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An update on The Pro Strikers Many weeks ago I had officially started this project as "The Pro Strikers", and while that title will definitely still get some development time at a later date, the project has started to shift towards a different direction than I expected. I've decided to scale back the scope a bit and focus on making one very solid gameplay style, instead of 2 less than ideal ones. If this new project goes swimmingly, then the original intention of the Pro Strikers project can be fulfilled in a follow-up title. As it stands now, the game will be known as "Sassy" and will be based on the golden era of arcade games. This will not only be easier for me to develop, but it will allow me to experiment more and get a gameplay loop that I'm happy with. I also won't need to worry about any on-cart sound or bank switching since the base 7800 is perfect for this sort of game. Before explaining the new project in more details, I feel it would be best to showcase what was actually developed for the "Pro Strikers" project, as well as providing the demo at it's current state. I was a few steps away from releasing a playable demo, but hadn't quite gotten in everything exactly as I wanted it, and before I could implement those changes, my focus for the project changed entirely. Here's where I was at: This was the current state of the box art. Not finished of course. From the demo itself: - A nice title screen was put together for the demo, as well as an interactable menu for all that was going to allow the user to select different game elements to be demonstrated. - For the initial first demo, I only planned to have the top-down demonstration as a selectable option, with the other two coming in later demos. - This is the screen for the top-down "Stage." - This featured a controllable player character "Kasey," a few walls to collide with, a projectile to shoot, as well as the titular villain "Sassy." Getting the collision detection down was a huge achievement for me and while it's not 100% where I want it, it's a great jumping off point. Not long after I had implemented this collision detection, I was quickly realizing that I had a lot of the pieces to make a simple arcade style game if I really wanted to. This was absolutely the seed that led me to think about just making a classic arcade game instead. After a while, I was pretty much exclusively developing the arcade game idea with notes and illustrations. At this point I knew it was too late, and that this new direction would be MUCH better for a semi-beginner game dev project. The code I have for the demo will certainly be refined to serve as a starting point for the "Sassy" game. The demo rom is attached to this post for anyone who want's to see it in action. So here we are! The project will be moving forward as "Sassy", theoretical 1984 Atari 7800 release, based on a 1982/83 arcade game that doesn't exist (But certainly could have!) Sassy A classic maze chase game for Atari 7800 The Basic Concept: Kasey Chaser is trapped in a maze-like concert hall while renowned singer, Sassy, is on a stage at the end of the maze, singing her heart out. She seems like a beautiful singer at first, but she has a bad side and will transform into a fast moving mad woman when you least expect it. It's up to you to navigate the maze and reach the stage at the end. All the while, the maze will slowly scroll from right to left, and you've gotta be on your toes to avoid music notes that travel outward from Sassy and stun you, as well as Sassy's evil form. While in her evil form, Sassy will jump off the stage and into the maze, at which point she will chase after you. Kasey can collect various food for points while in the maze. He can collect alcohol as well for some much needed liquid courage. While under it's affects, Kasey is able to turn the tables on Sassy, getting brave enough to swing his bat at her and knock her back to the stage. After two mazes, other roaming enemies begin to appear in the maze. Each maze gets gradually more challenging as the game progresses. Next Steps: I plan on spending the next week or so creating the games graphics. At least all of the game's major elements as well as a title screen, I just love making those too much to skip it. I'm going to refine the collision code to work around the principles of a maze, and see how to make that work for a maze that is constantly shifting, sort of like the mazes in Devil World for Famicom. I'm sure it can be done, I'll just need to experiment a bit. I have a rough sketch of the box art here as well: This certainly emphasizes the transformation and chase aspect of the game concept rather well I think. I'm excited to share more as this comes together. So far it's been a very interesting learning experience. Thank you all for your patience. TheProStrikers.bas.a78
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I have long wondered how Atari built the series of games and their versions. To this end, I started researching the subject. My name is Daniel Medina and in this topic I would like to present my research project for the reconstruction of the Atari game series. RECONSTITUTION OF ATARI 2600 GAME COLLECTIONS. ==================================== I developed a website with the purpose of supporting the project and the research, so that everyone can follow the updates of the information found. On the website you will find all the explanation about the project, the method used, where to find the cataloged information and you will also be able to identify which games formed the series and their versions. I use as a study base in the research information from any and all catalog numbers available in the game sets, I also use data from Atari documents, Internet pages and sealed or complete games for catalog records. After a year of work, I defined as the initial indexing point for building a database, a number found in the boxes that I call PSN (PART SERIAL NUMBER), are found in the small tabs, usually along with the review. Through them I identify the series it belongs to and the game it contains. I have already identified 495 versions of boxes and validated 185 of them, my intention is to open the community to validate other versions and discover new ones. The idea is also that everyone can participate, sending version inclusions through channels like this forum or others that can be built in the future. Now I would like to know your opinion. Welcome to www.atariopenbox.com
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I have posted this to Facebook but not on here yet. Also, it is quite coincidental that this all happened just before the 2600's anniversary too! After months of hard work I was finally able to finish restoring this MAJOR addition to my collection, and just in the knick of time for VCFMW. I present: my EXTREMELY rare Atari 2600 "P.O.P" kiosk! Originally, this kiosk came from an abandoned house's basement, where it sat for 40 years, 100% complete, but sadly not untouched as the basement had flooded and caused various issues to the kiosk. The two major issues being wood rot and rust/corrosion on the electronics. I'm still restoring the original Zenith TV and POP "brain" motherboard, but I have finished restoring the rest of the kiosk including replacing all the wood, trim, doors, locks, supports, screws, etc, and figured out how it all goes together without any guides. I tried to reuse as many original parts as I possibly could. Also, the 2600 kiosk is already a rare kiosk, but I said that this one is extremely rare- which is because it is the rarest variant. Those with a keen eye will have noticed that this kiosk is able to split in half! From what I was able to find, this is seemingly one of ONLY TWO "countertop" variants to exist, where the top half could be removed from the bottom cabinet in order to fit the display on a store counter if you pleased, as well as it is much easier to disassemble and transport. Note that there are many other changes from the "normal" 2600 kiosk, such as all the shelving, the top plexiglass doors, and the missing atari logo on the left side of the top "Atari Video Games" marquee, to name a few. Another interesting thing is that this kiosk included what seems to currently be the only (?) existing "dummy" 2600 console! (See my other posts) It has taken a lot out of me to get this kiosk finished in time for the show, but I couldn't be happier with the final results! Everyone loved seeing and playing on the kiosk, and many reminisced about seeing it in stores like Sears, K-Mart, and ToysRUs back in the day! Couldn't be happier to have my kiosk enjoyed by so many people, and at the end of Saturday after everyone else played on it; I then got to enjoy my 2600 kiosk myself a bit for the first time, haha. Also, if anyone has a spare 2600 kiosk motherboard they'd be willing to sell, please let me know! Huge shout-out to Ed Hathaway for agreeing to sell me this beast. As you can tell I have kept my word and will cherish it forever! Also, I finally got one more display which I've been searching for years for, being the Atari Banner! You can see it hanging behind me and I am so glad! It is made of a cloth material, dates 1982, and I even got it with original poles and the original shipping tube! As a final note, if anyone from Atari directly is reading this, let me know if you'd be interested to possibly do an official collaboration with me and remake this kiosk or a slightly smaller/updated version of it for the 2600+. Just a thought, might be fun and I'd love to personally build/design it, especially since it's also the 2600's anniversary too! Lmk! Thank you all for viewing! PXL_20230909_165201364.mp4
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Hi, Burning Disc is not dead. Final name about my Winjammers project for Colecovision is Wind Edge. Link to Wind Edge Completed : - Entirely playable - Six functinals courts - Efficient AI about moves - Specials attacks working - Include sounds - Operational two player mode To do list : - Fix a lot of glitches (especially in one player mode) - Add more gfx - Improve AI about attacks and opponent behavior (too efficient about the latter) - Add more music and sfx - Optimize code
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The PBI bus on my 800XL always held magical and mysterious powers... It seemed to be the key to unlocking unlimited potential of my Atari. In my earliest years with the XL (age 9-13 or so), I didn't really know much about what lay behind the port cover. As I got a little older, I learned about the products like the Multi I/O and the Black Box which could be plugged in, but these were always priced out of my reach. As it would happen, I was destined to eventually follow a career path of software & electronics engineering, but my understanding of topics like parallel data buses would not come until I was a bit older yet, and had already moved on from the Atari to my first PC. Over the many years since then, I've gone on a few "nostalgia benders," digging up my old Atari gear and playing around with it for a while. Each time, I'd idly thought about maybe doing a PBI bus project, just to "check it off the list" so to speak. Well, this time I'm hoping to actually make it a reality, and I've started some work on a project that I think will blend the "old" (being the Atari) and the "new" (being some modern technologies I've been working with on other projects) in interesting ways. I've debated whether I should labor away in the dark without sharing any info until I reach some arbitrary milestone, or share a progress log to get feedback, help and motivation from folks here. I've opted to try the latter. So, I present the very first fledgling steps of my PBI bus to WiFi adapter for the 8-bit. I'm basing it on somewhat absurdly powerful but relatively inexpensive technology (an Espressif ESP-32 - a dual core processor standalone WiFi/Bluetooth module, and a small Altera MAX 10 FPGA). This is a massive pile of technology compared to the Atari, but I've been developing on the ESP32 for a few months on another project and am pretty familiar with it, and I've wanted an excuse to do a small FPGA project for a while now. I like the idea of combining these things. My initial goal is to make a wifi coprocessor for the Atari, with the ESP32 doing most of the heavy lifting for dealing with TCP/IP connections. In the initial incarnation, I'd like to present it to the Atari as an R: compatible interface, so it can be used right out of the gate as a replacement for an 850 + Lantronix device, except hopefully much faster. This way it can be used with BBS and terminal software. Longer term goals? Well, the sky's the limit really. The ESP32 has all kinds of interesting hardware support in it, and I've used much of it for another project. SD cards, audio, serial ports, I2C, Bluetooth, etc. There's a ton of potential to make it a PBI-based disk drive for example. Combined with the capabilities of the FPGA, it opens a lot of doors to doing interesting things. The daydreaming is great, but I'm trying to keep focused and meet a reasonable goal and then see where the project goes. My rough architecture is that the ESP32 is going to communicate with state machines in the FPGA over a high speed SPI bus (it has no parallel buses). The FPGA will mediate between the slow Atari parallel bus and the high speed SPI bus. The FPGA I've chosen has a bunch of RAM and Flash ROM elements in it, so it can contain shift registers or dual ported RAM to aid this, and it can also contain the small amounts of PBI device handler code that need to be mapped in. I'm breadboarding the first version because there are a few unknowns, and sometimes it's just easier to go old school and hand-wire stuff. I started this process last night, wiring up the address and data buses to the necessary level-shifting bus transceivers, because the Atari is a 5V system while the FPGA and the ESP32 are both 3.3V. I also have the FPGA eval board and the ESP32 development module positioned on the breadboard, but not yet connected.
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I've had this poor jukebox for over a year, now it's time to bring this relic from 1953 back to life!
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After 29 days (including waiting for parts) I finally restored (partially) my friends Atari 2600. It had been sitting in his Mom's closet for 25+ years and when I plugged it in, it worked like a charm. I placed a fresh coat of paint (trim) and restored his joystick with all new parts because the parts that were inside were very worn, especially the top of his joystick. I fixed and replaced much more (link provided). I gave his Atari 2600 a nice bubble bath w/ scrub (laughs) and a nice (small) moderate shine. The parts that can be washed that is. LMBO. Enclosed is a before (top) and after (bottom) photo. My friend died in 2007 from a chronic disease at age 38, thus last month his Mom sent me his Atari system as a gift. Enclosed is the entire project at the link below. Click on images for description. The story begins on photo #2. RIP Charley. PS All the games were his (I cleaned and shined them up/contacts), excluding Donkey Kong, which I purchased. https://flic.kr/s/aHsm6ZFZ3Q
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This is my first post on any atariage forum, if this is the wrong place to post this topic, then I'll gladly move it. First of all, I just need to give out a big thank you to Random Terrain for the awesome tutorial page (I use it like a bB bible), atariage for this forum, and anyone who worked on batari basic/visual bB. So while testing out my first project this weird glitch came out of nowhere, everything works fine until the player touches (collides) with player1 (the finish flag). When this happens the game starts all over. I assume either a variable was messed up or misspelled, or perhaps players can't collide? (I don't need anything else fixed, I know the movement of the player sucks as well as the collision against walls. I'll be sure to improve those in Max's Maze 2) Max's_Maze_2017_11_2_1723.bas
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Hello, so a while back i decided to try to convert the 1971/78 version of The Oregon Trail (OREGON) to TI-BASIC (see here, scroll down on 1st page), and i thought it would be good to post my project, and have the text files available, because i can't use my TI and such stuff as often as when i started. MY GOALS: have a finished (or at least use-able) version by year's end have compatibility with the regular ti-99/4, but special features and hints for the 4a. have both text file and audio file versions have a completely finished version by today on 2018 have a physical tape copy of the program (witch means a audio cable soon any-who) I will also let people modify the finished versions, and will post updated versions so others can add to them. P.S if you do add something, please post the version you made here.
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I just thought I could get a quick question about this project I found (http://www.raphnet.net/electronique/atari_usb/index_en.php) which uses a ATMega8a. In the schematic, they connect the analog pins the the Atari 9-pin port. This makes sense for pins 5 and 9, which are used for the POTs, but shouldn't the designer of the circuit use the digital pins for the joystick pins?
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I wanted to show everyone a test box and cart that I made with the help of some fellow AA members! I made this prototype to see how close I could get to making it look like a official Micro Fun release and I think it turned out great! I have always loved Boulder Dash for the Colecovision and I have always hated Telegames. Boulder Dash is one of those games that is really good and extremely rare. Do to that combination, the price for the game is around $500+ That's a lot of money for a "in my opinion" ugly Telegames box & cart. I have been wanting to make a near perfect copy of Boulder Dash that looks just like Micro Fun would have made it back in the day. I have talked to Collectorvision and if there is enough interest Collectorvision would be willing to make a official homebrew release of "The Micro Fun Boulder Dash" that will look just like my Prototype. This is not a preorder as Collectorvision will take care of that. This is just to gauge interest to get the green light on the project. My question to you is "would you want one?" I'm not sure of the price of the homebrew release as it depends on how many people would want one. The more people interested the lower the price will be. I don't think it should cost much more then a normal homebrew release but that would be up to Collectorvision to make that call. Here is my video showing off the game: http://youtu.be/-NQCfD_ZJXc As a bonus to all my Canadian Colecovision fans I also incuded in the video a special Beer Review of the best Canadian Beer I have ever had!!!! Let me know what you guys think!
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Last Friday I bought a Pole Position II upright for $50 that was for sale a short distance from me. Cabinet is doable and it appears to be complete, but it definitely has issues. Found out the power supply is fried, so am checking a shop I know to see what parts they have. I also have six green wires with eyelets on them going to nothing inside the cabinet. Board has a bit of a fried edge connector and it looks like someone bypassed the +5 to a connector tab on the main board itself. I am hoping to get it going. I did see glow on the CRT tube neck and could hear the high voltage working on the monitor.
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Has anyone one ever considered turning a spare TI console into a dedicated weather station? I got to thinking today (I know uh oh), anyway the TI joystick has 5 digital inputs that could be used for other things... One input, say the fire button could be used for an anemometer. A simple XB program could be written to count impulses from a simple mechanical sending unit and 'set' to a baseline. The impulses could be compared to a clock (an existing software based clock) for calculation. The other four digital inputs could be used for a very rough wind direction display (N,S,E, & W) if more than two inputs can be scanned at one time (I don't know if that is possible), it might be possible to use those four inputs for 8 different readings like (NE, SW, etc.) Now the temperature part has me baffled. Is there any place on the TI that could be used as an ANALOG input? If so, some transistors can be used because the values change based on temperature, the program would just need to be written to translate the resistance value to a known temp. So calibration with a real thermometer would be a must for every individual system. This could even possibly be combined with an X10 project to turn on a heater below a set temperature, or using a solar cell when a value goes below a certain light threshold, to turn on a lamp.