quality FLAC files without compression. - Physical release? If the people wants, sure! Any ideas? Anybody is interested? Thanks for reading c:
  10. Introduction Ok, so I spent a couple days reverse engineering Utopia. I now know pretty much how it all works, and now you can find out too. Here's some highlights, in case you don't want to wade through the code: Forts: Do protect a 1 unit radius against rebels Will protect parked ships that have the same owner as the fort. Radius of 1 card. Will protect both players ships when they're under active control. Radius of 1 card. Do not otherwise contribute to your score Bugs: Scoring will overflow, if you have more than 65 crops + fishing boats combined. It will also overflow if you earn more than 255 gold bars in a single turn. (Is that possible?) The "float off bottom of screen" bug is likely due to island/status collision detection interacting poorly with EXEC's boundary detection. The game can "nudge" a boat across the boundary the EXEC checks for. There is a check for this, but it only has been applied properly to the left/right edges. Delay loop in scoring display appear to want to update random number generator, but they don't actually. Code quality:Let's just say it's likely the priority was to have a compelling game, and have it out quickly, as opposed to writing the tightest, cleanest possible code. Miscellaneous: Pirates will never sail toward a parked PT boat on purpose. The "nudge" code, though, can nudge them through a tangle of PT boats. Hurricanes are 5 times more destructive than tropical storms. All three forms of weather water crops at the same rate, though. There's two copies of the "sinking fishing boat" animation in the ROM, due to how the EXEC distinguishes between background cards and MOB animations Each island has precisely 29 squares. When weather takes out something on your island, it will incur 0 to 101 casualties. If you want more details, you'll have to dig through the code unless it's covered in the slightly more detailed review below. :-) Code attached. Code Structure The bulk of the main game code can be put into one of three categories -- The Timer Tick Task, Dispatches, Scoring Logic. The rest of the code is either initialization code, or support code for those three categories. Timer Tick Task The bulk of the game logic hangs off the the Timer Tick Task. This task runs 20 times a second, and it handles everything from spawning weather to collision detection to animating certain sinking ships. It's quite a lot of code and is fairly linear. The rough order of execution: Update the weather, possibly creating new weather Update the fish, possibly creating new schools of fish Update the pirates, possibly spawning new pirates Island vs. boat collision detection Update the game clock If not end of round / end of game: Update the status line at bottom of screen Update parked sinking ships At end-of-round, fire off the scoring code and then show the scores At end-of-game, show final score and halt Dispatches The next big set of code is the set of Dispatches. The EXEC mostly works by calling various functions in response to various events. Dispatches fall into a few categories: Controller input dispatches. The action-button and disc handlers are pretty simple. The keypad dispatch is amazingly convoluted, but that makes sense when you consider everything that it has to account for. Object vs. object dispatches. These handle pirates vs. PT boats and similar such things. Object vs. land dispatches. This is what handles rain on crops, pirates sinking parked ships, or parked ships going fishing. Scoring Logic The final big piece of code is the scoring logic. Scoring happens in four phases: Income Computation, Population Update, Round Score Calculation, Rebellion. Income Computation During the round, every gold bar you earn (say due to fishing, rain on crops, etc.) gets tallied in this round's Gross Domestic Product (Round GDP), separate from your actual gold bar balance. That is, spending does not subtract from Round GDP even though it lowers your treasury balance. At the end of the round, you get awarded additional gold as follows. Each of these contributes to the Round GDP except for the "baseline 10 bars." 4 gold bars per factory 1 gold bar per fishing boat Productivity bonus: ((Schools + Hospitals) * Factories) + Hospitals, clamped to a maximum of 30 gold bars. 10 gold bars of baseline income (does not contribute to the Round GDP). Population computation -- expressed as a growth rate, resulting in exponential growth. Fertility computation Start with a baseline fertility rate of 5.0% Increase fertility by 0.3% for every crop Increase fertility by 0.3% for every hospital Increase fertility by 0.1% for every house Decrease fertility by 0.3% for every school Clamp fertility to a minimum of 4.0%. You can't have fertility below 4% even if you filled the island with schools. Mortality computation Start with a baseline mortality rate of 1.1% Decrease mortality by 0.3% for every hospital, but not below 0.2%. (This limit is applied before the next step.) Increase mortality by 0.1% for every factory. If you fill the island with factories, your mortality rate will be 4.0%, matching the minimum allowed fertility. New population: Population + Population * Fertility - Population * Mortality. Maximum allowed population is limited to 9999. Round Score Calculation -- roughly, "approval rating", 0-100% First compute the following four subscores: Housing score: ((Houses * 500) / (Population / 100)) / 3. If larger than 30, clamp it to 30. Per-capita GDP score: ((Round GDP * 100) / (Population / 100)) / 12. If larger than 30, clamp it at 30. Food supply score: (((Fishing boats + Crops) * 500) / (Population / 100)) / 3. If this value is larger than 30, clamp it to 30.Note: 65 * 500 = 32500. So, if you have more than 65 fishing boats + crops, this score can go negative. This is fixable by changing the BLE at $5B1E to a BNC, I think, so it treats the overflow case as a case that needs to clamp to 30. General welfare score: 1 point for every school or hospital Add up the four subscores, limiting the total to 100 or less. That's the per-round score. Rebellion Compare this round's score to the previous round, and consider it in absolute terms as well If it dropped by more than 10 points or is below 30 points, add a rebel If it increased by more than 10 points or is above 70 points, remove a rebel If you want to see the exact details of how these pieces work, look at the code. For example, in the scoring section, some divides are rounding divides, and some are truncating divides. The population computation is actually carried out with scaled arithmetic (ie. fertility/mortality rates are multiplied by 10, and population divided by 10 when computing numbers of births and deaths.) For anything else... see the code! ____ [Edited to fix some formatting issues in the nested bulleted lists.] utopia.asm
  11. Hello everyone, I am Oscar Kenneth, from Kai Magazine (Developer of Ninja Odyssey). Here we are again to let you know that we FINISHED the second game for Intellivision (now it is in beta-testing process) and that it will be published by Elektronite on April if the betatesting process checks out. The game’s name is: TNT Cowboy An explosive Western Action RPG. Imagine playing a game such as Zelda or Final Fantasy, in which you defeat your enemies by blowing them up with TNT charges. Yes, this game is a full blown action RPG with experience points, level ups, money, quests, etc, but also, the combats have Bomberman elements. Just watch the video and you will understand (NTSC colors): https://youtu.be/Ws0aIlTEql0 It can’t be appreciated on the video but the game works completely smooth at 60 fps (50fps on Pal/Secam) but the video conversion and emulator and vsync problems make it impossible for me to record a 1:1 video. This game also features a real time shadow system which modifies the shadow casted by the solid elements in the game as they change (due to the explosions) and the main character gets affected by the shadows as well. This game took us thousands of man hours to complete and it is really big. There is a full screen intro with several images, an ending with the same, several complex BGM, many many areas to play etc. The game is more than 200Kb big, which if I am not mistaken, it is the biggest finished game for Intellivision ever created (not demo, there are bigger demos). I usually make Kai Magazine covers myself (such as Ninja Odyssey and many of our other previous games) but for this game I hired a professional cover artist who did a really nice job. I also hired a music composer and I wrote and adapted the music on Intellivision format. We all went the extra mile for this game to make it as big as we could. I really hope you like it and that you will support it so we can continue making games for Intellivision. On that regard, I can tell you that we started the development on the third game already. “Antropomorphic Force” will be a fast-paced frenetic Sci-Fi Arcade Space Shooter with humanoid shaped robots, weird aliens, multiple scroll layers, multi-colored sprites (player and enemies) and lots and lots of stuff moving on the screen at the same time. We will show you something as the game advances further, but I can tell you that it already looks better than Ninja Odyssey and TNT Cowboy. As we learn more about the Intellivision hardware we can do better stuff. Thank you everyone for your support! Special thanks to Elektronite, Artrag, Nanochess,Victor Sanchez, Miguel Angel Jimenez and Xavi Sorinas for making this possible!
  12. Looking for an Intellivision ECS in good working order. No box needed. A good working power supply would be a bonus, but apparently I can get by with an Atari 1050 power supply.
  13. Hi everyone c: I did this conversion of "Despacito" for MSX/Colecovision/Intellivision tonight, and I wanted to show it to all of you. I add the .bas file to compile on Intybasic and listen on your Intellivision. Enjoy. I will post here more of my works later. Check more of them on http://adan.eu.pn/ Despacito.bas
  14. I have a lot of games I'm trying to get rid of so I wanted to offer them here before they end up at the game store. I may entertain cash offers but mostly looking for trades at the moment. Maybe closer to the end of the week for cash. I have my wishlist along with the other stuff in the attached link. Feel free to offer any items that aren't specifically on my wishlist, especially NES/Famicom, SNES, and PS1 games and/or accessories. Action/platformers, puzzle, and horror games are good for me. Send me a PM with any offers, and please get your offers in by Friday around 12:00 noon EST. Edit: Continental US only please https://docs.google.com/spreadsheets/d/134tHlI07W4mDp5KlxVfEpaE6t_-P4xLgUSyQTTnA5sc/edit?usp=sharing
  15. My last update to jzIntv was over 7 months ago. That doesn't mean I haven't touched jzIntv. Au contraire! I've added support for ECS cassette and printer, I've extended the debugger, I've added "raw input" mode for controllers such as the Retronic USB, and so on. See below for full details. Find it here: http://spatula-city.org/~im14u2c/intv/ ________ Release notes for 2018-12-25. Updates since 2018-05-09. --------------- New features: --------------- * Added Carl Mueller's IDIV, JDIV, ISQRT. This was an oversight from long ago, and now these are added under jzintv/examples/library/. * Raw-bits mode for controller adaptors such as Retronic that can provide raw input bits from native controllers. See PDxx_BIT_x in jzintv/doc/jzintv/kbdhackfile.txt & jzintv/doc/jzintv/retronic-usb-raw.kbd. * Debugger features: (see jzintv/doc/debugger.txt for updated docs) b? lists active breakpoints t? lists active tracepoints w? lists active write-watches @? lists active read-watches ?? outputs the debugger's current status * Add "button" mode to support analog joysticks that have analog buttons that report themselves as analog axes. * Add support for saving/loading ECS cassettes and printing to the ECS printer. ---------- Changes: ---------- * Updated the NTSC and PAL palettes based on experiments with TV capture cards and eyeballing several games. (Congo Bongo is a tough one to nail.) Also, NTSC and PAL now have different palettes. * macOS builds are now 64-bit only, driven by recent changes in macOS. jzIntv should still run with OSX 10.7.x or later. * A raw semicolon ';' in a kbdhackfile now introduces a comment. To bind the semicolon event, use the word SEMICOLON. ------------------------- Cleanups and bug fixes: ------------------------- * Fix "voice_compat" in internal ROM database. It accidentally requested ECS rather than Intellivoice for known voice games. * Myriad fixes to allow compiling with MSVC, along with an MSVC Makefile. * Myriad fixes to allow compiling with Clang from Xcode. * Many waves of 'const' correctness, and occasional 'restrict' qualifiers. * Many 'sanitizer' directed fixes. * Many minor memory leaks cleaned up. * Fix event scanning to actually allow <5ms granularity. Deepened the event queue as well. * Fix JSx_BTN_28, which has been b0rken for almost 20 years. * Fix the spelling of ecs_compat, version, publisher in metadata code. * Improve handling of build/release dates in metadata. * Fix HH:MM parsing for UTC offsets in metadata. * Remove C++14-isms; restrict to C++11 as baseline. * Use modern C++ style casts and 'nullptr' rather than 0/NULL in C++ code. * Fix include guards to not use _CAPS, but rather CAPS_. * Fall back to ECS-disabled if game sets ecs_compat to "enhanced" but no ecs.bin is available. * Fix documentation for -J flag in --help info. * Only print "diagonal bias" for 4diag mode in joystick status output. ------- Misc: ------- * Experimental Emscripten build. * Experimental Termux build.
  16. While I was looking at the intellivision service manual I noticed the sound chip has 3 outputs all tied together along with the external audio. I decided to try and put together a stereo mod to go along with my rgb mod and this is what I came up with. It seems like the three outputs are part of an internal DAC so I took the output of pin 3 and blended it into pins 4 and 38. This seemed to provide the most uniform sound output from either channel. The external audio is blended into both channels and has a 10pf capacitor to ground to eliminate hum. The two signals are then fed into a common base amplifier. Attached at the bottom you can find the audio recordings and other relevant info. Enjoy! Here is the schematic: This is a recording of the intro music from the crimson tower. The mono sample is taken from the solarfox av mod circuit. Here is the intro music to frogger. The mono sample is taken from the solarfox av mod circuit. Here is some audio from pitfall. The sound order is two log hits, jump, vine swing, then game over. Notice how only one channel is prominent in the stereo recording. Adding a jumper wire between the two emitters resulted in dual mono signals, so add either a switch or blend pot to the emitters if you like. This is the intro from b-17 bomber to demonstrate external audio. It's dual mono regardless of the emitter jumper discussed earlier. Edit - the 10pf capacitor should be 1nf stereo_mod_files.zip
  17. My last update to jzIntv was over 7 months ago. That doesn't mean I haven't touched jzIntv. Au contraire! I've added support for ECS cassette and printer, I've extended the debugger, I've added "raw input" mode for controllers such as the Retronic USB, and so on. See below for full details. Find it here: http://spatula-city.org/~im14u2c/intv/ ________ Release notes for 2018-12-25. Updates since 2018-05-09. --------------- New features: --------------- * Added Carl Mueller's IDIV, JDIV, ISQRT. This was an oversight from long ago, and now these are added under jzintv/examples/library/. * Raw-bits mode for controller adaptors such as Retronic that can provide raw input bits from native controllers. See PDxx_BIT_x in jzintv/doc/jzintv/kbdhackfile.txt & jzintv/doc/jzintv/retronic-usb-raw.kbd. * Debugger features: (see jzintv/doc/debugger.txt for updated docs) b? lists active breakpoints t? lists active tracepoints w? lists active write-watches @? lists active read-watches ?? outputs the debugger's current status * Add "button" mode to support analog joysticks that have analog buttons that report themselves as analog axes. * Add support for saving/loading ECS cassettes and printing to the ECS printer. ---------- Changes: ---------- * Updated the NTSC and PAL palettes based on experiments with TV capture cards and eyeballing several games. (Congo Bongo is a tough one to nail.) Also, NTSC and PAL now have different palettes. * macOS builds are now 64-bit only, driven by recent changes in macOS. jzIntv should still run with OSX 10.7.x or later. * A raw semicolon ';' in a kbdhackfile now introduces a comment. To bind the semicolon event, use the word SEMICOLON. ------------------------- Cleanups and bug fixes: ------------------------- * Fix "voice_compat" in internal ROM database. It accidentally requested ECS rather than Intellivoice for known voice games. * Myriad fixes to allow compiling with MSVC, along with an MSVC Makefile. * Myriad fixes to allow compiling with Clang from Xcode. * Many waves of 'const' correctness, and occasional 'restrict' qualifiers. * Many 'sanitizer' directed fixes. * Many minor memory leaks cleaned up. * Fix event scanning to actually allow <5ms granularity. Deepened the event queue as well. * Fix JSx_BTN_28, which has been b0rken for almost 20 years. * Fix the spelling of ecs_compat, version, publisher in metadata code. * Improve handling of build/release dates in metadata. * Fix HH:MM parsing for UTC offsets in metadata. * Remove C++14-isms; restrict to C++11 as baseline. * Use modern C++ style casts and 'nullptr' rather than 0/NULL in C++ code. * Fix include guards to not use _CAPS, but rather CAPS_. * Fall back to ECS-disabled if game sets ecs_compat to "enhanced" but no ecs.bin is available. * Fix documentation for -J flag in --help info. * Only print "diagonal bias" for 4diag mode in joystick status output. ------- Misc: ------- * Experimental Emscripten build. * Experimental Termux build.
  18. I just uploaded jzintv-20180509 to the webserver. This is primarily a bugfix release, motivated by a semi-serious bug that crept into AS1600 back in December. In this release: BUGFIX: AS1600: Fix right shifts of negative values. This was a pants-on-head stupid bug. BUGFIX: jzintv, dasm1600: Display JR R5 instead of MOVR R5, R7 in disassembly. It was always intended to. Bug caught by upgrade to GCC 8.1. Compile fix: Change 'macosx' to 'PLAT_MACOS' to allow building on MacOS X 10.13 and later. Typo in as1600 docs: __FEATURE.LISTCOL, not __FEATURE.ROTATE Minor improvement: Improve dis1600's handling of an opcode that may, or may not be, an SDBD. Misc: Upgraded to GCC 8.1 on Linux and MacOS X. Get it at the usual spot: http://spatula-city.org/~im14u2c/intv/
  19. I recently bought a broken intellivision off of eBay, and after messing around with it i believe that the problem is the CPU. I don't have a working unit, or any other units for that matter. I was hoping i could find a new cpu (preferably a whole board, in case there is any other problems with it) from someone on this form. I really want to try and play some intv games, especially since they are cheap.
  20. Hi everyone! We're now ready to take pre-orders for Mad Bomber and MoonSweeper Look here for more informations, or contact coleco_master here on AtariAge https://collectorvision.com/product-category/intellivision/
  21. Hey all. I am struggling with the right Keyboard Hackfile needed to run with jzIntv on Windows 10. I pulled a working controller and Nurmix converter cable from my Intellivision II and connected to a Vision-Daptor. Windows does detect it, but it does not like the NE direction for some reason. When I launch jzIntv, the side buttons map to East and West direction, no keys register properly. I tried Swords and Serpents, Cloudy Mountain,Star Strike, Stunt Cycle. The keys are all jacked up. So I think that part of my problem is a bad key hackfile... Can anyone share a working version? I did try to get something from https://retropie.org.uk/forum/topic/5035/jzintv-intellivision-hackfile-not-working/14and http://www.intellivision.us/intvgames/interface/hackfile.cfg Thanks.
  22. Hi All, Hoping someone can help me. I am trying to get a wireless 8BITDO controller working with jzintv on RetroPie with World Championship Baseball. I can use the keyboard and I can switch to the controller by toggling F7 - but I can only use the directional keys which are mapped to the keypad - but not the disc. That is, I can activate or throw to a player but can't move the player with the joystick. I know that my keyboard hackfile is working - the reset and power mappings work. For some reason the disc mappings do not work on this game alone. My hackfile is below. Any ideas? Other games are working fine. Thanks in advance. ; ----------------------------------------------------------------------------------------- MAP 0 ; keymap 0 (default keymap) ; ----------------------------------------------------------------------------------------- ; ***** Joystick #0 - Left Controller ***** ; ** Side Buttons and Numeric Keypad ** JS0_BTN_06 PD0L_A_T JS0_BTN_07 PD0L_A_T JS0_BTN_08 PD0L_A_L JS0_BTN_09 PD0L_A_R JS0_HAT0_NW PD0L_KP1 JS0_HAT0_N PD0L_KP2 JS0_HAT0_NE PD0L_KP3 JS0_HAT0_W PD0L_KP4 JS0_BTN_04 PD0L_KP5 JS0_HAT0_E PD0L_KP6 JS0_HAT0_SW PD0L_KP7 JS0_HAT0_S PD0L_KP8 JS0_HAT0_SE PD0L_KP9 JS0_BTN_04 PD0L_KPC JS0_BTN_01 PD0L_KP0 JS0_BTN_00 PD0L_KPE JS0_BTN_10 RESET JS0_BTN_11 QUIT ; ** Direction Disc ** JS0_N PD0L_J_N JS0_NNE PD0L_J_NNE JS0_NE PD0L_J_NE JS0_ENE PD0L_J_ENE JS0_E PD0L_J_E JS0_ESE PD0L_J_ESE JS0_SE PD0L_J_SE JS0_SSE PD0L_J_SSE JS0_S PD0L_J_S JS0_SSW PD0L_J_SSW JS0_SW PD0L_J_SW JS0_WSW PD0L_J_WSW JS0_W PD0L_J_W JS0_WNW PD0L_J_WNW JS0_NW PD0L_J_NW JS0_NNW PD0L_J_NNW ; ***** Joystick #1 - Right Controller ***** ; ** Side Buttons and Numeric Keypad ** JS1_BTN_06 PD0R_A_T JS1_BTN_07 PD0R_A_T JS1_BTN_08 PD0R_A_L JS1_BTN_09 PD0R_A_R JS1_HAT0_NW PD0R_KP1 JS1_HAT0_N PD0R_KP2 JS1_HAT0_NE PD0R_KP3 JS1_HAT0_W PD0R_KP4 JS1_BTN_04 PD0R_KP5 JS1_HAT0_E PD0R_KP6 JS1_HAT0_SW PD0R_KP7 JS1_HAT0_S PD0R_KP8 JS1_HAT0_SE PD0R_KP9 JS1_BTN_04 PD0R_KPC JS1_BTN_01 PD0R_KP0 JS1_BTN_00 PD0R_KPE JS1_BTN_10 RESET JS1_BTN_11 QUIT ; ** Direction Disc ** JS1_N PD0R_J_N JS1_NNE PD0R_J_NNE JS1_NE PD0R_J_NE JS1_ENE PD0R_J_ENE JS1_E PD0R_J_E JS1_ESE PD0R_J_ESE JS1_SE PD0R_J_SE JS1_SSE PD0R_J_SSE JS1_S PD0R_J_S JS1_SSW PD0R_J_SSW JS1_SW PD0R_J_SW JS1_WSW PD0R_J_WSW JS1_W PD0R_J_W JS1_WNW PD0R_J_WNW JS1_NW PD0R_J_NW JS1_NNW PD0R_J_NNW ; ----------------------------------------------------------------------------------------- MAP 1 ; ECS 1 (ECS keymap) ; ----------------------------------------------------------------------------------------- ; ***** Joystick #0 - Left Controller ***** ; ** Side Buttons and Numeric Keypad ** JS0_BTN_06 PD0L_A_T JS0_BTN_07 PD0L_A_T JS0_BTN_08 PD0L_A_L JS0_BTN_09 PD0L_A_R JS0_HAT0_NW PD0L_KP1 JS0_HAT0_N PD0L_KP2 JS0_HAT0_NE PD0L_KP3 JS0_HAT0_W PD0L_KP4 JS0_BTN_04 PD0L_KP5 JS0_HAT0_E PD0L_KP6 JS0_HAT0_SW PD0L_KP7 JS0_HAT0_S PD0L_KP8 JS0_HAT0_SE PD0L_KP9 JS0_BTN_04 PD0L_KPC JS0_BTN_01 PD0L_KP0 JS0_BTN_00 PD0L_KPE JS0_BTN_10 RESET JS0_BTN_11 QUIT ; ** Direction Disc ** JS0_N PD0L_J_N JS0_NNE PD0L_J_NNE JS0_NE PD0L_J_NE JS0_ENE PD0L_J_ENE JS0_E PD0L_J_E JS0_ESE PD0L_J_ESE JS0_SE PD0L_J_SE JS0_SSE PD0L_J_SSE JS0_S PD0L_J_S JS0_SSW PD0L_J_SSW JS0_SW PD0L_J_SW JS0_WSW PD0L_J_WSW JS0_W PD0L_J_W JS0_WNW PD0L_J_WNW JS0_NW PD0L_J_NW JS0_NNW PD0L_J_NNW ; ***** Joystick #1 - Right Controller ***** ; ** Side Buttons and Numeric Keypad ** JS1_BTN_06 PD0R_A_T JS1_BTN_07 PD0R_A_T JS1_BTN_08 PD0R_A_L JS1_BTN_09 PD0R_A_R JS1_HAT0_NW PD0R_KP1 JS1_HAT0_N PD0R_KP2 JS1_HAT0_NE PD0R_KP3 JS1_HAT0_W PD0R_KP4 JS1_BTN_04 PD0R_KP5 JS1_HAT0_E PD0R_KP6 JS1_HAT0_SW PD0R_KP7 JS1_HAT0_S PD0R_KP8 JS1_HAT0_SE PD0R_KP9 JS1_BTN_04 PD0R_KPC JS1_BTN_01 PD0R_KP0 JS1_BTN_00 PD0R_KPE JS1_BTN_10 RESET JS1_BTN_11 QUIT ; ** Direction Disc ** JS1_N PD0R_J_N JS1_NNE PD0R_J_NNE JS1_NE PD0R_J_NE JS1_ENE PD0R_J_ENE JS1_E PD0R_J_E JS1_ESE PD0R_J_ESE JS1_SE PD0R_J_SE JS1_SSE PD0R_J_SSE JS1_S PD0R_J_S JS1_SSW PD0R_J_SSW JS1_SW PD0R_J_SW JS1_WSW PD0R_J_WSW JS1_W PD0R_J_W JS1_WNW PD0R_J_WNW JS1_NW PD0R_J_NW JS1_NNW PD0R_J_NNW
  23. Hello again, I was here for a little while, got a couple of amazing systems thanks to some wonderful members here, and then disappeared into life (sinus insanity for 10 months now). But I'm back (not that you noticed me missing) and still haven't gotten some of the systems I'm after. I have had awful sinuses for the past year and haven't been able to go find them 'in the wild', and have had great luck here, so thought I'd try again. I'm looking for an Atari 5200 and 7800, Jaguar, Intellivision and, believe it or not, a CD-I. I have fond memories of the CD-I because of when and how I got it, it'd be a shelf sitter that gave me a gooey feeling inside. I'd prefer to deal with folks I can talk to on here than ebay, as I said last time. I'm not necessarily trying to find mint stuff, just in good shape and functional. If I want to pay too much, I've no doubt that I can go to a game store or ebay for that, please try to be fair (and I understand fair goes both ways). I'm open to other neat systems too if you happen to be looking to unload any. Thanks!
  24. i didn't found something like that here (so quickly) so i thought why not make a hitlist of the worst intellivision games post here what you think is complete tard but give a short reason why you think that it is tard. i will start: no. 2) coleco Donkey Kong, i never liked it even when i owned it, i played it rarely, the controls are poor this was what displeased me most back then. no. 3) Pac-Man, same here, the controls are poor, if i compare it nowadays to the atari vcs release (no one i knew had a vcs), it's not that bad especially for the graphics, but i didn't played it often when i was young. besides, in both games i'm not good, even for the arcade originals. why do i bought them? because i ordered them for a fraction of the price from HK. no. 1) Zaxxon, even in the same shipping from HK, i was totally displeased, i liked Zaxxon in the arcade i nearto never played it at home. i ordered them blind the schedule i had had no pictures in it, a bareboned listing of available games typed on recycling paper (with a typewriter, recycling paper? no it was dark red, hard to read not to see when one would shine through with a light), many games was simply scored out with a ballpoint, i had to send that schedule back and after transferring the money i received the games. don't ask me i only know it was a grey import, unofficial, illegal, but to find new games for my console was more then just difficult in switzerland. mostly all coleco and parker was available, most intellivision games was scored out. so i decided simply by the name, this i know and that one i know. i guess that's already all which i didn't liked to play, the rest whatever and however simple they was i liked to play. i even liked to play that stupid racing game from triple action, i must have been very lonely back then. sometimes, because i haven't had so many games to choose from before i ordered the bunch from HK, i even played two player games alone, that's how i got good in soccer, i played it solo. i had the infamous chess, and i played it, i'm not a good chess player and sometimes i just entered a chess problem and watched the inty solve it. Jürgen, my buddy liked to play chess, but one day i smashed the chessboard on his head, i guess that was the last time we played chess yes, i was agressive, couldn't stand losing, violent-tempered. a well known plant helped me to leave that behind me.
  25. Pitfall for Intellivision. Super clean. Unable to test since I don't have an Intellivision. Since no one wants to buy this thing, how about trading it for Atari 8-bit software?!? Thank you
×
×
  • Create New...