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Showing content with the highest reputation on 11/01/2021 in Posts

  1. After more than 2 decades of inactivity we're back and we proudly present our new game: Final Assault It's a FPS for 8bit Atari computers with 64KB Ram, works on PAL and NTSC systems Story: You are enhanced human super-soldier, serving under Central Command of United Humanity Armed Forces, fighting against the A.I. onslaught. Your job is to infiltrate an old research facility and search for the KEY, a chip serving as a safeguard against A.I. running amok that could help win the war. Features: -raycaster engine running at 25 - 30 FPS -animated textures -simple lighting system -some walls can be destroyed -automap Screens: Controls: Some more screenshots, (very)short vids and Download: https://atari8.dev/final_assault/ Have fun, Globe/GMG
    26 points
  2. Ask and ye shall receive. I checked my email history, and going back to 2/19/2004, I have this from Clint Hello Beery, I'm attaching a file, GenSrc.zip, which contains all the source code that I extracted from my Geneve before I shut it down about two years ago. I still have the Geneve but the hard drive was getting touchy back then so I doubt if it would still spin up. The zip file contains 6 directories and each directory contains several files in TI D/V80 format. As I recall, the directories are: bthu - a Breakout-type game which I originally wrote on my Mini-Memory cartridge c99m - c99/MDOS compiler and library source with documentation c99t - (I think) the main support library for the 99/4A version of c99. I'm not sure so I included it anyway. dm - the directory manager misc - the d and du utilities qde - my Quick 'n Dirty Editor Since the files are in D/V80 format I could only look at them with a hex editor. I expect that you have the tools necessary to read the files. PLease let me know how you manage. As I mentioned on the phone, all of my software for the TI-99/4A and Geneve is now freeware, as I announced on January 10, 2000 when I released the Y2K compliant versions of dm and d on ftp.cciw.ca in pub/u001/9640 . The program files are still available on that server if you don't have them. I just found the paper with the information you gave me when you called some time ago. Now that I have high speed access at home I'll have a look at ftp.whtech.com. Take care, Clint clint.pulley@sympatico.ca Beery Miller wrote: > It was good to talk with you this evening. > > When you get the time, I would appreciate anything you can send my way > regarding your C compiler and/or other utilities (directory manager, etc). > > I've been trying the last couple of months to put together "the good > things" that were for the Geneve including programming utilities and > source code and putting it out there on an emulated hard drive image > for anyone to work with, etc. > > I just finished writing the "manual" for the video XOP description, > approximately 75 pages of text that added to Paul Charlton's GenASM > package. > > Anyways, hope all is well. > > Beery Miller > GenSrc.zip
    7 points
  3. BILLY2 < Compiled program runs in XB BILLY BALL DEMO 2.txt < Source code in XB256 This is a little demo showing the scrolling in XB256 for anyone who hasn't seen it yet. Also you can have the documented source code and play around with it. Study the code and you'll find the lines where you can alter values to make Billy bounce faster, or make Bobby fire more often etc. There's a comment in there about turning line 1100 into a commented line to make Billy move faster. Don't do that, it was a mitsake. Just alter the value in line 16100 to a small one or even zero to make him move quicker! js99er-20211101032733.webm
    6 points
  4. Hello and thanks for the interest in Guardian War - my next release on the Atari VCS. You are correct in the sense that it's a bit of modern remake/my take on the classic 80's game The Sentinel. I didn't really understand the game on the Amiga/ST when it first came out but I revisited it years later and it got me hooked - enough to actually write my own version. I put together a couple of training videos that hopefully explain how to play the game: https://www.youtube.com/watch?v=q8zWn1sDdj0&t=6s https://www.youtube.com/watch?v=oTKZ-Oqy--g&t=4s Have a look - hopefully those will explain things a bit better! Release date: TBC Ian www.tucasoft.com
    6 points
  5. I could not pass this up when it came into my store today. Never seen any of the SE games in box before today. Happy Halloween!
    6 points
  6. My pumpkin this year has a Blinky's theme
    6 points
  7. ? Tober's Nightmare - Version 0.4 Alpha ? 1. THE DARK SPIRITS RISE ON HALLOWEEN NIGHT Tober's backyard has filled up with many Ghosts and Ghouls of the night and he is not having any of it! Your goal is to run to the pumpkin patch at the bottom of the screen and smash the evil spirits in the face with them. The pumpkin patch is watched over by the Phantom Gardener. He doesn't like to come out when Tober is around. Once you run out of pumpkins, run back into your house and the Phantom will tend to the garden and grow more pumpkins for you. Each level in the game consists of two waves of the same enemy before a new enemy is introduced. At the beginning the enemies will move side to side. The further back the enemy is when you hit them with a pumpkin, the more points you will get. If the enemy is in front of the fence when you hit them you will only get 50 points. If they are in the middle of the backyard then you will get 150 points. If the enemy is way back and closer to the house then you will get 200 points. Sometimes it is more strategic to wait for an enemy to move to the back before hitting them with a pumpkin so you can gain a higher score. You have three hearts that represent your health. You will lose one anytime you touch an enemy or get hit by an enemy's spell. On rare occasions, hearts will appear and float across the screen. If you grab one you will gain one heart to your health. You will need to throw all your pumpkins and then run out and grab the heart before it reaches the other side of the screen. The heart is worth 75 points if you grab it in time. 2. USING THE CONTROLLERS Walk - Push the joystick in the desired direction Run - Hold down the fire button while pushing the joystick in the desired direction Pickup Pumpkin - Move player next to the pumpkin and press the fire button Throw Pumpkins - Press the Fire button while holding the pumpkin. If you push the joystick diagonally you can also throw the pumpkins on an angle. The pumpkins will also ricochet off of the sides of the screen when you do this. Note: If you press and release the fire button to pick up a pumpkin then quickly hold down the fire button before Tober is finished picking the pumpkin up, you will be able to run while holding onto the pumpkins. 3. CONSOLE CONTROLS GAME SELECT SWITCH - Use the Game Select switch to choose between Game 1, Game 2, and Game 3. Currently in this Alpha release, Game 1 is the only available option. GAME RESET SWITCH - Use the Game Reset switch to reset the game and go back to the Title Screen. This will clear everything in memory, including your current score! DIFFICULTY SWITCHES - Set the Left Difficulty switch before starting the game in order for the change to take effect. b = Beginner (Regular/Slower speed) a = Advanced (Faster enemies and attacks) ???? Happy Halloween! ???? Hope you enjoy this little game version 0.4 Early Alpha - NTSC 2021y 11m 07d 2215t Tober's Nightmare v0_4.zip Note: This game will not work on an UnoCart. This is a 32k DPC+ game, which UnoCarts do not currently support. You'll have to use emulation, Harmony, or a Harmony Encore cartridge.
    5 points
  8. My times for the week: MC-10: The Night of the Vampire Bunnies - 85 min. Revenge of the Toothless Vampire - 109 min. Nintendo 64: Knockout Kings 2000 - 195 min. Mortal Kombat: Mythologies - Sub Zero - 3 min. Beat a N64 boxing game (thoughts here) and a pair of Halloween-themed text adventures of modest scope. The Night of the Vampire Bunnies was written by a 10-year-old boy, and frankly it's better than some commercially-released text adventures, though the person who ported it to MC-10 did do a couple things to spruce it up.
    5 points
  9. I had a coupon, so I decided to pick up a used Switch Lite from a local shop this weekend. I'm really having a lot fun with it so far.
    4 points
  10. Plot twist: it's just a beta running from unseen PSX hardware under the desk...
    4 points
  11. X360 Bionic Commando Rearmed 75 Bionic Commando Rearmed 2 150 Still working on these . . .
    4 points
  12. PC Age of Empires IV (203 min) Hero Realms (216 min) Magic the Gathering Arena (942 min) OQ Beat Saber (322 min) Really busy week, so getting a few games of MtG or HR fit my schedule more than any longform games. I don't want to give up on Disco Elysium, but my time with it so far hasn't grabbed me. Usually both puzzle-y and narrative games are my jam, but I find DE a bit tedious. I did update the PC to Windows 11, and I wanted to test out the auto HDR function, so I tried out the recently released AoE4, despite RTS being one of my least favorite genres. Only finished the first couple chapters of the tutorial Norman campaign, but it's not terrible.
    4 points
  13. I think I have the CALL SOUND problem solved. Ti994w-v62c.zip I found a piece of C-code that did the same thing with the sound list as what the TI99 interrupt routine does. This was still from the time (more then 10 years ago) when I started this emulator and not everything was working quit right but I forgot about this code and why it was there. I removed this C-code and now call sound is working fine with XB256. In the proces I also saw one line that simulated the VDP interrupt. I wondered last week why that interrupt counter was still incrementing while the emulator was halted ... now I now ? with CALL KEY there is something strange going on. This is still under investigation. I am using this little piece of program: 100 CALL KEY(0,K,S) 110 IF S=0 THEN 100 120 PRINT K; 130 GOTO 100 and I notice that in TI-Basic, Extended Basic and XB256 the [enter] key is missed 3 of the 4 times when it is pressed and only when using CALL KEY. All the other keys work fine. The [enter] key is also the only key that does not have the repeat flag set (S=-1 in this case). I am trying to follow the code from the book TI-intern from Heiner Martin to find out why the [enter] key is such a special case. It is not treated differently in Ti994w.
    4 points
  14. Here are my times (sorry for being a day late): Atari 2600: Missile Command- 4 minutes Tapper- 9 minutes Beany Bopper- 3 1/2 minutes Astroblast- 6 minutes Amidar- 2 1/2 minutes Lock n' Chase- 6 minutes Crazy Climber- 1 1/2 minutes Communist mutants from Space (Supercharger game)- 6 1/2 minutes ZX Spectrum: Tapper- 5 minutes Star Wars Arcade- 2 minutes Jetpac- 3 minutes That's about what I can remember from last week.
    4 points
  15. No classic gaming time for me this week (though I did play a bit of Resident Evil 4 on the Switch for the modern tracker), but I'll see you guys and gals on Thursday when the new season of the Atari 2600 High Score Club kicks off!
    4 points
  16. Xbox Series X MLB The Show 21: 513 minutes Xbox One Call of the Sea: 55 minutes PGA 2K21: 97 minutes PUBG: 593 minutes iOS Microsoft Mahjong: 132 minutes Pop! Blitz: 18 minutes Zen Match: 100 minutes
    4 points
  17. Congratulations to.... AtariSphinx for the win with 8BIT 1337 in runner up spot I scored the table based on number of games played, if I missed anyone let me know! Thanks to all who played and posted a few comments, I'm sure the author's appreciated it and it helps us all to find a few goodies in the mix. 1st AtariSphinx 20 12pts 2nd 8BIT 1337 18 11pts 3rd therealbountybob 17 10pts 4th carlsson 15 9pts 5th McKong 12 8pts 6th Yautja 10 7pts 7th Deteacher 5 6pts 8th Caco 2 5pts 9th graywest 1 4pts 9th roadrunner 1 4pts
    4 points
  18. All I can say that my classmates were totally crazy for the Lynx, especially "Blue Lightning"! They thought it was the best graphics they have ever seen, especially on a small thing like this. The reason "nobody" bought it were: - it was rather expensive for a toy - it was hard to find, no shop in my town carried Lynx, the next one was in Berlin! - most parents bought either Nintendo or Sega, what was popular at the time - many friends had Amigas and C64, were they could pirate games ;-), means they don't need wealthy parents to buy games for them. Games for consoles were very expensive. I got 2 friends with Lynxes, but they did not buy many games. Partly because the SNES stole the show, partly because no shop carried Lynx games or hardware. The other one had an Amiga. For myself, I struggled to get the newest Lynx games. We often drove to Berlin to buy 1 or 2 games, but it was a matter of luck if they carried the games I was looking for. Now, for the quality of games, the Lynx has a very small but fine library. It did not have the popular platform games or shmups, but some really good hidden gems that are great fun and technically superior to other handheld offerings. Slime World - After 20 years I finally appreciate this game, as a kid, it made no sense to me. Comlynx is great! Blue Lightning - What a graphics showcase! I also loved the variety with missions. It took the SNES to beat this, for 3D graphics and excitement. Crystal Mines - I thought this was a lame puzzler, but how wrong I was! Great, clever puzzle/shmup, one of the best! Rampart - This is a game I loved as a kid. It was my favourite Lynx game. Toki - The only cool Platfomer for the Lynx, I loved the Arcade! Shadow of the Beast - I bought this to be wowed by the graphics and it did not disappoint! Dracula - Caught me off guard. I suspected a lame platformer but it turned out to be a P&C adventure game! Wow! Checkered Flag - Another childhood favourite, played the wheels off this one! Warbirds - I think my first ever flight sim. Impressive, I loved this one. Turbo Sub - my brother liked that one. Easy game, great graphics. BTW the Lynx appered to be quite popular in the Netherlands. Plenty of Lynx games to buy in Amsterdam 1993! (Ataris warehouse and distribution for Europe was in the Netherlands)
    4 points
  19. Looking at Pedra! Crystal Caves:
    4 points
  20. Atari 2600 Eggomania 29 Joust 5 Kaboom 33 solar Fox 102 Worm War 1-104 Fun game.
    4 points
  21. A real "next" project for the Atari could be Rick Dangerous. That game YELLS for being available on the Atari . I'd support the project with the correct FX ...
    4 points
  22. After spending some time up close and personal with this CIB, I must give a shout-out to David Exton @liveinabin for the box, manual and label artwork. Love the manual layout and the depiction of each enemy.? Additional shout-out to Al @Albert I don't know who your printer is, but the card stock and quality of the manuals and labels (for all of the homebrew carts) is top shelf.?
    4 points
  23. @sdamike I bought this and if I ever sell it I will not sell it for more than I paid for it. I offered to sell it back to Ed at cost if he ever wants it back.
    4 points
  24. Here are my times for this past week (October 25th through 31st) on modern systems: Browser based: Taonga: The island farm - 727 min. in 16 sessions I've continued to play Taonga - The island farm this week, actually more intensively than last week. I've switched strategies twice... it seemed to me that to be able to get jewels, you need to fill ship orders, which means having various goods on stock because you can't produce them quickly enough once the ship arrives. Doing that for all sorts of materials, though, is pretty expensive. So I've switched strategies again and now try to do all the tasks on the left side except for the timed ones from top to bottom, doing what's ncecessary to get to their objective, which mostly means you have to break them down to sub-tasks and fulfill those to finally finish the task at hand.
    4 points
  25. Android Phone: Ingo Rondellen - 10 min. Yes, I got the app working again. Perhaps I had too little free memory last week or some other random error. My best time this time was 22.635 seconds which equals position 2000 or something on the top list. I'm fully willing to think the results are rigged so the top entries that are awarded free fuel are bogus, but better play the game and have a go than forfeit the attempts. Also you get 10 attempts each time you refuel, regardless if you top up 2, 10, 20 or 40 liters so those who really like the game can refuel a few liters every day instead of a lot in one go.
    4 points
  26. Sakura Taisen finally comes to America, both in the in-game setting and in real life. Also, Im@s is here. Yay~ PS2 Sakura Taisen ~Atsuki Chishio ni~ - 477 Done. Sakura's ending, as usual. This remake is not bad, but the Dreamcast version is still the best version. Still not sure what to think about the part in the intro where Ogami and Sakura get launched into space (!!!) and fighting in space despite the game taking place in 1923. Sakura Taisen V Episode 0 ~Kouya no Samurai Musume~ - 441 This game is the sequel to Sakura Wars: The Movie, which itself fits in between Sakura Taisen 3 and Sakura Taisen 4, and of course it's the prequel to Sakura Taisen V. This game is also trash. Don't play it. Unique among all of the games in the entire series because it's the only one where every single line in the game has voice acting. Seeing all of the American stereotypes is funny, though, like Gemini's ridiculously hilarious OOO MAI GAAAAAA death scream and the healing items being French fries and cheeseburgers. As an American, I get healed in real life by French fries and cheeseburgers, which means this game is 100% accurate to real life. Good job, Sega! Yeah, this game is still trash, though. Don't play it. Sakura Wars: So Long, My Love - 140 lol here it is, finally released outside of Japan for the first time (not counting that horrible machine translation of the PC version of the first game that Russia got). I am of course playing the Japanese version, Sakura Taisen V ~Saraba Itoshiki Hito yo~, which has the save file transfer thingy from the previous PS2 games, which of course are Japan-only, so of course that probably got removed in localization. I remember a time when I was in the PX at Camp Foster on Okinawa with my friends about 11 years ago and saw the localized version for sale there, but I didn't buy it, something that I regretted for many years, especially now that the US version is relatively rare and expensive for a PS2 game. I'm now kind of glad that I didn't buy it then, as it's easily the weakest game in the series so far aside from its horrid prequel. Switch Gleylancer - 7 Metroid Dread - 402 PS4 Love Live! School Idol Festival ~after school ACTIVITY~ Wai-Wai!Home Meeting!! - 200 (estimate) PC THE IDOLM@STER STARLIT SEASON - 72 R-Type Final 2 - 34
    4 points
  27. I was hunting through the Stella documentation to find a particular bit of info, and got to reading the "A Brief History..." and in particular this bit... I thought that was still an accurate description, another 22 years later (now 44 years). Who would have thought.
    4 points
  28. Sign ups are now closed! Good healthy turnout this year! chicgamer and I plan to send Santa matches by this coming Monday (Nov 8th). Stay tuned! Thanks to everyone who got their letters and info sent in! If you have not yet sent your gift ideas and info (see post #1) they are DUE NOW! If you participated last year and want to use the same info, that's fine, but please resend it with any updates. ... Again, please send to chicgamer or me ASAP! Anyway, it's November... Here we go!
    3 points
  29. new binaries in my first post and in PlusStore. Changes: Changed map and carrier size/shape Added new carrier tower by @TIX Deactivated Runway markings (because of: multisprite kernel issue) Fixed bug in takeoff sound (Thanks @Pat Brady for debuging) Fixed middle sized plane flying upwards Added reset restrainer Reset titlescreen music on game over Changed some attack formations (still not final) We are still having scanline issues with the multisprite kernel, so the PAL60 version often switches to B/W for one frame.
    3 points
  30. Small week for gaming around here this week! I downloaded and played Resident Evil 4 on the Switch yesterday for Halloween, and... uhhh, that's pretty much it The Switch port of RE4 is alright, though I don't think the jump from 480i to 1080p does many favors for the graphics. Resident Evil 4 was a really beautifully atmospheric and moody looking game on pre-HD consoles, but the HD upscaling kinda makes the graphics look a little rough and jagged. I definitely miss the Wii port's motion control aiming too, so as far as I'm concerned the Wii version is still the definitive way to play Resident Evil 4, but it is nice to be able to play RE4 on a modern console (and portably no less) so I can forgive it for not being the best version. That's all for me this week, and I'll see you guys and gals on Thursday when the new season of the Atari 2600 High Score Club kicks off! Nintendo Switch Resident Evil 4 - 380 minutes
    3 points
  31. Hi Klaus. It looks like the project never moved beyond the beta stage. Are you still working on it by any chance? In the age of TIPI, wouldn't it be great to have Web99 communicate wirelessly over the home network with TIPI instead of having a manual serial connection to the TI? Regardless, I plan on using it to sort through the huge libraries distributed on a USB stick by Vic at the 2018 Chicago Fair.
    3 points
  32. There is another compiled game for Halloween: - Vampiro. Never published on Internet before. Found by @ti99iuc. Description on TI99IUC page (Vampiro). I've patched some bugs and added joystick. ------------------------------------ Total compiled games: 402. [GAME] Vampiro (1984)(BA.SE.)[Compiled by TMOP].zip
    3 points
  33. final tables Scores for each game Return of The Fungi 1st AtariSphinx (18) 212,058 20 2nd McKong 130,751 19 3rd carlsson 34,823 18 4th therealbountybob 33,859 17 5th Deteacher 28,071 16 6th chevymad 18,847 15 7th 8BIT 1337 16,605 14 8th Caco 14,149 13 Kooky Diver 1st AtariSphinx 5,600 20 2nd Deteacher 5,200 19 3rd McKong 5,000 18 4th therealbountybob 4,900 17 5th Yautja 4,600 16 6th carlsson 3,800 15 7th roadrunner 3,000 14 8th 8BIT 1337 2,500 13 9th Caco 1,400 12 Adam is Me (Stages Remaining) 1st therealbountybob 99 20 2nd graywest 32 19 Alien Assault 1st AtariSphinx 73,500 20 2nd Yautja 62,860 19 3rd McKong 57,750 18 4th 8BIT 1337 52,810 17 5th Deteacher 51,750 16 6th therealbountybob 41,040 15 7th carlsson 15,160 14 Intellidiscs 1st AtariSphinx 820,750 20 2nd Deteacher 55,250 19 3rd Yautja 22,300 18 4th therealbountybob 19,250 17 5th McKong 15,250 16 6th 8BIT 1337 400 15 Space Assailants 1st McKong 57,380 20 2nd Deteacher 46,760 19 3rd AtariSphinx 23,790 18 4th therealbountybob 18,750 17 5th carlsson 6,180 16 6th Yautja 6,140 15 7th 8BIT 1337 750 14 Cross-Horde 1st AtariSphinx 7,270 20 2nd Yautja 4,340 19 3rd 8BIT 1337 2,985 18 Overflow 1st 8BIT 1337 4,180 20 2nd AtariSphinx 3,010 19 3rd Yautja 2,110 18 4th McKong 1,920 17 5th therealbountybob 1,850 16 6th carlsson 1,120 15 Kooky's Quest 1st AtariSphinx 10,500 20 2nd 8BIT 1337 10,410 19 3rd Yautja 9,230 18 4th carlsson 5,090 17 Piracry 1621 1st Yautja 5 20 2nd 8BIT 1337 5 19 3rd McKong 5 18 4th therealbountybob 4 17 5th AtariSphinx 1 16 Rameses' Revenge 1st AtariSphinx 10 20 2nd therealbountybob 1 19 Sokoban 1st McKong 4 20 2nd therealbountybob 1 19 3rd AtariSphinx 1 18 4th 8BIT 1337 1 17 River Raid on Mars 1st 8BIT 1337 25,000 20 2nd McKong 20,001 19 3rd AtariSphinx 17,500 18 4th therealbountybob 10,730 17 WAR 1st 8BIT 1337 26,770 20 2nd McKong 20,230 19 3rd therealbountybob 1 18 Cross Bomber 1st AtariSphinx 2,290 20 2nd 8BIT 1337 2,180 19 3rd therealbountybob 2,170 18 4th carlsson 2,140 17 Cross Shoot 1st AtariSphinx 1,790 20 2nd Yautja 1,550 19 3rd therealbountybob 1,440 18 4th carlsson 1,420 17 5th 8BIT 1337 640 16 Cross Snake 1st carlsson 3,132 20 2nd Yautja 2,283 19 3rd 8BIT 1337 1,883 18 4th AtariSphinx 1,531 17 5th therealbountybob 1,305 16 Agent BRD 1st carlsson 1 20 Albert (Level reached) 1st therealbountybob 9 20 2nd carlsson 7 19 3rd AtariSphinx 4 18 4th 8BIT 1337 1 17 Betty's Issues 1st McKong 2 20 2nd therealbountybob 1 19 3rd AtariSphinx 1 18 4th 8BIT 1337 1 17 5th carlsson 1 16 Angry Betty 1st carlsson 1 20 2nd AtariSphinx 1 19 Biscuits in Hell 1st AtariSphinx 650 20 2nd carlsson 590 19 Slicks 1st 8BIT 1337 1 20 Baby Berks 1st AtariSphinx 7,200 20 Firefox Dash 1st McKong 1 20 (Rainer) Deszczownik 1st carlsson 1 20
    3 points
  34. Yeah I've finished it twice so far but I want to grind for the crowns and get the good ending
    3 points
  35. I like to think that the Lynx demise was for the better for homebrewing, nothing stops us now to utilize the amazing hardware
    3 points
  36. BILLY3-X < XB compiled program billy ball demo 3.txt < The source code to play with. Here we start to push the TI a little in regards all the things that are happening. The program works down a list of Gosub's ... we have 3 layers of scrolling for the ground, twinkling starfield that scrolls on a timer, leftwards, 2 balls that not only bounce up and down they spin round now with faces, they fire a missile each that doesn't use auto-motion (but you can rework the code if you like to do that?) and just for chuckles we have the word "BALLS" bouncing up and down in massive letters. Also when Bobby Ball (the blue one) dies, he goes through a proper death sequence whilst everything else continues to move. It's all in the source code documented for new-starters, I aren't the best documenter in the world but I tried my best. You'll get the gist of what's going on. js99er-20211101091224.webm
    3 points
  37. I invite you to watch the Prince Of Persia material for 8 bit Atari. A short comparison of how it works with the Rapidus turbo card and without the card With the Rapidus card: - speed increase by about 20%, -No slowdowns in the game with more objects on the screen - completely different sounds in the game - slight graphics errors English version: https://youtu.be/jab3h_q-77w
    3 points
  38. Here's a test, I apologise for the broken UI, I'll do my best to repair it later, as well as finish the export format compatibility changes So far a bunch of things work, mainly the native 'tracker.obx' loader this time without the necessity of using ivop's hijacked plugin. That means the Altirra Plugins are 100% compatible with this, and the size restriction of the binaries loaded in memory is no longer a problem, thankfully The exports are not 100% working yet but the preliminary .xex exports do work, even if unfinished due to the changes I have to apply to the 6502 patch from the code I reverse engineered some time ago when I re-created the export format with some of my own changes to them. The UI is a bit broken due to the changes I did, but so far resizing window works, and the program is still fully functional in this state, as demonstrated below.
    3 points
  39. PARCO v2n4 1986(7) Ready to print. PARCO v2n4 1986.pdf
    3 points
  40. yeah, now I have the "I need to finish this bug". I have completely overhauled the enemy pattern code. The game is no longer Sasuke Vs. Pumpkin Master and is Sasuke vs Commander. I watched a lot of video and played the game for a while the other night to get it right. I'm not making it an exact copy as that would be boring. But, the FIRST enemy pattern is indeed a copy. I will say right off the bat the game is a LOT harder now, which is good. I also wrote the code so I can use the logic it for the boss fights, too. So, they should not take very long to complete. Cut and paste for the win! I also fixed an exploit...you can no longer shoot dead enemies to keep racking up points....lol
    3 points
  41. Point taken, but in context it made a lot of sense. Bear in mind that the VCS was following on from the Gameband, which had been a very visible Atari-branded failure. Granted, that one was in conjunction with Feargal Mac Conuladh, but so was the VCS, at least initially and until he left the project over non-payment. This was also a device that was announced with timing that allowed it to be - fairly or not - immediately viewed skeptically due to a string of failures of other retro consoles in the preceding years. The most visible in that regard was the Coleco Chameleon, which the VCS was springing up not too terribly long after. Couple that with the existing failure to execute on the Gameband as well as Atari SA's known financial and leadership situation, and there was a reasonable set of ingredients there (IMHO) to cause skepticism as to whether or not it could be brought to market. Granted, others may have felt differently, and did. That's fine. But as I mentioned earlier, much of the detractors' opinions were formed from both Atari SA's track record and handling of the device from the get-go. If anything, I'd be willing to hazard a bet that a good chunk of the detractors' concerns could have been addressed had Atari SA themselves bothered with clear communication. Which brings me on to: Agreed. Frankly, I liked the early case designs. Sure, they were impractical and needed to be reworked, but I can accept that renders don't necessarily reflect a finished product. Had the case been something that they released which could have a RasPi or similar SBC installed in it, cost somewhere in the $49.95 or less region, and came with an SD card you could jam into your SBC for access to pre-loaded software, the store, etc., I likely would have bought one. It's not something I really need, but it would have been a neat thing to have. And I am glad that people are happy with their VCS. Much as I didn't want to see them screwed out of their money by a poorly-run crowdfunding campaign, I wouldn't want them to be disappointed with what they ultimately received. Not my cup of tea, but neither are a lot of things. It's no big deal in my book if someone else enjoys them.
    3 points
  42. Atari 2600 Hunchy 2 - 14 minutes Kaboom! - 24 minutes Solar Fox - 28 minutes
    3 points
  43. Here are my times for this past week (October 25th through 31st) on classic systems: Arcade: Jr. Pac-Man - 98 min. in 3 sessions I've continued to play Jr. Pac-Man this week, but not every day. Nothing special there.
    3 points
  44. Sprite-scaling game from 1975:
    3 points
  45. Can it be ported to the 5200? I know at least one person here would go batshit crazy if this game could get a 5200 port!
    3 points
  46. I have many talents ... compilers are not among them. I leave this to @senior_falcon as he did a great job and TiCodEd fits in almost seamlessly in combination with Classic99. I think it is time for me to actually use it and complete some XB projects and start some new ones.
    3 points
  47. Sure. That's Tolinka. A prototype for SciSys' Intelligent Chess and its display system. Tolinka was a display system paired with a 6502 chess computer, basically.. Something like that. 03-1980 [O-8701] Intelligent Games - Intelligent Chess (prototype).pdf http://www.chesscomputeruk.com/html/intelligent_chess.html https://www.chessprogramming.org/Intelligent_Chess https://www.schach-computer.info/wiki/index.php/SciSys_Intelligent_Chess
    3 points
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