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  1. atari2600land
    Latest Entry

    Playing Donkey Kong Land last night got me fueled back up for Game Boy stuff: playing, collecting, programming. Nothing on eBay that I wanted (well, that I could afford, anyway). So when I got real bored, I decided to play with Game Boy programming a little.

    bgb00094.png.96d12839a7b98731fd13841fef2bbf72.png

    Now before you think "There's going to be a Frank the Fruit Fly sequel coming out next year," please bear in mind that this is just me goofing off with Game Boy programming. I'd need to think up of more stuff for Frank to do if I were to make a sequel. Since there's not anything I wanted to do when making the first game, it would be a bit tough to do.

     

    When I'm goofing off with Game Boy programming I learn stuff. Well, I didn't really "learn" it, more like "realized" it. I realized that when I define sprites they aren't in the background data set, they're in their own. So this can mean more different sprites with better backgrounds because they aren't fighting themselves for space. My experiment had worked.

     

    All you can do right now is choose between new and continue. There's music going, and Frank is flying around and Andy (the ant) keeps walking across the screen, but that's it.

     

    I managed to stay awake to get my groceries. It helped when they came a little after 7 a.m. so I could get the groceries, put them away and then sleep before 8 a.m. when they said they'd come anywhere between 7-9 a.m. I woke up at around 9 p.m. and got sleepy a few hours later so I tried to go to sleep, but the trouble with that is my mind is almost constantly thinking up of stuff to do that I want to do but can't because I'm laying on my bed being bored. I had a nightmare where I was punching someone in the face and I woke up to realize I had punched the fan onto the floor! Luckily, the fan still works. That fan and I have been through so many nights (days?) together. At least 15 years. This because I remember taking it to the beach with me and the last time I went there was about 10 years ago and I had it before that.

  2. Pffft, i always knew i was gonna do a blog. Theres enough writing skill in me to warrant spewing random stuff in public, but not enough to actually get a publisher to rightfully care enough about it, so welcome. Fellow Atariage lurkers, to that random chick's bitchin' mess hall!

  3. Woebegone: An “The Oregon Trail” Homage - DevLog: Day 4 (05/20/24) - "First Code"

     

    Disclaimers

     

    The first thing to say, here, is that this is NOT the actual/final presentation!  It is a low-fidelity, coarse, facsimile of it. Its purpose is purely to bring together the elements/techniques that'll be used in presenting the "Travel Screen" (which will also be the core of the "Title/Start" screen, and the architectural hub of the game), to act as a testbed/playground.  It is a quick, dirty, and entirely unoptimized thing (it's at least twice as big a file as it needs to be right now), both in terms of code and "graphics" (such as they are) and is more for fiddling with ideas than anything else.  Thus, I expect that precisely none of the code involved here will actually be part of the final game.

     

    image.thumb.png.c56d00392af9eeae90fea36ce342ae7f.png

     

    As much as anything, I'm including a screenshot (its hard to get one that's easy to read ... better to run the binary) and the .XEX file here just to show I'm doing something ... not just babbling on about it ...

     

    travel.xex

     

    In & Out

     

    In this testbed there is a custom display list, display list interrupts (changing colors, repositioning graphics, swapping character sets ... including a more than one-scanfline "long-running" routine, that will get broken up into a chained multi-interrupt approach in the "real" code), player/missile graphics (the very rudimentary "sun" and the extraordinarily ugly moving "cloud"), custom character sets, smooth scrolling, and a slow-moving player all running together.

     

    I did not get to doing the graphics necessary to make the parallax scrolling elements of the display useful, which is another story ... so that piece is not included here.

     

    Fonts

     

    The very-nice custom wood-stamp/burn-style font was created by @damieng and is called "High Noon".  Damien has made hundreds of excellent fonts available, in multiple formats (including Atari .FNT files), on his typography page, here, and is gracious and generous enough to allow them to be used with just a mention in the game's credits.  I like this font for the titles, banners, signs and other non-status/detail and narrative texts - so there's a good chance it'll remain.

     

    For the detailed, main, status/value and narrative/story text(s) something using true mixed-case (rather than small-caps) is likely to be required, simply to make large blocks of text easier to read.  Which means that there will be at least two custom text fonts in use, not including those necessary for the ANTIC MODE 4 graphics (such as two of the three clouds here).

     

    More Tools (Graphics)

     

    I spent the bulk of the last two days (which is why this is day "four" and not day "five" of this project) of my weekend "Atari Time" looking at graphics tools.  Specifically those for creating character sets, sprites, sprite-sheets, tiles/tile-maps and bit-map editing.  I normally use Adobe's suite, Pixelmator Pro and some other more photo-centric tools for everything, but in this case I wanted to try and find something a bit more special purpose.

     

    I found, and tried out, LOTS of graphics tools.  

     

    As excellent, powerful, capable and flexible as many of them are ... both community/free tools and paid/commercial solutions (I'd happily buy something if it worked "just so" -  I don't need it to be free) ... unfortunately none of them quite fit the bill for what I want.  And what I want isn't particularly complicated, it's just very specific.  Not meeting those specifics makes the process irritating for me (my OCD again, I'm sure).

     

    So ... rather than having to accommodate the (to me) odd ways some of these tools work, the need for many of them to run under Wine/CrossOver or VMWare, and/or dealing with non-native widget-sets/UX, it's just easier, faster and smoother for me to use existing, powerful, but general purpose (e.g. Photoshop) tools, do a little customization with a template or two, and write a couple of little utilities to shift the output into the formats and structures I need/want.

     

    And that's what I'm going to do over the next day(ish) ... and then I can press forward here.

     

    What's Next?

     

    Before moving on to being the "real" code, I want to add the parallax scrolling for the more-detailed clouds (will be more varied the two static ones you see currently), prairie/mountain backdrop, open plains and then rocks etc. in the foreground.  And, of course, the oxen and wagon.  To do this, I have to create those graphics, which is, of course, dependent on the tools mentioned above.

     

    And at that point I'll start putting in proper graphics (though I expect those will evolve and refine over the entire build-duration).  That'll include more granular/smoother sky/horizon/prairie background color transitions.  The ugly PMG cloud will go away.  Additional PMs will add depth/additional parallax via priority control.  The sun will be redone to be smoother and more interesting.  Palettes and details will shift with time-of-day, season and weather.  ALL the colors will be redone, and the status area done as something legible with more detail, rather than the "need to put something here" MODE 1/2 lines there now.

     

     

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    Recent Entries

    Dark space. Almost no one dares to enter here, at least not humans. Who knows what evil lurks in the galaxy? Aliens are all around you, ready to strike... double agents with a twisted sense of morality.
    However, there is one regular runner of the cosmos that venture into these unknown areas. A group, actually.
    They're the Robot Force.

    The spaceship Wingman zoomed into the vast blackness, traveling approximately 90 miles per hour. Not many roller coasters could reach that speed, let alone a car itself. Traversing the empty void, planets scarce in this region, the crew didn't mind being bored.
    Because this crew weren't your "Star Trek" type of stern. They were party animals.
    A robot painted a deep jet black had one hand on the yokel, and another hand on his hip. His eyes were non-existent, as in that area of his "face" was instead a glassy visor, reminiscent of Ray-Bans. "Fantasy" by Aldo Nova blared through the Sony Walkman hooked up to the Wingman's speakers. The booming rock music pleased a robot colored a lighter shade of blue, with a head slanted downwards like a backwards baseball cap yet the same Ray-Ban replacement for eyes, who was glancing downwards at his handheld device, perhaps displaying the planetary traffic or some other form of navigation. A female robot, looking like the black one yet with a pink and red color scheme, was sitting at a terminal somewhere near the back of the ship, scrambled codes flashing all around the screen. Suddenly, she jumped to a start when she realized something, after carefully relating words to numbers and vice-versa, as the decoded message became clear.
    "Captain TOM!" the girl shouted, over to the front of the ship.
    Captain TOM turned around and gave a petulant sigh. "What is it, RUBY?" he moped.
    "I've found a transmission from a planet named Teriyaki! An invasion is happening!"
    "...yeah, okay. You know I'd rather chill and cruise the space-ways than save people. Pick up some alien babes. You know, fun stuff."
    "TOM, this is serious! These people are in great danger, and you value laziness over heroics?"
    "We're only here to document the galaxy. That's why Dr. Activision sent us into space. Heroics are just a byproduct."
    The blue robot perked his head up from the handheld upon hearing Captain TOM display such dumbness.
    "No it's not! You get more out of it than anything else!"
    "Well, it's been a ****ing burden on my life," said Captain TOM. "I'd rather get more out of watching Mystique all night."
    "Galaxy integrity is the most important thing of all," DAN said. "Anything else is the media lying to you. As I always say, the media is the enemy of the people."
    "So, what, Starship 2000 isn't Hugh Hefner's House of Hoes like they advertise themselves?"
    "JUST GET TO TERIYAKI, CAPTAIN TOM!!" RUBY and DAN shouted simultaneously. Captain TOM gave out a depressed yawn.
    "All right, fine. But you better leave me alone after this." He turned over to the automatic navigation system, and in a most deadpan voice, "Clara, set the course for Teriyaki."

    Meanwhile, on the planet of Teriyaki, trouble was brewing. Teriyaki was sort of "neon Asian," with a Shinto flair and Edo period loveliness. Citizens wore kimonos, there was a chain of gas stations called "Pagoda" that literally looked like a pagoda, and true to form, delicious, delicious teriyaki was served in every restaurant (the best being Matsuri Bar.) But danger lurked in a high mountain overseeing the main city, where a strange saucer had crash-landed a few days earlier.
    A hissing voice that echoed with demonic reverb said, "Jewelee, are we ready to attack now?"
    This inquiry was followed by a similar-sounding voice, but feminine in gender, whispering "Yes we are. Our sticky slime will trap ALL the Teriyakians in place. We'll storm the Feudal Shiro and overthrow the emperor. Nothing will ever stop us. NOTHING!" She began an evil laugh.
    The voices belonged to giant, sentient worms, looking like prehistoric creatures with a modern-day twist. The male was green with a peach underside, and Jewelee was magenta with a black underside. Their sharp teeth could rival vampires', gnashing at anything and everything (omnivorous.) And of course, a pore on their undersides could produce a slimy, sticky secretion, which was almost like Crazy Glue in that there was no escape once you were caught in it.
    From the corner of his eye, the male spotted something landing far away in the city.
    "Jewelee, there's something coming," he said. "Seems like a... spaceship!"
    Ponch slithered to the base they'd made in the mountain cavern, where a large supercomputer the likes of ones from the 1950s resided. Slamming his body into the large button on one of the panels, the computer analyzed the data being sent to its systems. Then, at the sound of a tone, it showcased information about the newcomer to the planet.
    "Ah," Ponch said. "It is indeed a spaceship. It's called the Wingman."
    "Interesting," Jewelee said. "Tell me more."
    Ponch slammed onto another button on the panel, and up on the screen came profiles of the Robot Force.
    "Says they're lead by robots. TOM, the Captain. DAN, the Commander. RUBY... she doesn't have a title, but she's still brave." A pause, then "TOM seems like a fine specimen. It says he's in the right mindset to be a captain, but has a bad case of his ego. Stubborn, too."
    Jewelee chuckled. "He will be a perfect asset to us."

    The Wingman touched down on the runway in the Teriyaki Spaceport. Captain TOM exited the spaceship first, trying to look as badass as he could. Following him was RUBY, watchfully patrolling the area for signs of an invasion. Finally, Commander DAN stomped downwards, fed up with Captain TOM. He shook the black bot, trying to get his attention.
    "Here's another problem, TOM: You are too caught up in your looks," DAN said.
    "No, I'm not," TOM snapped at DAN. "Now shut up and act natural, or else the invaders will see us."
    "You have no idea what you're saying, do you, TOM?" RUBY asked, before TOM shot her a glare that made her change the subject.
    "OK, RUBY, do you have any idea where the invaders are located?" he asked.
    "The report said they were somewhere in a mountain. Before you ask me for any specifics, I don't know where."
    "Fine by me." Captain TOM cracked his knuckles. "Okay, guys. Let's go get those sons of bitches."
    "That's the spirit," said Commander DAN. And immediately, the bots rolled out.

    A few minutes later, the Robot Force were in the main stretch of Teriyaki's major city, Sukiyaki. Aliens wearing Japanese headdresses greeted the trio.
    "Hello, visitors!" one said. She had blue skin, darker than Commander DAN's color, and they were wearing a purple kimono adorned with roses.
    "Yo," Captain TOM said, in his best "cool" voice. "I'm Captain TOM from the Robot Force. You heard about the invasion?"
    "Oh, that!" the alien said. "Listen. We caught sight of a giant saucer crashing into one of our mountains. Ever since then, every night, giant worms have been pillaging our city. See those blocks?" The alien pointed to enormous monoliths standing in the city, blocking major tourist attractions. The trio turned round and surveyed the sight. "Those have been set up by the worms. Somehow, you've got to stop them. Have you fought aliens in the past?"
    "Yeah," said Captain TOM. "We stopped some loony from stealing the Rajah stone on the planet Evonar."
    "Great!" said the alien. "You'll be perfect for the job." She began to wave goodbye, but Captain TOM stopped as Commander DAN and RUBY were walking off.
    "By the way, you look totally hot. Have any idea where the nearest club is? I'd like to chill with some Japanese aliens," he said. The alien blushed. Captain TOM waved goodbye back as he followed DAN and RUBY, who were angrily glaring at him.

    Captain TOM led his crew throughout the streets of Teriyaki, humming half-heartedly to himself, as he really wanted to get the job over with and go have some fun.
    Kind of young, kind of wow, Teriyaki. Kind of free, kind of now, Teriyaki.
    Meanwhile, Commander DAN and RUBY were fiercely insistent on finding the worms and kicking their tail ends. They continued down the lighted roads, as the fronts that lined the path died down. No one would go beyond this point, in fear of getting kidnapped by gang members, drug dealers, or worse.
    And Captain TOM didn't know what he was in for.
    He turned to his comrades and gave a frustrated sigh. "Seriously, guys, I don't see any worms here."
    "They come out at night," said RUBY. "And it's sunset now!" She pointed to the magenta and orange sky. "See?"
    TOM hung his head low. "All right, we'll wait until the sun sets. Gonna be up all night--"
    Suddenly, a strange probe descended from the sky. Commander DAN and RUBY looked up and saw it, rotating like a gear, as a green light flickered on from its bottom and bathed Captain TOM.
    The duo pointed, admonishing "Captain TOM! Look!"
    Captain TOM jerked his head up, but it was too late to run. He was frozen in fear as the green light raised him off the ground with its mysterious magnetic power. TOM began to scream for help as he was dragged up into the sunset sky, away from his crew.
    "DAN! RUBY! HELP ME!!" he shouted. Commander DAN and RUBY tried running after the probe, down the vacant streets, but stopped at a steep cliff, where the probe shot up into the air and into the mountains in the distance.
    "Crap! TOM's been abducted!" Commander DAN said.
    "This is what he gets for being such a jerk," RUBY said.
    "But who knows if he's going to rescue himself? We've gotta help him!" said DAN.

    Meanwhile, Captain TOM was panicking, not daring to look down, as he very much was afraid of heights. He couldn't believe he, the leader, had to be the one to get captured. Why couldn't it be RUBY? In video games like "Donkey Kong," the girl was always the one in distress. Why the dude, the tubular dude? Not enough time to think, as he was being carried superfast into the mountains above.
    Where's my jetpack? If only I had it... Captain TOM loved to soar around in his jetpack back on Earth, before the space missions. He rarely got a chance to use it anymore. And this would've been a great situation to use it.
    Eventually, the probe descended on the mountain range. Captain TOM had a new problem: he was stranded nearly a hundred feet above Teriyaki, and his friends. How was he going to get down? Besides walking down the mountain trail, which would be very, very tiring for his poor feet, which had done a lot of walking already.
    Just as he was about to think of ways to escape, something got on him. Something very wet and sticky. The next thing he know, he was unable to move, covered in a gross, greenish-white fluid. It was almost like rusting; which one was worse he couldn't decide, right now, at least.
    "Ewwww!" he shouted. "What is this? Mucus?"
    Then he heard it. A slithery voice unlike anything he'd heard before.
    "Surrender now, little Captain TOM," it said. "In our power."
    TOM gasped as Ponch inched his way over to him, baring his fangs. Normal worms weren't even supposed to move that fast! What was going on?
    "What the hell do you want from me?!" Captain TOM demanded, terrified. "Who ARE you?!"
    "I am Ponch, a worm from the planet Polychaete. Me and my brethren have been horrified at the way people universally treat worms. They try to exterminate them and consider them 'pests.' Well, say no more, galaxy. You are going to get what's coming for you."
    Jewelee slithered out, followed by another, nasty-looking worm. Looking down at Captain TOM like the Council of Elders at Zod, Non, and Ursa, they savored the moment of seeing their prey in complete terror. TOM was twitching, his body immobilized by the slime.
    There's three of them now?
    Ponch and the other worms closed in on Captain TOM, circling their target, enjoying the last few moments of his existence... or at least, his current self. Then, suddenly, they lunged in on him and bit him viciously with their sharp fangs.
    A burst of pain shot through Captain TOM's nerves, as he felt the bites sinking in his metallic skin. He was in so much agony that he couldn't open his mouth to scream. How he wished he were back with Commander DAN and RUBY. Had his insolent behavior really gotten him in this much trouble?
    Then, he began to feel very, very weird inside. Almost like his legs were melting, dissolving, into one. He looked down and saw his black legs becoming a shade of lime green, and twisting into a tail, as he dropped down to the ground, unable to break the fall. His arms retracted into their sides as he hyperventilated and started flailing around, in so much pain he could barely think. He felt his back lower and curve, and his mind started instantly panicking, terrified of what was happening to him. His neck began to retract into his body, as his head mutated into a pointier, skinnier, linear one with facial features. There wasn't a mirror to showcase these changes, but TOM knew very well that his "mouth" on the side of his face was growing. And the only thing he could do with this actual mouth was scream in horror, as his captors laughed wickedly. As his transformation completed, his mood began to change; he was suddenly gripped with a ravenous urge to kill. His old self tried to hold back this change in personality, but there was nothing he could do as the evilness murdered what was once Captain TOM in his mind.
    Ponch laughed. "Now, with Captain TOM on our side, we will conquer Teriyaki... then the world!" Everyone in the mountain laughed, including Captain TOM.
    "Yes," he hissed in a harsh tone reminiscent of vocal fry. With the newly-transformed TOM on the worms' side, there would be seemingly no way for the planet of Teriyaki to win.

  4. I loved the acronym Old GOAT (Old Games on a Thursday) but alas Thursday isn't working for my schedule lately. (Stupid life!) So I've renamed my weekly, old-school gaming stream to Old Games on a Weekday.

     

    With that out of the way, tonight I'm going to play - for the very first time for me personally - Atari 7800 games! Join me for some Atari goodness and chat, and feel free to make requests. I've got a large pile of 7800 games to check out.

     

    @Charlie Cat I believe you suggested the 7800 recently, so here you have it. 😁 And a couple of days ago, regular viewer @Drennor also suggested a 7800 stream, and pointed me to a post about 7800 homebrew ROMs that are freely available. So I decided the stars were coming into alignment, and it was time!

     

    Let's see how we like this largely overlooked (IMO) console put out by Atari in 1986! Hope to see some of you there.  😄

     

     

  5. A month or two ago I watched a YouTube video which showed off Red Viper - a Virtual Boy emulator for the 3DS which uses the 3D screen so you get the same 3D experience you would with an actual Virtual Boy (complete with monochrome graphics, although you can change the color).  I thought that was cool, especially since my son has a couple of 3DS XLs kicking around.  But I didn't do anything because I've typically shied away from jailbreaking.

     

    However, after some research I discovered that even the most up to date 3DSs can be jailbroken relatively easily, so I went ahead and did it.  (The only speed bump is I used a 2GB card for my first try, which isn't quite large enough.)  I then loaded up Red Viper and have been playing Virtual Boy Wario Land - it's very cool.

     

    I also learned it's possible to play Gameboy Advance games basically natively on the 3DS.  So I've loaded that up along with 643 ROMs from the DataFrog SF2000 I got last year.  Right now I'm playing Mario & Luigi SuperStar Saga.

  6. Here is my collection of games for the new 400 Mini released by Atari. Great system, I like it a lot.

    Anyway the link to Atariage forum:

     

  7. I recently purchased an Atari 130XE package deal NTSC tested passes PBI salts A8picoCart SIO2PC w/cables and an assembled Fujinet 1.7 Atari 800 800XL 130XE 65XE XEGS on ebay. (Thank you shawnj03 and voidabone) These, combined with my linux based tnfs and 576NUC+ give me my own local Atari network. The A8picoCart give me access to the Mac/65-DDT environment for learning and developing assembly and perhaps Action! as well. Plus, with two networked Ataris I hope to play with the Fujinet's networking capabilities in the programs that I develop - but that is a long term plan.  Buying is fast, learning - not so much. Back to the man-cave! (https://tinyurl.com/ykdaph4w)

     

     

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  8. drawer_floppies.png.fc6a97cb0a9fc21b900338858e711c2f.pngIt is common with our aged disks for the adhesive backing to have dried out or deteriorated to the point the label is no longer affixed to the diskette.

     

    I have pondered on this situation for a while, considering various different types of adhesives.  My go-to for cartridge labels (laser-printed on 28 bond paper) has been a tacky glue used for scrap booking and crafts.  It works good for static surfaces, but not so well on surfaces which tend to flex offer no absorption points in both materials.

     

    I settled on trying a gel glue which should offer a high level of adhesion and longevity, as recommended by a friend who works with such things.

     

    I picked up a postal envelope moistener and glue at the local WalMart.  I have at this time done four disks and all are doing well.  The simple "trick" is to use a delicate layer and to make sure the glue is evenly spread out to all edges and a little beyond.  Any overage is easy to clean but, in my experience, not necessary as it dries clear and "disappears."

     

    After application, I laid a rolled up rubberized (neoprene) cleaning mat on top to provide pressure to hold the label in place for the glue to set, but not so much as to compress the inner jacket into the media.  I let it sit for a couple of hours (probably more than long enough,) and found the label nicely affixed and able to withstand flexing.

     

    20240428_132715.thumb.JPG.be69d47d928ac4454e82e2f8b9866309.JPG

     

  9. I've installed the FM upgrade board 4 times now into a few different SMS NTSC consoles now and something that I tend to always forget, is that the official instructions for installing the board has a few mistakes in it. One of those mistakes is a pretty big one that I've mentioned to Tim Worthington a few times but it never seems to get fixed in his guide. That step is regarding the process for getting the region switch working on NTSC consoles. Now the steps listed I'm sure are accurate for PAL versions of the console, but 3 different model 1 and one model 2 unit I've installed the kit into all required the same thing to get it working.

    The specific step to install the region switch wire states to solder a wire from the IORQ pin off the FM board and to isolate and solder the same signal pin on the 2516 IC chip in the console. This chip is the IO Gate array IC btw. The docs state this is pin 19 on that IC and that is a correct statement. However, removing this pin from circuit on the NTSC consoles will prevent the SMS from booting at all. Just a black screen when powering on the console. Attaching the region switch wire to that pin while isolate does nothing.

    The pin you want to attach to instead on that IC is actually Pin 23. It is listed as the KillGa pin and I assume has something to do with a halt or reset. In some models of the SMS pin 23 isn't attached to anything. But on the NTSC systems it is part of the circuit. So, you have to either cut the trace to this pin or lift the pin from the board to isolate it and then install the IORQ wire from the FM board to pin 23. This will correctly allow switching the region on the SMS. The region switch isn't dynamic so you have to either reset the game after switching, or power the SMS off and then back on for the region switch setting to take effect. Here is a picture of the wire I'm talking about attached to a lifted pin23 off the IC I did the other night as an example.

    sms_region_pin23.jpg.ef6d7e7ae73aa3ff1f9a4c7b4b87d7d9.jpg

    Here is the IORQ pad the other end of the wire attaches to on the current and latest version of the FM board upgrades. Depending on the version of the FM you have, this pad has changed places but it is always labeled the same. In the pic below is the yellow wire soldered on the upper left section.

    sms_fm_detail1.jpg.7e1b1c7eac1507313ae7a23a995c8665.jpg

     

    So if you ever install one of these or possibly have one installed and hadn't gotten the region switching working on your NTSC console, now you know why and how to correct for it.

    BTW the switch is advised because it allows you to select between US/PSG audio, US/FM audio, and JPN/FM audio settings. There are 2 games known that require the JPN/FM setting in order for them to work with the main one being Wonder Boy III: The Dragon's Trap here in the US (Wonder Boy II in JPN).

     

    View the full article

  10. Hey all, Doctor Clu here!  hope all you Bubsy fans have had a great year so far!   Not bad here!  Wrapped up some projects for some friends, and with that done, here we are!

     

    I heard from our old pal Spongefox who had some great pictures for the Easter season...

     

    ScreenShot2024-04-11at9_09_49AM.png.f51ac97a51ad919d405573fe3ecb75da.pngScreenShot2024-04-11at9_10_00AM.png.cc5c41d6df35eacaa58d0fc010649dad.png

    Love the Bugs Bunny feel to the first one.

     

    Also had the fortune of talking to B!ockbubster who is a big Bubsy fan and sent me these pictures...

     

    ScreenShot2024-04-11at9_32_35AM.png.f0c6d8440552214e2369d9c4fde1b9c4.pngScreenShot2024-04-11at9_32_16AM.png.139c3e8ac304a9e57b150f5037f04b6c.png

    ScreenShot2024-04-11at9_32_27AM.png.5c4500c95da9eb3cc237eed9b9a3bc69.png

    Love the last one!   Whatever blows your hair back!

     

    Also here is what inspired me to get a post out, not later, but RIGHT NOW!!

     

    Chris Ytps on YouTube, otherwise known as "I do a lil trolling" on the Bubsy Discord found the Bubsy commercial that was over in Japan and did some sub titles for it!
     
     
    Now that truly is pawsome!  :D
     
    Hope you've been well, and hope to send another entry out on here soon-ish.
     
    -Bubsy Bobcat Fan Blog

     

     

    Originally posted here:

    https://forums.atariage.com/blogs/entry/18912-cruizin-the-interwebs-japan-bubsy-commercial-march-2024/

     

  11. This third selection from the Traditions by Maggie Sansome  book has one tremolo in the first phrase. 

     

    tremolo.thumb.jpg.40996d3b53f040d3cb7b70943fe4f30b.jpg

     

    Tremolo - "A tremolo is simply a quick multiple strike on one pitch."

     

    MIDI Music System input for measure

    Voice 31 Measure 6

    G4E

    E4E

    E4E

    B4Q

    C#5S3

    C#5S3

    C#5S3

     

     

     

     

    The recording is without the use of the guitar chords,  trying to keep the Dulcimer (A.K.A.  gtr:The 12String) front and center.

     

    swallowtail jig.atr

     

    Directory 

    SWALLOW.MUS/INF  score no control codes for synths

    SWALME.MUS/INF     for the miniEngine synth

    SWALPR.MUS/INF      for the Proteus 2000

  12. Recently, I was looking into improving the sprite flicker management of Chaotic Grill.  I took the following notes to give myself a general idea of the timing of this routine/process (6507 code).  This is just a list of timestamps and some basic notes / calculations for handling 5 sprites.  Overall, this is probably not that useful without the code or more context, but it might be interesting to some people.

     

    ---------

     

    Start on cycle 768 (scanline 10, cycle 29)

    768 - Start of call
    812 - Start sort initialization at cycle
    842 - Start of sort
    1022 - Done with sort
    1038 - Call find split function
    1130 - Done with finding split (2 sprites at top)
    1216 - noSprite1:
    1240 - SavePlayerMetaDPC
    1385 - jump doneLoadZone1
    1423 - SaveMetaDPC_split
    1567 - done with SaveMetaDPC_split
    1654 - loadSpriteGraphics
    1668 - loadSprite0Graphics
    1748 - done with loadSprite0Graphics
    1764 - loadSprite1Graphics
    1844 - done with loadSprite1Graphics
    1910 - done with PrepPepper
    1923 - DONE


    1923 - 768 = 1155 =  ~15 scanlines for the entire thing

    1022 - 842 = 180 = ~2.5 scanlines for sorting 5 sprites

    ——

    Basic breakdown
    1130 - 768 = 362 = ~4.7 scanlines for all prep work (sort + find split)
    1654 - 1130 = 524 = ~6.9 scanlines for prepping mid-screen sprites
    1923 - 1654 = 269 = ~3.5 scanlines for loading first two sprites

    Outside of prep work, it takes approximately 2 scanlines per sprite.

     

  13. In my previous blog post I opened up about the history of Radio F, the multimedia group I work with, regarding its early years as a comedy troupe and gradual evolution into a game publisher. I skipped over some of its history for the sake of brevity since it wasn't really applicable to the topic at hand but some recent developments have made them relevant again.

     

    From 1995-1999 Radio F existed as a comedy act, and from 2004 onward it became a publisher of games when "Software" was added to its name. Between those years, though? Radio F was actually a techno music group! The friend I started the group with in 1995 and I went our separate ways just before the turn of the millennium. My memory is bad but I think we had some argument over Pokemon of all things and we just stopped hanging out after that. In 2001 I started tinkering with music sequencing in my free time and this caught the attention of another friend of mine who was also interested in working on music. We didn't really take things seriously however by the end of the year we had a handful of tracks and no real way of sharing them in any meaningful way. We also didn't have a name for our project at the time. I suggested just reusing "Radio F" and my friend was fine with that. I collected seven of our better tracks and put them together into what would be our first album/EP, No More Lonely Nights.

     

    1-nomorelonelynights.thumb.png.4b9c449c742aac90b14346dc0c4a0c71.png

    "No More Lonely Nights", 2001

     

    Yeah... when it came time to design an album cover we settled on "Amy Rose upskirt" for some reason. In order to promote our music I registered a new account on GeoCities, which was still alive at the time, and designed a webpage for Radio F. I think Yahoo (owner of GeoCities) only provided something like 15 or 20 megabytes of storage space and given that the average size of an MP3 was around 3.5 MB for your average three minute song there was no feasible way for us to host the entire album on our website. Instead I took one of the better tracks from the project ("Thumper") and crushed its filesize down to somewhere around 2 MB. It sounded like garbage because of all the compression but it was the best we could do given the limitations. Visitors to the website could download the track for free and listen to it and if they liked it they could send us a mail order for five dollars plus shipping and we'd send them a physical CD in return. We actually sold a few CD's this way! Not many but enough for us to want to keep going with this project and maybe do a follow-up.

     

    2002 would prove to be a very productive year for the group as we'd been inspired to work on music and thus had a second album ready to go after a few months of work. Titled Stuck on the Rollerslide (a reference to something that happened to me at a Discovery Zone when I was a kid) the second release was more of the same just better. We used the same sequencing software and method of recording as our first album. When it came time to release it we followed all the same steps as before; I added a page for it on the Radio F website and managed to find the space on the group's Yahoo account to fit another highly compressed "single" from the album to promote it. If you wanted one it was the same process as the first album, just send us a money order and we'd send you a CD. I want to say that we kept track of the names of who bought CD's from us and if you had purchased No More Lonely Nights then we'd charge you a dollar less for this album but I'm not 100% certain we did that. This was 20 years ago.

     

    Later that same year we'd release a third album, Eleven Dollars in Ones (an inside joke between my friend and I for how to give someone a cash gift and make it look like more money than it was). By the time I added the page for this album to the Radio F website we'd run out of storage space on our Yahoo account; the single from Stuck on the Rollerslide ate up the last little bit of space we had. I needed to find a way to include a sample track though! I'm surprised it took me as long as it did to think of this (two years and three albums) but the solution was as simple as registering a "radiof2" account on Yahoo and using it solely to host our MP3's. File size was still something to consider so again the track was compressed. The track we chose from this album, "FM", featured radio static in certain parts of the song and this did not compress nicely at all. It sounded horrible. Thankfully there were a small number of people who listened to our stuff who let us know that the song was perhaps a bad choice and because we now had a few more MB of upload space to work with we picked another track to offer online to sample the album with.

     

    It was now 2003 and my friend and I had one more album left in us. We weren't making bank selling CD's online because barely anyone knew about us. This was all just for fun and after a few years I think we were both kind of looking to do other things (for example I'd start working on Atari 2600 games the following year). Our fourth album, Reptilian Agenda, was in my opinion at least our best work. We couldn't pick one single track to upload online as a teaser so we actually uploaded three. By now we'd mostly figured out how to get the sound we wanted out of the programs we were using and it showed. Despite being our best release I don't recall selling very many copies of this CD. Each one sold less than the other which is weird to me because I feel the quality of the albums only ever increased. But I guess it was just a result of being so hard to find and how a lot of our "popularity" came from word of mouth on places like MSN Chat. After releasing Reptilian Agenda my buddy and I stopped working on music and focused on other things.

     

    s-monstertruckrally.thumb.png.26aac3cfbe4e18ae75403ed2dbae5166.png

    "Monster Truck Rally" (single), 2003

     

    So, that's twice now that Radio F has existed and twice now that the group has disbanded. I kept the name alive on my own through "Radio F Software" but it seemed our days of releasing comedy and music albums had finally eclipsed. In my previous blog post I mentioned the creation of the website "Radio F Software Headquarters" (RFSHQ) which acted as a hub to host all of the original comedy content I was writing and filming for the web. Despite being a multimedia-oriented website our previous album releases never saw the light of day there until close to the website's closure. In 2006 I thumbed through the four music albums that we'd made in the years prior and picked out ten tracks that I felt epitomized the group during its musical period. I wanted to feature a collection from all four albums however because I was going by song quality the majority of the tracks I chose wound up being from our third and fourth albums when we were putting out our best work. I named this collection F-Sides: The Best of Radio F and offered it as a premium download on the RFSHQ website. I believe the price was still just five dollars however instead of sending out physical CD's the advancement of technology now allowed us to accept payment online with PayPal and in exchange provide the buyer with a link to download the album digitally. F-Sides was available for purchase from its release in 2006 to the closure of RFSHQ in 2008.

     

    After going solo for nearly half a decade I had a growing interest in working on music again after being inspired by the rise of mash-ups and "YouTube Poop music videos" where creators would compose backing tracks and then pepper in "vocals" that had been sampled from viral videos and memes. In 2007 I tried my luck at this and created Radio F's first single in four years, "Hello My Future Dance Mix". This track sampled Michael "Mikey" Blount's infamous "hello my future girlfriend" audio recording that went viral in the late nineties. It was amusing but nowhere near as good as the mash-ups that were growing in popularity on the recently launched YouTube. I didn't get a lot of encouragement so I just kinda stopped working on new music, though the following year I made another remix mostly for the amusement of my younger brother and I. This track, "The Golden Fantasy Dragon", sampled TV salesman Tom O'Dell during a segment on the Cutlery Corner infomercial where he was hyping up a decorative knife of the same name. I didn't really have any intentions of releasing this song as a proper thing, I just uploaded it to YouTube where views wound up trickling in over the years.

     

    Like I said I kinda just lost interest in making music after the Mikey song flopped and the one about the dragon knife was just a one-off joke. That was until I stumbled upon the ongoing misadventures of Christian Weston "Chris-chan" Chandler. I'm not even going to try and catch you up to speed on this guy if you've never heard of him before, just understand that he used to be a bumbling idiot on the internet who overshared way too much about his personal life and situations. In one video that was released Chris attempts to demonstrate how he would perform oral sex on a hypothetical girlfriend. The original video is disgusting and I won't link it here but back in 2010 I was floored by it and felt compelled to sample Chris' vocals with raunchy porn music backing it. The result of this effort was the song "Tickle Yo Pussay". Given the active community surrounding Chris this song actually did gain some traction and garner several thousand streams but I never capitalized on it because the curse of Chris-chan is that once you involve yourself in his life yours gets ruined in return. I made a joke song and that was enough.

     

    mmmgawa_large.thumb.jpg.5c2a43443f4aa59753775f11fbb2f41e.jpg

    Radio F, 2002

     

    The Chris-chan single and its accompanying "B-side" marked the end of Radio F's output as a musical act. In the years that followed 2010 I graduated from university and went on with my life. Radio F's spoken word albums hadn't been in circulation for over a decade and the four music albums from 2001-2003 had long since been out of print and unavailable. F-Sides, the best of album, stopped being available for purchase when RFSHQ closed. The account associated with the mash-up singles I'd made eventually caught enough copyright strikes from YouTube to be terminated. Everything just sorta faded away.

     

    Only recently have I started caring about all this random stuff from way earlier in my life. I spoke about it a little bit in the previous blog post but there was an era of my life where I got led astray by some real bad actors and wound up getting hurt pretty badly. It's taken several years of therapy for me to work through all this and process it in a healthy way and only now am I really starting to feel "better" in a sense. I am now looking back at all the things I've accomplished and I find myself gravitating toward the more innocuous and wholesome things that dot my history. Radio F is something harmless and fun that I can be proud of and it's something I want to celebrate. I want to keep it alive in some way. At the beginning of this year I started re-compiling everything I could find from my Radio F days with the intent to put it back into circulation. I'm not yet sold on the idea of putting our entire back catalog out there again but F-Sides, the "best of" album, is a good starting point. As the name implies it contains our best work from our four musical releases. The mash-up singles I made from 2007-2010 were inklings of a fifth album, Conglomeraté, that was never completed. I compiled the highest quality recordings I could find of these tracks as well as their instrumentals and turned them into Conglomeraté: The Singles.

     

    Both of these releases are now available for streaming on Spotify, iTunes, and YouTube Music. If you use Pandora then Radio F's music is something that can be suggested to you based upon the music profile you've curated. I dug through the archives of everything I had across all of my hard drive backups and found a few pictures of my friends and I that would suffice as makeshift photos of "the group" and added them to our music profiles. It was important to me to find photos of us that were era-appropriate to match the time period when our music and recordings were made.

     

    scarycar_large_fx.thumb.jpg.0005e87e0853dc5eabd0e5d6d70bb3f7.jpg

    Radio F, 2010

     

    So now we're at present day. Next year Radio F turns 30. Three decades have passed since the day one of my best friends and I had the bright idea to record our material to cassette tape and use that to distribute it among the people we knew. I am very grateful that after all this time I am still on good terms with everyone who's ever been a part of the group both from its eras as a comedy and musical act. We are currently in the planning stages for a reunion album to celebrate 30 years. I'm thinking about something akin to a 50/50 album of recorded comedy and new music. Perhaps I can make a mash-up of new music featuring samples taken from our old spoken word releases of the 90's. I'm honestly kind of shocked that the idea never came to me back when I was making mash-ups in the late 2010's. I also want to reach out to the people I've met over the years who are either musically or comedically inclined and invite them to participate on a track or two. I'm very fortunate that for the most part everyone still lives in same geographic area so a reunion to record new material and such won't be too hard to pull off so I want to do this now because there's no guarantee something like this will be possible for a 40th or 50th anniversary.

     

    In the meantime I invite you to listen to the selected works I've made available on all the major music streaming platforms. It's nothing incredible but it's special to me and maybe in some way the fun and innocence of the recordings will rub off on you.

  14. Sometime back I designed a two PCB set to help with installing mini din connectors in my Intellivision service work. I had requests from other to provide these files so that the PCBs can be used by all that might want to use them. Here is a link to the PDF guide that details the assembly process for the PCBs for use in the Intellivision 2609 model consoles. These can also be used on the Super Pro System and INTV III consoles as they are designed for installing in place of the RF modulator to provide a no cut solution for such AV upgrades.

     

    Link to 2609 mount board assembly PDF guide

     

    The advantage of these mount boards is that being a 2 part PCB means I can use the same bottom base PCB for both model 2609 and INTV II consoles. With only the top PCB portion being different. Here is an example install I did very recently showing one of the completely mount board setups in place in a 2609 Intellivision that received an RGB upgrade. Here I used a 9pin mini din for the RGB and audio, but also the 9pin allows for composite to be wired up. This means that any Sega Genesis/MD model 2 AV cable setup can be used.

     

    mnt_sample_complete_install.thumb.jpg.04a921bb9d20c57b399b5d82f7821728.jpg

     

    And the mount board has room to allow for aligning the mini din connector to be as centered as possible.

    mntbrd_final_results.thumb.jpg.ebd50d6acd9dfefb91723d7bfdba58ba.jpg

     

    I've also attached the PDF to this blog to make it easier as well. Links for the gerber files to have PCBs made up can be found within the PDF.

     

     

    2609_INTV_Mnt_Brd_Build.pdf

  15. neogeo1982
    Latest Entry

    We find everyone and do some back tracking and boss fighting. Some plot twists again that are interesting. 

    IMG_20240216_042125599.thumb.jpg.01ee740b72a270ddfcb3dd4a129994f0.jpg

    IMG_20240216_042141530.thumb.jpg.47ab93bdca4f9c7a227f9a4f7793cb60.jpg

        The prince of the evil empire joins us after being fed up with their killing ways. And we steal an airship he helps us get.

    IMG_20240216_052514125.thumb.jpg.4117a8c06d9f81a137a8359dac8c5eb8.jpg

    IMG_20240216_052525028.thumb.jpg.062eccd61871b2ad20c8bfb5e4a0c9e1.jpg

     IMG_20240216_060329381.thumb.jpg.86bc60018d04695f5a6fb0414dba3cb6.jpg

      Then it feels like the game opens up way more. Building a base, collecting crew members, ship upgrades, discovery searching. Even some humor and light hearted banter in-between. I'll finish fighting the empire after more exploring and building up for awhile. 

    IMG_20240216_073133103.jpg

  16. Awesome cover of Paint it Black by Harp Twins and Volfgang Twins.

     

     

     

    I saw them perform it live back in November at the Houston Arcade Expo:

     

    image.thumb.jpeg.f945027bc8ea3a2d12ae2f1ff8ad872d.jpeg

     

    For those of you in Europe they are currently touring in your neck of the woods. Well worth seeing them live if you can.  

     

    harptwinsTourflyer.jpg.thumb.webp.99b7312148f4044476c9f8f825b63956.webp

     

  17. The Jaguar has got to remain one of the coolest, most fascinating pieces of hardware to ever emerge as a gaming console. At least for me, anyways. 
     

    On one side, you have these incredibly powerful GPU and DSP chipsets. Even with the hardware bugs they may contain, they’re capable of doing some impressive things given the 1992/1993 time frame and price point they were released in. 
     

    On the other hand, it’s completely bottlenecked by Atari’s cost cutting decisions and hand-forced limitations due to memory constraints and a unified system bus architecture that is further diminished by the 16-bit Motorola 68000.

     

    The system was originally designed around a 32-bit 68030 and 4MB of RAM. Imagine how much of a difference having twice the available RAM and a far faster CPU with proper bus access would have made! Alas, that was not to be the case. Hindered performance be damned, we still got one hell of a cool cat that certainly has a unique personality. 
     

    So, yadda yadda yadda. Why am I still rambling about this sort of stuff in 2024? Well, because from a hobbyist homebrew developer standpoint, we’re on the brink of a major turning point.

    I started my homebrew development journey in late 2017 on the Jaguar with Raptor Basic and have worked on dozens of things (mostly unseen) during this time. It had been somewhat a lifelong dream to create games for one of my favorite consoles of all time. So, I set out to learn 3D modeling and rendering, music composition and programming. This is pre-Jaguar game drive mind you. Rb+ evolved and matured into what is now JagStudio. For those who may be unaware, it’s a free and rather incredible software development package aimed at allowing anyone to make games on the Jaguar in c, assembly or even basic.
     

    Snag it here: https://reboot-games.com/jagstudio/
     

    All this, thanks to several hardcore and dedicated hobbyists who continue to devote their free time to improve these tools for others to make cool things as time goes on. Jaguar community gets a lot of static for ruffled feathers but this is the gold standard of community driven inspiration that fuels fun and creativity.

     

    JagStudio is getting a major update soon. One that will allow things to be done that was seemingly impossible on the Jaguar before. I won’t let the cat out of the bag until it’s ready, but the guys working behind the scenes to make this pivotal shifting point possible (CJ and Rik) deserve some major kudos! Granted, the roadway here has been a long one. So many other devs have contributed to what has morphed into and become JagStudio, where do you even start. Maybe a proper credits page should be added on the site.
     

    (inserting major kudos to all here!)

     

    Anyways, on to bigger and better things. Here’s to 2024 being a super cool year for the Jag all-around. It’s a really exciting time to be a Jag fan. I’m pretty excited with the little things I’ve been able to achieve with it all behind the scenes, that it almost feels unreal.

     

    Soon….

     

    IMG_4637.jpeg.1a46cf4b6c62cb676fd74c5f444b057d.jpeg

  18. I'm over 50, thus I have 1 deceased parent (from year 2000), 1 elderly mom and her elderly husband (of 21 years) , my stepfather. This year I spent a lot of days in support of my 2 elderly parents. My stepfather's health deteriorated a lot in particular, and thus there were many trips to hospitals, caregiving, then in-home hospice, then his death in December at age 84.  Now my mom is a widow again.  The first time she was widowed in 2000, she was only a few years older than I am now. 

     

    So, things like Atari, and homebrewing, well there wasn't much time or energy for that. 

     

    But I did make some progress on these:  

     

    Koffi Redux.  I've been reworking the OG 2002 game in the same 32K memory space. Got some new tweaked graphics like more colors and more interesting backgrounds, a  2-player simultaneous gameplay, and plans for a more pinball-game inspired style of gameplay. But I did all this in the 1st part of 2023 with little progress in the tail end of 2023.  I want to include things like appearing bumpers and targets (on the clouds and tree edges) for Koffi to hit and earn you points as you play.  I'd like to release whatever I can accomplish in 32K as a demo, then bump it up to bank-switched 64K for a more fleshed-out follow up. 

     

    Adventure II 5200 2023. I applied bug-fixes, minor gameplay tweaks,  and engine improvements to the OG 2007 5200 game, still 32K as well. These improvements were based on what I did on Adventure II XE in the 2010's. I don't have much ROM space left.   I was trying to make a new 'base' version of Adventure II 5200 that I could then modify for future DLC ROMs which would have fresh new things for folks to play.  The changes significantly improve the efficiency of the sprite engine. The only problem is that these fixes introduced an old bug.  I could put in a simple plug to identify if the bug happened and fix it on the next frame -   but I really would like to solve the root problem that causes it. I put in an error trap , played in Altirra until the bug happened, then investigated memory.  But I haven't really solved it as I haven't had time the past few months.  

     

    Very little progress of another long-running 5200 Homebrew "Detective Powers". 

     

    Going forward in 2024, after this end-of-year period where I'm really slacking, drinking, and just playing games and watching movies - I hope to get back into the rewarding creativity of homebrewing games for 5200 and A8. 

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    KAYRO

    AGE: SEVENTEEN

    GENDER: MALE

    HAIR COLOR: WHITE

    EYE COLOR: BLUE

    SKIN COLOR: PEACH

    FAMILY: MOTHER AND FATHER

    CLOTHING: SCRAPS OF DISCARDED CLOTHES HE FOUND ON THE STREET

    PERSONALITY: BRAVE,,  KIND,,  RESPONSIBLE

    KAYRO IS A PEASANT ON THE PLANET POLUS..  WHEN HE DID NOT SACRIFICE HIS BELONGINGS TO THE TYRANT CEREBUS,,  HE WAS THROWN INTO THE DUNGEON TO BE PREYED ON BY THE FEARSOME HELLHOUNDS CALLED ZOTS..  OF COURSE HE SURVIVED AND REUNITED WITH HIS FAMILY..

     

     

    CEREBUS

    AGE: PROBABLY FORTIES

    GENDER: MALE

    HAIR COLOR: NONE SPECIFIED

    EYE COLOR: RED

    SKIN COLOR: NONE SPECIFIED

    FAMILY: THE ZOTS AND THE PEOPLE WHO SERVE HIM

    CLOTHING: HELMET WITH A ZIG-ZAGGED PATTERN AND ARMOR WITH RAZOR-SHARP EDGES..

    PERSONALITY: TYRANNICAL,,  EASILY ANGERED,,  SINISTER

    CEREBUS IS THE RULER OF PLANET POLUS AND THE OWNER OF THE FEARSOME HELLHOUNDS CALLED THE ZOTS..  WHENEVER SOMEONE DISPLEASES HIM HE HAS THEM SENT TO THE DUNGEON WHERE THE ZOTS WILL PREY ON THEM..  HE ALSO HAS A PERSONAL VEHICLE CALLED THE STORMRIDER..

     

     

    REDZONE

    AGE: ADULT IN AI YEARS

    GENDER: MALE

    HAIR COLOR: NONE SPECIFIED

    EYE COLOR: RED

    SKIN COLOR: PINK

    FAMILY: NONE SPECIFIED

    CLOTHING: RED ARMOR THAT LOOKS ROMAN,,  BROWN CAPE

    PERSONALITY: LOGICAL,,  COLD,,  CALCULATING

    REDZONE IS THE COMPUTER VIRUS WHO DESTROYED THE CRYPTIC COMPUTER..  HE HAS A SPECIAL WEAPON CALLED A DANTE DART..  

     

     

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    AGE: TWENTY FIVE

    GENDER: MALE

    HAIR COLOR: BLONDE

    EYE COLOR: BLUE

    SKIN COLOR: PEACH

    FAMILY: NONE SPECIFIED

    CLOTHING: BROWN SWEATER AND CARGO PANTS

    PERSONALITY: SARCASTIC,,  INDIFFERENT,,  LAID-BACK

    BRAD IS A MALE PATIENT WHO IS AFFECTED WITH AN ABSCESS CLOSE TO HIS HEART..  AMY AND MONICA ZHAO MUST TRAVEL INSIDE HIS BODY ON A MINIATURIZED SUBMARINE TO FIGHT GERMS AND REMOVE THE ABSCESS..

     

     

    DAVID YOUNG

    AGE: TWENTY FOUR

    GENDER: MALE

    HAIR COLOR: RED

    EYE COLOR: GREEN

    SKIN COLOR: PEACH

    FAMILY: NONE SPECIFIED

    CLOTHING: BLACK LEATHER JACKET AND RIPPED SHORTS

    PERSONALITY: BRASH,,  FREE-SPIRITED,,  ALSO VERY TIMID

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    AGE: TWENTY EIGHT AND TWENTY NINE

    GENDER: FEMALE

    HAIR COLOR: BLACK

    EYE COLOR: GREEN

    SKIN COLOR: LIGHT YELLOW

    FAMILY: EACH OTHER

    CLOTHING: AMY WEARS A WHITE TANK TOP AND A SKIRT,,  MONICA WEARS A BLACK T-SHIRT WITH DOUBLE DENIM

    PERSONALITY: AMY IS SWEET AND CHEERFUL,,  MONICA IS ROUGH AND BOISTEROUS

    AMY AND MONICA ARE CHIC SISTERS WHO WORK AS SCIENTISTS IN STARPATH CITY..  THEY OWN A SUBMARINE AND A MICRONIZER..

     

     

    LISA STEIN

    AGE: TWENTY SEVEN

    GENDER: FEMALE

    HAIR COLOR: BLONDE

    EYE COLOR: BLUE

    SKIN COLOR: PEACH

    FAMILY: NONE SPECIFIED

    CLOTHING: A LIGHT PINK NURSES OUTFIT

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    EYE COLOR: BROWN

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    FAMILY: NONE SPECIFIED

    CLOTHING: A BLUE SHIRT AND PINK SHORTS

    PERSONALITY: NAÏVE,,  TIMID,,  THINKS BIG

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  19. arwanderer
    Latest Entry

    After a little over a decade of disinterest in Atari (and video games in general), my son rekindled my interest this past August with programming.  Little did I know that it would be an interesting time period to get back into Atari (the VCS/2600 specifically).  New games were being made, AtariAge was purchased, and a new 2600 would soon be released, among other things.  It all seemed pretty exciting.  

     

    I preordered the Atari 2600+ from Amazon on September 28th.  Over the following weeks, I talked myself into preordering the other stuff too, extra joystick, paddle set, Berserk (Enhanced Edition), and Mr. Run and Jump.  My Atari 2600+ was delivered this evening, but none of the other stuff has even shipped yet. 

     

    Anyways, here's some unboxing photos.  Not a review or anything yet.

     

    image.thumb.jpeg.2850d6c90157dadbf1d68099467e43b5.jpeg

    Back

    The front and back of the packaging.

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    Once you open the top flap, there's the little VCS sitting underneath a protective plastic shield.  To the right is the box containing the joystick and game cartridge.

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    Underneath the console is a quick start guide and a flat box containing the HDMI and power cables.

     

     

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    ...and here's everything you get.  The joystick has a nice feel to it.  The game cartridge comes in a little slip case.

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    And finally, here is a side-by-side comparison with an 80's four switch.

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    Recent Entries

    OK,, so growing up in the Seventies we all read DC,, right???? I think we all loved SUPERMAN,, BATMAN,, WONDER WOMAN,,  et al..

     

    But there was one hero i was ABSOLUTELY DRAWN TO..

     

    GREEN LANTERN..

     

    specifically HAL JORDAN.. i do not know why i liked him so much,, but that brownish? Reddish? Hair had me IN LOVE..  i think i started liking him the most after seeing him get hypnotized a multitude on the SUPER FRIENDS,,  like damn this guy can SUBMIT..  haha..

     

    But it was a few instances i realize hal was the real deal for me..

     

    I never had head lice in school,,  but someone else in a class i wasn't in did,,  so they sent out the notice that someone has lice and all,,  but WHAT WAS UP WITH THEIR INSISTANCE to anthropomorphize the lice,,  like there was a community living in your hair????

     

    That of course got me INTERESTED,, since i had heard horror stories from friends that lice made your head ITCH.. they shut down the school,, and with me,, that notice,, and a GREEN LANTERN hyperfixation,, I just wrote an entire story of Hal Jordan with ANTHROPOMORPHIC LICE in his hair..  i could visualize the itching in my mind..  how he went from being sassy about it to ABSOLUTELY FUCKING FERAL as the story progressed as the itching was driving him MAD.. and of course SUPERGIRL and BATGIRL were there to help him out by combing his hair,,  which just made things worse as the itching had turned into pain.. blame the PORKY PIG with the RAT STAMPEDE record for this whole interest with the anthropomorphic lice..

     

    Later when i was like 11 i owned a game called TUMMY ACHE by colorforms,,  the object of this game was to give this kid junk food until he threw up..  now first of all i ate alot of junk food and never threw up..  but something about this interested me..  so i wrote a story about hal jordan eating the same food in the game (real versions OFC),,  and getting a tummy ache + throwing up.. This time CAROL FERRIS was there to take care of him,,  pepto bismol alka seltzer..  it was oddly cute..

     

    Also when i played FANTASTIC VOYAGE for 2600 the first time,,  I imagined the patient being Hal Jordan..  this was before david so i had to make something up on the spot.. lol..

     

     

    In the Nineties when Hal became PARALLAX i was strangely like,,  "yeah i think i like hal all over again",,,  keep in mind I was 24..  i wrote a story where he got a fever,,  showing he wasn't invulnerable even if he was an unstoppable badass..  and paying homage to that first FANTASTIC VOYAGE playthrough,,  carol had to shrink and go inside him to cure it..  since parallax being bratty asf "COULDN'T TAKE IT ANYMORE!!!!" Cute and savage at the same time..

     

    When steve blum did hal's voice in INJUSTICE 2 I felt my childhood return..  especially when he became a red lantern and got all angry.. reminded me of hal going FERAL in some of the stories i wrote..  i believe there was one of him with chickenpox..  yeah feel free to laugh at me.. i'm a fiend,,  and hal is why..

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