Curt Vendel #1 Posted May 1, 2009 Hi guys, Here are the source files to 2600 Cracked, Desert Falcon and Crystal Castles... Curt CRACKED.zip DSRTFLCN.zip 2600crystalcastles_source.zip Quote Share this post Link to post Share on other sites
SeaGtGruff #2 Posted May 2, 2009 Here are the source files to 2600 Cracked, Desert Falcon and Crystal Castles... Holy cow! Thanks, Curt! Michael Quote Share this post Link to post Share on other sites
Bakasama #3 Posted May 2, 2009 Hi guys, Here are the source files to 2600 Cracked, Desert Falcon and Crystal Castles... Curt Soooo, does that mean somebody could make version of Crystal Castles with warps? Quote Share this post Link to post Share on other sites
Curt Vendel #4 Posted May 2, 2009 Perhaps in an Atari 7800 version... Curt Hi guys, Here are the source files to 2600 Cracked, Desert Falcon and Crystal Castles... Curt Soooo, does that mean somebody could make version of Crystal Castles with warps? Quote Share this post Link to post Share on other sites
+doctorclu #5 Posted May 2, 2009 Oh how cool! Just thinking of tinkering with code on various platforms. Quote Share this post Link to post Share on other sites
Wickeycolumbus #6 Posted May 2, 2009 Thank you for uploading Quote Share this post Link to post Share on other sites
Thomas Jentzsch #7 Posted May 2, 2009 :thumbsup: Quote Share this post Link to post Share on other sites
+Mitch #8 Posted May 2, 2009 Interesting stuff. Desert Falcon says it's the final version, I guess I should compile it and find out. Cracked is different from the proto that's out there but appears to be written to use the dev board. I'll have to see if it will compile to a standard playable BIN. Crystal Castles seems to use the really old Atari assembler that is beyond my abilites. Someone else will need to look at that one. Mitch Quote Share this post Link to post Share on other sites
+Mitch #9 Posted May 2, 2009 Wait a sec, that Desert Falcon source looks awful familiar... Got it. Mitch Quote Share this post Link to post Share on other sites
Curt Vendel #10 Posted May 2, 2009 Sorry, I didn't realize I'd release that previously, I thought I only released the 7800 Desert Falcon source code. Curt Wait a sec, that Desert Falcon source looks awful familiar...Got it. Mitch Quote Share this post Link to post Share on other sites
+Mitch #11 Posted May 2, 2009 Hey Curt, better to accidentally release it twice than not at all. Thanks for continuing to dig this stuff up. Mitch Quote Share this post Link to post Share on other sites
+Mitch #12 Posted May 2, 2009 It's interesting that these are all 16K superchip games. Mitch Quote Share this post Link to post Share on other sites
Tempest #13 Posted May 3, 2009 Someone needs to look through the CC source and see if Peter Niday's initials are hidden in there. It's been rumored for awhile, but no one has found them yet. Tempest Quote Share this post Link to post Share on other sites
DanBoris #14 Posted May 6, 2009 In the source for Crystal Castles was an encoded binary file called CCP.OBJ.1. I have converted this into a binary that will run on an emulator, the resulting file is attached. The binary is quite different from the version you can download from the 2600 archives, but the only difference I notice in the running game is the colors. Dan ccp.bin Quote Share this post Link to post Share on other sites
Tempest #15 Posted May 6, 2009 In the source for Crystal Castles was an encoded binary file called CCP.OBJ.1. I have converted this into a binary that will run on an emulator, the resulting file is attached. The binary is quite different from the version you can download from the 2600 archives, but the only difference I notice in the running game is the colors. Dan Is it the same as the prototype I have listed on my site? Tempest Quote Share this post Link to post Share on other sites
+Mitch #16 Posted May 6, 2009 In the source for Crystal Castles was an encoded binary file called CCP.OBJ.1. I have converted this into a binary that will run on an emulator, the resulting file is attached. The binary is quite different from the version you can download from the 2600 archives, but the only difference I notice in the running game is the colors. Dan Is it the same as the prototype I have listed on my site? Tempest No, it's different. Mitch Quote Share this post Link to post Share on other sites
DanBoris #17 Posted May 6, 2009 In the source for Crystal Castles was an encoded binary file called CCP.OBJ.1. I have converted this into a binary that will run on an emulator, the resulting file is attached. The binary is quite different from the version you can download from the 2600 archives, but the only difference I notice in the running game is the colors. Dan Is it the same as the prototype I have listed on my site? Tempest No, it's different. Mitch I looked into this a little further. The ROM I posted is an exact match to the PAL version. Dan Quote Share this post Link to post Share on other sites
Tempest #18 Posted May 6, 2009 In the source for Crystal Castles was an encoded binary file called CCP.OBJ.1. I have converted this into a binary that will run on an emulator, the resulting file is attached. The binary is quite different from the version you can download from the 2600 archives, but the only difference I notice in the running game is the colors. Dan Is it the same as the prototype I have listed on my site? Tempest No, it's different. Mitch I looked into this a little further. The ROM I posted is an exact match to the PAL version. Dan So it's the final PAL version then? Any word on possible easter eggs in the code? Tempest Quote Share this post Link to post Share on other sites
DanBoris #19 Posted May 6, 2009 So it's the final PAL version then? Any word on possible easter eggs in the code? Tempest I skimmed over the code and didn't see anything obvious. All the graphics data is clearly labeled so if there is an Easter egg it's well hidden in the source. Dan Quote Share this post Link to post Share on other sites
+Mitch #20 Posted May 6, 2009 In the source for Crystal Castles was an encoded binary file called CCP.OBJ.1. I have converted this into a binary that will run on an emulator, the resulting file is attached. The binary is quite different from the version you can download from the 2600 archives, but the only difference I notice in the running game is the colors. Dan Is it the same as the prototype I have listed on my site? Tempest No, it's different. Mitch I looked into this a little further. The ROM I posted is an exact match to the PAL version. Dan Good catch, I didn't think to check the PAL version. Mitch Quote Share this post Link to post Share on other sites
Godzilla #21 Posted May 7, 2009 wow this is awesome. thanks could u make all new mazes for cc now? that would be awesome... Quote Share this post Link to post Share on other sites
+Psionic #22 Posted July 5, 2009 Any word on possible easter eggs in the code? I skimmed over the code and didn't see anything obvious. All the graphics data is clearly labeled so if there is an Easter egg it's well hidden in the source. Anything is possible, but it's doubtful that there's any initials or anything else in there. The programmer was pressed for time and the game was barely finished when it was taken from him. He never even had time to do full playtesting or formal debugging, so I doubt he had time to stick any eggs in there. It's a small miracle that game turned out as well as it did...Atari cranked that thing out faster than E.T. Quote Share this post Link to post Share on other sites
AtariTexas #23 Posted July 7, 2009 Good deal. Thanks! Quote Share this post Link to post Share on other sites