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  1. LIVE every Tuesday & Friday Your BEST source for the NEWEST Atari games, LIVE on Twitch! SUBSCRIBE & WATCH: Twitch Livestream | YouTube Archive _________________________________________________________________________________ WATCH THE NEWEST STREAM (Click on Date to Watch / Set Video to 1080P60 for Full Quality): 20210921 Let's Play: Pengo (Exclusive WIP Update | 7800), Graze Suit Alpha (WIP | 7800), Meteor Shower (7800), Ms. Hack (Pesco Hack) _________________________________________________________________________________ UPCOMING LIVESTREAMS on TWITCH (Click Time Listing for Your Local Time) 20210924 Let's Play: NO SHOW 20210928 Let's Play: Kurt Howe/Nukey Shay Tribute Stream (LIVE @ 6PM PT | 9PM ET | 1AM GMT+1Day) 20211001 Let's Play: Scramble (Retail | 8-Bit), Time Pilot (8-Bit) (LIVE @ 12PM PT | 3PM ET | 7PM GMT) 20211005 Let's Play: TBD (LIVE @ 6PM PT | 9PM ET | 1AM GMT+1Day) 20211008 Let's Play: TBD (LIVE @ 6PM PT | 9PM ET | 1AM GMT+1Day) 20211012 Let's Play: TBD (LIVE @ 6PM PT | 9PM ET | 1AM GMT+1Day) 2021xxxx Surprise Atari 7800 Reveal (Exclusive WIP Premiere w/ LIVE Interview with Matt Smith @mksmith | 7800) 2021xxxx Let's Play WIP 7800 Games Pt 1: Frogus (7800), UFO! (7800), Harry's Hen House (7800), 7ix (7800), Touchdown Challenge/Soccer 2 (7800), Space Junk (7800) 2021xxxx Let's Play WIP 7800 Games Pt 2: Sky Scraper (7800), 2021xxxx Let's Play: ZPH Unreleased Favourites Part 2 | TBD 2021xxxx Let's Play: ZPH Favourites: Shooters Part 2 | TBD 2021xxxx Let's Play: Dan Kitchen's Casey's Gold (Exclusive World Premiere) 2021xxxx Let's Play: M.U.L.E. (5200) Four Player Special! 202110xx Let's Play: Halloween Homebrew Special: Last Stand: Halloween (7800), Deadworx (Cakewalk Hack), Halloween III (Kaboom Hack), TBD 202112xx Holiday Homebrew Special: Christmas Salvo (7800), TBD 20220212 Event: 4th Annual Atari Homebrew Awards Presentation ARCHIVED STREAMS (YouTube): 20210917 Let's Play: Space Pac-Man (Exclusive WIP Update), ElectroBall (Final Updated Binary) 20210914 Let's Play: K-Jo Chases The Cheese (Retail), Retro Park (WIP), Legendary Spear (WIP) 20210914 Let's Play After Dark: Enduro (Patch Attempt #2: 3/5 Days) 20210910 Let's Play: Yoomp! (A8), 1nvader (WIP | A8), Bruce Lee Return of Fury (WIP | A8) 20210907 Let's Play: 35 x 10 Liner Game Compilation Marathon from @vitoco (8-Bit) 20210903 Let's Play: Plumb Luck (7800), Plumb Luck DX (WIP 7800), b*nQ (7800), Armor Attack II (7800) 20210831 Let's Play: Cave Rescue (Retail), x vs. o (WIP), Soul of the Beast (Final Updated Binary) 20210827 Let's Play: Ethereum 2600 (Exclusive World Premiere), Mr. Do! + Pengo + Kick-Man (Exclusive POC Premieres | 7800), Ninjish Guy Perilous Island (WIP Update | 7800) 20210824 Let's Play: 8-Bit Slicks (8-Bit), Adam Is Me (8-Bit) 20210820 Let's Play: rubyQ (Exclusive WIP Update) 20210817 Let's Play: Robot Zed (Exclusive WIP Update) 20210817 Let's Play After Dark: Enduro (Patch Attempt #1: 3/5 Days), Atari 2600 Lego Build MORE ARCHIVED STREAMS (2018-2021) Future Episodes & Games: HOMEBREW, IMAGIC & ACTIVISION PATCH CHALLENGES List of Completed & WIP Games: Atari 2600: 2019, 2020, 2021 Atari 7800: 2019, 2020, 2021 Atari 8-Bit/5200: 2019, 2020, 2021
  2. UPDATED .bin 8/10/2021! Fixed up Carts minigame. GAME: Crossdock Play the sensational supply chain simulation, where you are Dock Boy, the dedicated depot worker who diligently disperses delivered product from the designated area onto pallets, piled perfectly and primed to be packed into waiting trucks. There is no rest for Dock Boy. The conveyor belt never shuts down so you must keep loading those pallets into the open bays before the time runs out so no dillydallying! GAMEPLAY: The game has 5 gameplay options that you can select from the title screen by having Dock Boy use a jack to grab a pallet and put it into one of the five bays above. They are in the following order, from left to right: 1. Throw boxes - This allows you to toss a box that is in your possession onto the ground. If it touches the ground the box becomes damaged and cannot be put onto the pallet. 2. Random jack - This randomizes the pallet jack placement after each time a pallet is loaded into a bay. 3. Smaller pallets - This reduces the maximum size of pallets from 10 boxes to 5 boxes. 4. No obstacles - This eliminates the spawning of the obstacles. 5. Bays in order - This requires the bays to be loaded in order, from left to right. The switches can only be accessed from the title screen (except the reset switch). Reset - Resets the game back to the title screen. Game Select - This allows you to increase the number of starting lives. Color/BW - This does... something... 🐰 Left Difficulty - A: Faster conveyor belt speed. B: Regular conveyor belt speed. Right Difficulty - A:Faster Dock Boy speed. B: Regular Dock Boy speed. These options can be chosen in any particular order in any particular combination. As the game progresses there are 3 different obstacles that will appear during a stage. These are as follows - Swipe - A bar will move from left to right and then back again. If it hits dock boy or the pallet it will push it in the direction it is going. Following Swipe - Just like above but now as you head to the bay doors it will move up or down with Dock Boy. Bouncing Ball - This will ricochet off of walls and boxes. If it touches a box in your hands the box will disappear. If it hits the pallet it will start reducing the number of boxes on the pallet. There is a way to destroy the bouncing ball though... The conveyor belt and Dock Boy's speed will eventually get faster. Right now those two things will occur at 500 and 1000 points. Also, after an interval of time you will get an extra life. Have Dock Boy pick up one of the boxes that come off of the conveyor belt and put it on the pallet. When the pallet is full (as indicated by a change in the jack color), push the pallet into one of the open bays up top. Each time a bay door is closed you will get a little time added onto the timer and some bonus points. Close all the bays and you get even more bonus points. The faster you go the quicker you build the timer back up. Attached is the latest .bin file. Enjoy! CROSSDOCK_16k_08_10_21_aa.bas.bin
  3. After about a year-and-a-half of work, I decided it was time to get some feedback on my my first Atari game, a work-in-progress adventure game, Anguna. The goal is a 2600 version of my Gameboy Advance homebrew game of the same name. I've still got quite a bit of work to do, but it's at least playable right now. My goal is to it in 16K, without any extra ram or DPC or anything like that. (despite having a lot of content, I still want to feel at least some of the constraints of Atari programming!) (The video here doesn't do well with the sprite flicker I use with multiple enemies) The goal is a fairly large-world action-adventure game, with powerups, items, multiple keys, etc. Currently, I just have the first starting dungeon finished, as well as a tiny bit of the overworld around the first dungeon. The inventory/map screen (which can be accessed via the color/bw switch) shows the player's inventory and stats, as well as your position on the world map. (the inventory isn't working yet, it currently shows all sorts of items and keys that you haven't collected). If you manage to find the bow and arrow in the first dungeon, you can use it by holding the attack button for more than half a second. I still have a lot to do, but thought I'd post what I have, to brave everyone's feedback. Some next steps I hope to do are: Improve the player animation (actually have an animation for attacking) Add more enemies (and fix enemy spawn locations in the overworld) Introduce "checkpoint" screens, and handle game-over better Get a password system working The source is all up under a pretty free license at Bitbucket. Some questions for anyone that tries it: Is the Color/BW switch an acceptable way to view the subscreen? Would the controller 2 button be better? Is the difficulty level ok? If anyone happens to try on a TV, how are the colors? I know they may not match, but I want to make sure they at least contrast enough to be playable and look ok. Did you hit any showstopper issues (crashing, getting stuck in a wall, etc?) anguna.bin
  4. I am developing a new game "Space flies attack" for Sega Genesis and Mega Drive. This is a clone of "Space Invaders" and "Galaga". You can play together at the same time. Or with one AI partner. More than 90 colors on the screen.
  5. 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):
  6. I present to you "BOB TEABAG TOURNAMENT", a 4K arcade game (this may change in the future) in which you do a "teabagging" race against a second player or the AI. The game is currently mostly feature complete but I want to use it as a test bed to learn more advanced batari basic features so changes will probably happen, however it is already fully playable in real hardware without bugs or issues of some sort (thx vhcz for the advices). Rules The player(s) race the opponent by executing correctly a full teabag move (up, mid, down, mid, up, mid, down....), every 69 points (green score) you get a sequence point (cyan score), wins the player that first reach the winning amount of sequences (10 or 69 based of the color switch setting). The game also features a combo system so players can get 2x, 4x or 8x multiplier (big pink numbers) for each teabag but if you move incorrectly you will lose the combo. There's also a special combo bonus, POW!, which allows you to block the other player and make him lose his current combo. Controls Joystick: UP, FIRE, DOWN Color switch: COLOR 69 sequences, BW 10 sequences (short play) Difficulty switches: BB two player mode BA easy AB medium AA hard "The FAQ" Q: How did you come up with such meme idea of a game? A: A friend of mine (BOB) was teabagging all bosses in Castlevania NES during a live stream, I said (joking) I was gonna make a 2600 game out of it, he and the audience challenged me to make it real so he could bring it live, 24H later the 1.4 was already out. DOWNLOADS 28/05/2021 1.6 CHANGELOG: no more screen rolling going in and out of the POW bonus mode, added sound effect when scoring, various optimizations BTT_1.6_PAL60.binBTT_1.6_NTSC.bin OLDER RELEASES
  7. Dear all, A few weeks ago I started to write my first Atari 2600 game using batari Basic. "Best Friends" is a two player game that my wife and I enjoy a lot. We test and play it on a 2600 junior with a PlusCart(+) and an old TV that I rescued from the basement. I run it on a PAL TV, but using SELECT provides some color combinations that will work fine for NTSC, too. I am wondering how a one-player version of Best Friends would be possible - that might be a challenge for later. Best Friends When the new next door neighbors moved in next a few weeks ago, it looked like a pretty normal family. The young daughter and the two adorable dogs seemed like great playmates for your kids. But somehow things are a bit different at your neighbors‘… You couldn’t quite believe your eyes when you noticed that the cute poodles sometimes looked like ghosts wandering around the yard. They were also constantly digging for giant, strange dinosaur bones in the backyard. But what bothers you the most is: The little girl next door CONSTANTLY plays on her recorder. Day in, day out she plays the SAME song and it is driving you crazy! The music only stops when you start playing with the dogs. Then the little musician watches her two BEST FRIENDS play and forgets about her music for a moment. There is hope! However, you have to find a second player for this game. At the moment Best Friends is a two-player game only. Game Play Goal of the game: The winner is the player who is the first to: Score 21 points and has pushed the dinosaur bone in the color of their character completely out of the yard. Game Begin/ Start of Game By pressing FIRE you exit the first screen and the music stops! You and your opponent can each choose a character (dog, ghost or smiley) by pressing FIRE. As soon as you have both chosen a character, the game can begin! Count to three and then start. Scoring points The player who reaches the ball first is awarded a point. Following this, the ball is immediately and randomly placed on the field and the chase for the ball continues. On the way to the ball, the player can cross their own bone; they can only shove the opponent’s bone to the side (sideways). If the ball is behind the opponent’s bone, it will be hard to be the first one to reach it. Moving the ball Once per turn it is possible for the players to move the ball by pushing the FIRE button. If a player sees that the ball is in a difficult spot, they can push FIRE and hope that the ball is randomly placed somewhere better. This can only be done once per ball. Decide quickly if you want to move the ball! When the score is 0:0 at the beginning of the game, it is not yet possible to move the ball. If a player is more than two points ahead, it is also not possible for them to move the ball to a different spot. Pushing the bone out of the yard In order to push your bone out of the yard, you have to repeatedly move your character over the bone. Piece by piece, the bone gets pushed out of the yard. But watch out: if you don’t move your bone for a certain amount of time, it slides back into the yard. The bone needs to be completely pushed out of the yard. Only then does it not slide back. To win the game, you need 21 points and have the bone completely removed from the yard. Pushing the opponent’s bone back into the yard By touching your opponent’s bone you can push it back into the yard. Make sure you attack your opponent’s bone before they have pushed it out of the yard. By pushing the opponent’s bone to the side, it makes the open playing field larger and makes it easier to get to the ball. Levels of difficulty At the beginning of the game (score 0:0), you can choose a character by pressing FIRE. The characters have different sizes. This can balance out the game if there are differences in skill. In addition, you can adjust the ability level on the back of the console. For each player, you can choose „Beginner“ and „Advanced“. In Advanced-Mode it is more difficult to push the bone out of the yard (one has to touch it more often and it comes back faster) Colors The Select-Button switches between various color combinations. You should be able to find an ideal color combination for both NTSC and PAL. BESTFRIENDS.bin
  8. I started learning batari Basic in June and have been playing around with it on my free time when available. Here is my first Atari 2600 work in progress. It's an action/adventure game based around trying to escape a zombie outbreak. The game is currently a 32k ROM but at least half is unused as I went for a larger ROM file so I could include more screens later. The current game only includes the first section of the game. The goal of each area is to get the gas can to fuel the car enough to keep going to the next location. The very rough "story" I have for this game: You finally took the long road trip up to Cranberry Lake, NY to pay your respects to your parents who passed years prior in an accident. You haven't visited their graves in many years and the guilt of never having the time to go finally caught up to you. While walking to the graveyard, you meet up with an old man who was your parent's friend and neighbor. He is happy to see you and lets you know he's going fishing at the lake just north of the cemetery and that you should come seem him after your done with your folks to catch up. While at the grave site you notice that the ground at another grave appears to break apart as a hand reaches through the soil.... Controls: Joystick moves Button fires (once you find a gun) Color/BW switch pauses game Left Difficulty in A Position: Lose all items and progress on game over. Left Difficulty in B Position: Items and progress is saved on game over. (Until a reset) Right Difficulty in A Position: Full Speed Monsters and Full Damage (v02) Right Difficulty in B Position: Half Speed Monsters and Half Damage (v02) On title screen, button starts the game. On "car" screen, button drives off. Tips: Colored barriers require keys to unlock them. Treat the gun as a machine gun. Hold the button down when firing otherwise some enemies will take forever. Boss of area one is vulnerable on the right side. The forest is a maze and not all screens will make sense. Don't be surprised if you're turned around there. "Thin" ghosts are only easily hit from the the left or right side. Screen shots: ROM attached to post. Please let me know any issues you may have. I've played it on my 4 switch and 6 switch using the harmony cart and haven't noticed any flickering or issues but if you see anything, please let me know. Thanks! Update 2021-02-10: Added NTSC & PAL60 version of v0.3a zombie_crisis_v01.bin zombie_crisis_v02.bin zombie_crisis_v02_PAL60.bin zombie_crisis_v03a.bin zombie_crisis_v03a_PAL60.bin
  9. From the album: Lynx Graphics

    WIP for Snawcild Stage Screen, made in Tiny Sprite Editor.
  10. This is something I've been working on. It's not much. It's very basic, but the motion took way too long to get working the way I like. It's my 2nd game, so I'm still figuring things out: mostly audio and sprite positioning. It's coded in assembly. It started out as a background scrolling experiment. Then it became a kick ball game. Then I added motion acceleration. Then the player became a space ship. I suppose now it's going to be a shoot 'em up. The ground detail was supposed to be 1 line resolution, but that didn't leave enough cycles left, so it's a 2 line kernel now. The ground pattern is generated by an algorithm at compile time and repeats on a 64 byte cycle. I was thinking about doing horizontal scrolling too, but I'm not sure yet. I'm going to add some alien ships and some ground bases. It'll be about defending an exoplanet colony called Proton. It's also using my code for table driven vertical positioning. It's an algorithm that uses a generic table of offsets, which is referenced by pointers. It shaves off a couple cycles at the expense of ROM (2 x 192 bytes + SpriteHeight). All sprites share the same table, so it's not duplicated. I'll put code samples in a blog post later on. proton.bin
  11. Something from my vault of unreleased shovelware for your independence day enjoyment. shootshit.bin
  12. From the album: Lynx Graphics

    A Frame of Snáƿcild running.
  13. From the album: Lynx Graphics

    Snawcild sprite construction. If there are any proportion mistakes, I would like to know.
  14. Updates Playfield is now 1/3 wider (24x16) and the maximum snake length is more than double at 200+ segments, all thanks to @Andrew Davie's very cleaver storage optimisation idea (I am now using just 2 bits for each segment by storing movement values instead of locations). Known issues / bugs Random number generator does not yet cover the extra screen area (it still works with a 16x16 grid). The score will now wrap around if you exceed 99 🙂 Hi, I'd like to share my first Atari project which is a little snakes game. I'm sure this has been done before, but as I wrote one years ago for Windows it seemed like a good place to start. The major challenges were finding enough memory to maintain a long (ish) snake and having to manipulate the playfield registers on every scanline whilst also drawing a couple of sprites. I originally started using a linked list to maintain the snakes body (requiring two bytes per segment), but quickly started running out of RAM. This is the most obvious algorithm for a computer, but clearly not for the 2600. I now just use an ordered list (one byte per segment) which is reshuffled whenever the snake moves to maintain the order. This is very inefficient, but the CPU has nothing else to do at the end of a frame so actually makes sense. I'm starting to get into the mindset of programming this thing! The playfield is limited to a 16x16 grid for obvious reasons (4-bits for X and 4-bits for Y allow any position to be represented by 1 byte). The maximum size of the snake is around 75 segments long which makes things reasonably challenging I hope. I've not added a proper "Game Over" or "You Win" sequence yet, but it will re-start if you die and stop moving if you win (by scoring 70 points). Just push the joystick to start the game! ROM file attached and also available on my github page with the source: https://github.com/RobinSergeant/2600-Snakes Comments and suggestions welcome. It's been a fun learning exercise for me and I've really enjoyed doing some retro coding. snakes.bin
  15. Project Z is a mix of Zelda Diablo. The project is at an early stage of development. Demo ROMs: http://romhacking.ru/Tim/ZDATest_201219.zip Video:
  16. Hey everyone! It's been a while since I've worked on anything atari, but I've started up a new homebrew project that I hope to finish, tentatively called "Taxi Panic!". It's a top-down city arcade taxi game, I'm aiming for a city that's maybe 7x5 screens or so in size. You'll be picking up fares and delivering them to their destinations while the clock ticks down. Sort of a 2600 homage to Crazy Taxi. So far I've got a first pass at the driving physics and car sprites implemented, and now I'm working on designing the city layout. I'm trying hard to make the car physics feel as smooth and "analog" as possible, right now the movement works in 11.25 degree increments (32 directions), and the visual sprite has 16 increments (22.5 degree precision). movement values are based on a lookup table for sin/cos values times an acceleration curve for speeding up and slowing down. The city will be created entirely with the playfield, and I need each screen to line up properly, so in order to make designing it easier, I've decided to make myself a little tool: It's an app (made in Unity, since I'm familiar with it) that actually runs on my iPad, and lets me design the city easily. Eventually this data will be exported out of the app into playfield data for the game. Anyway, I'm starting this thread because getting feedback tends to keep me motivated. Let me know what you think!
  17. 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.
  18. SIO2

    Cyb Ur WIP

    A version of the Royal Game of Ur played by Vorticon rules. Currently requires a 7800 proline or compatible two button controller. Start is the right button. The left button selects the piece you wish to move. Move the stick left to move the pointer box counter clockwise, and right to move the pointer box clockwise. Press the left button to select the piece you want to move the rolled number of spaces. Object is to get all your pieces around the board before your opponent. The cells with 4 dots in corners are rosettes. Landing on a rosette grants player another turn. If your opponent occupies the 8th cell (center rosette) you can not capture it there. Otherwise you may capture opponent pieces in the center lane by landing on them with the exact number roll. The number of pieces on a cell is indicated by the digit contained in the cell. An exact roll is required to move pieces home. If you have no move the computer will tell you. Good luck. Hope you enjoy the game as much as I do. cybur0712.a78 cybur0712.bin
  19. From the album: Lynx Graphics

    An original Snawcild sprite since edited sprites are a no-no in homebrews. I have the .pdn file for those who want to edit it.
  20. Hello everybody, I know that most of you, even those that play more than collect, steer away from the Intellivision Programming Forum because it's just full of nerds. However, as you may have heard, we are running an IntyBASIC Programming Contest to showcase the work of some burgeoning and veteran Intellivision programmers and everybody is invited to take a look at their work. I would like to invite you all to take a stroll down the contest thread (just ignore the nerds, and keep your hands and personal items out of reach) and see what's cooking. With two weeks to go till the end of the contest, the pressure is on to polish and clean up all entries, and I'm sure that any feedback from you will be much appreciated. After all, who knows where the next Intellivision classic gem will come from -- it may as well be from one of these works in progress, and your feedback can contribute to its success. So how about it? Want to join us and play some games? All of them are in various stages of completion, but they are all playable, very interesting, and (mostly) original. Look at the screenshots, download the ROMs, give them a spin, and let the programmer know what you think. Any feedback is welcomed (those nerds love the attention! )! IntyBASIC Programming Contest 2018 -dZ.
  21. In honor of the 23 anniversary of the japanese n64, I made a joy-con grip in the style of the n64. (Why did I waste my time on this???)
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