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Showing content with the highest reputation on 01/28/2023 in Posts

  1. RatTrap Around January 6th, I plotted a mouse on-screen. I had a couple ideas in mind. I wanted to plot a 320-mode mouse, like the one on Exidy's MouseTrap. The game is pretty basic as far as graphics. The sprites are single color, and I thought it would look pretty cool on the 7800. The mouse and dog looked great. This got me wondering if I could create a similar experience to the arcade. I had a little challenge recreating the maze, followed by the challenge of getting the mouse to follow the maze. With this, I realized that the maze would need to change, based on the doors that are switched. I thought this would be a perfect candidate for the SNES controller (SNES2Atari)! At this point, I started looking at the ColecoVision port, because I figured that was the bar for home ports. I also started to think that, while 320 mode would be cool, the 7800's strength is its multi-color sprites. I decided to redraw the sprites to what I thought played to the 7800 strengths. Once I did this, I got the mouse to follow the maze. Next, I worked on the switching doors. All of the maze routines were reusable for the cats, so it wasn't really too much to get the cats into the maze. I created a few sound effects to handle eating, barking, and screeching. I decided to reuse the PentaGo music engine, built by Playsoft. I started picking out some of the tunes. The game just happened. I added scoring, lives, sound effects, high score saves, and some title screens. The game has a way to go. Since the game was brought to light in the forums, I decided to throw a demo together. Please note that it's a very early demo, and I have a lot to add. However, there is a lot here that I am pretty happy about. Game Features: 1 Player Controller Options 2-Button Joystick Left Button = Doggie Button Right Button & Left = Red Doors Right Button & Up = Yellow Doors Right Button & Right = Blue Doors SNES Controller (Only when Auto-Detect is triggered) SNES STANDARD B = Doggie Button (Start Button also works as Doggie Button) Y = Red Doors X = Yellow Doors A = Blue Doors Select = Pause SNES COLORBTN Greeen / Start = Doggie Button (Start Button also works as Doggie Button) Red = Red Doors Yellow = Yellow Doors Blue = Blue Doors Select = Pause Dual Joysticks (Will be disabled when a high score device is present, but HS saves are currently disabled for now. Left Stick moves mouse Right Stick Left = Red Right Stick Up = Yellow Right Stick Right = Blue Right Stick Down = Doggie 2 Player Controllers Shared Stick (Same as 2-Button above) Single Stick (Same as 2-Button) Share SNES (Auto-Detect) *P1 and P2 will share the SNES controller in port 1 Difficulty Levels Novice - Starts with 4 cats (1 normal and 3 slow); Hawk doesn't come out until later in the stage Arcade - Starts with 6 cats; Similar to Arcade difficulty Expert - 2 Cats are very fast. Music Has 3 BG tunes so far, 3 prize tunes (31 different prizes to collect), level clear tune, and an Intro tune. I have other tunes and sound effects in mind. Added more music and sfx in the 02-11-2023 update below. This demo allows for one or two players, and all difficulty levels are accessible. Players get two lives, but extras can be earned at 30k & 60k. However, the game ends after three mazes are cleared. This initial version may contain bugs. This is an early release for fun. RatTrap_Demo_01-27-2023.a78 UPDATE 1/28/2023 - Corrected title screen spelling & added title music. RatTrap_Demo_01-28-2023.a78 UPDATE 2/11/2023 - Major Update (See thread below for details!) Click here for update thread! UPDATE 2/15/2023 - Update (See thread below for details!) Click here for update thread! UPDATE 03/04/2023 - Update (See thread below for details!) Click here for update thread!
    12 points
  2. Time for a little update, it has been far too long. We've been optimizing and working on new levels, new enemies, new... well, lots of stuff. We've also been working on a level hub where you'll select sets of levels to enter, which is what this video is. Again, this is a WIP of the hub from a WIP game, so please be gentle- Lots more to improve on here!
    12 points
  3. Hello everyone ! This my new game : Ice Muncher. Years ago, Opcode Games announced a Coleco port of Pengo. However, so far, this project seems go unheeded. I decided to offer you my own version of this famous arcade video game. Have fun ! ice_muncher.rom
    8 points
  4. Out if this world was 100% ASM, no line of C. It has not been ported, but rewritten for the Jag, many times Using an iteration method: prototype in C, then ASM, then optimised ASM depending on Jag processors, and finally a JIT (just in time) compiler (remember that OOTW engine is an interpreter so JIT had performance) You can read more about the port (back story, technical aspects...) here: https://fabiensanglard.net/another_world_polygons_Jaguar/
    8 points
  5. Stop the Express for Intellivision (Digital release) The evil Redmen have hijacked the ITA Express, and it's your mission to stop them! Avaliable now at Intellivision Collector. https://www.intellivisioncollector.com/roms/stop-the-express-rom.html Q&A: How come I never heard of this game? This classic was originally released for the C64, ZX Spectrum, MSX and Sharp X1. Stop the Express was rated as the 4th best Spectrum game by Your Sinclair, in their list of the top 100 Spectrum games. Will there be a physical release? No physical release is planned. If you are interested in eventually seeing it happen, let your publisher of choice know. How does this version compare with others? This version was written from scratch, and preserves all key elements of the original. In addition, it incorporates the following features: 1- difficulty ramps up more slowly and there are skill levels 2- randomized spawn of all the elements: instead of the scripted and memorized nature of the original 3- gameplay features: gates of 3 different heights, floaters on top of the train as well (instead of just inside), enemies that come in both directions, etc. 4- streamlined controls 5- title screen with music What other games are you working on? A couple others, but this will be a slow year unfortunately. Big thanks to @carlsson (music / SFX) and @Eisengrim (testing).
    7 points
  6. COSMIC2B <<< Bug fix. Fixed "Thruster Overheat" that stays overheated after it over heats. For use with the Rich Extended Basic 2022G which is available on this forum from Rich Gilbertson. Guide your rescue ship down the screen, pick up hostage, get back up and dock with mothership. On way down screen, pressing FIRE will enable you to slow down with the Thruster - be careful as too long on the thruster in one go will overheat the ship! As seen in the video. It's not easy but it's fun! Enjoy! There will be more RXB games available soon. The above video shows revision 2 of the game. now, with each level the time for the thruster to overheat is faster, at game over you get a summary telling you how many hostages you rescued, how many you killed (yes, you can kill them now, if you are carrying a hostage and you crash the hostage will fall to their death in comical fashion)
    6 points
  7. 100 call clear::call screen(16)::call magnify(4)::call char(32,"CCCCCCCCCCCCCCCC")::c=5::s=3 110 call char(88,"0000000000000000000000000000000000000000000000000000FCFCFCFCFFFF") 120 call char(92,"000003030F0F3F3FFFFF000000000000FCFCFCFCFCFCFCFCFCFCC0C0C0C0C0F0") 130 call char(96,"7F7F0000000000000000000000000000FFFF0000000000000000000000000000") 140 for i=0 to 3 150 call sprite(#i*2+1,88,c,i*24+1,i*64+18,0,s,#i*2+2,92,c,33+i*24,i*64+16,0,s,#i+9,96,c,150+i*10,i*64+64,0,s) 160 next i 170 call color(1,2,16)::for i=0 to 2000::next i 180 call color(1,16,16)::for i=0 to 1000::next i::goto 170 run Pigeon neck illusion, inspired by this
    6 points
  8. I watched the video Albert posted and holy crap that audio is fantastic for TIA! Amazing work on this cart! Saving my pennies once Christmas shopping is paid off.
    5 points
  9. Another beta is ready. Get it here: ABBUC e.V. forum I really need input, if the joy2B+ 2nd button works for you, as I don't own one.
    5 points
  10. He literally says things that he has no idea about,I didn't want to say it but it's 100% true.
    5 points
  11. I think this is the FINAL demo. I am down to 380 bytes free... In this version.... Cursor Speed adjusted. Still somewhat controllable by the user. 4 speeds it up, 5 to slow it down. Object rotation also slowed down. May go slower for RELEASE version. Crazy Sprite glitches fixed! What a PAIN that was. Of course, when I found it, it was simple and obvious. Thanks to @Eric M 64 additional levels added! 112 total now. Play testing took a while!!! Unless someone finds a bug or feels play mechanics need adjusting... I am DONE. I want to squeeze a few bytes and add a setup screen and end screen... DO0127-X.zip Maybe some music/sfx and maybe I can come up with better graphics? Surrender and Retry keys to be added also. I am pretty pleased with this version. Enjoy!
    5 points
  12. He's developed nothing except an inate ability to listen to the wrong people, and spend a decade+ acting like a talented developer, by repeating "what he has heard" others say.
    5 points
  13. No love for the Wumpus? I've even got my hunting license.
    5 points
  14. Hi Everyone! Thanks so much for following the longest and most onerous of the projects we have undertaken - the Super 52. This is still a live project, but its been in hibernation for awhile. The plan is to deliver: Arcade Controller in the same sloped aluminum case as the rest of our "Super" controllers - 8" x 14", made by Hammond Analog Hall-Effect Joystick Two pair Suzo-Happ buttons in ambidextrous layout Membrane Keypad with custom 3D printed overlay frame Rotary encoder X-axis spinner for paddle games, with "steering" and "paddle" modes Onboard "Masterplay" adapter allowing use of 1-button CX-40 compatibles and 2-button Sega Genesis controllers Status: At this point we have a working prototype based around a PCB designed by our magnificent engineer, Bob Bugash. It has a few weird issues, described below. We also have thousands of dollars worth of parts in inventory, ready to roll: 240 analog joysticks 250 membrane keypad/artwork 100 3D printed overlay frames 350 molded DB-15 cords 250 rotary encoders We have yet to purchase the custom stamped aluminum cases from Hammond, the printed circuit boards, and the parts that will populate the circuit boards. We also haven't nailed down a good source for a large spinner knob. We used to buy a really nice knob from a firm that was basically the same size as a 2600 paddle or driving controller knob, but this project has taken so long that they went out of business. Play and The Weird Issues: The prototype works great on most 5200 games, including all joystick games. The analog play is really sweet. I've been using it to play many games of Dreadnaught Factor, which is one of my favorite 5200 games. The spinner is great on normal paddle games like Kaboom! and Super Breakout, but there are a few weird spinner issues that I don't know how to solve. For example, while you can use a CX-53 Trak-Ball to play some linear horizontal games, like Space Invaders and Galaxian, neither of these play well with the spinner, where there is a distinct lag. Another problem... I was really excited about being able to play Pole Position in "steering" mode, where I thought the player could use the keypad to shift the transmission - a native feature that was in place to support CX-53 use. But in actual practice, the keypad does not respond to gear shifting instructions, so you can steer just fine but the game is unwinnably stuck in "low" mode. You CAN change the controller mode to Joystick, change gears, and change mode back to "Steering", but this is not very slick or satisfying. I don't know what the problem is. The analog-to-digital joystick converter port works fine. What are we waiting for? In the course of testing, we realized that we could significantly spread out our costs/risks on this project by using the same PCB to drive a hand-held controller adapter - a "Seagull 52" - for a much cheaper price than the full controller. I didn't want to do this while the Masterplay-clone guy was still in business, but he seems to have withdrawn from that product, so we are planning to go ahead. Unfortunately, right before pandemic Bob decided to retire, sell everything, and move into an RV, just because he happened to hit the 80 year old mark, leaving us on our own with the puzzle of adjusting the layout of the PCB to fit the Seagull enclosure. Over the winter I have learned how to use the PCB design software that Bob used to design the board, so as soon as we get past tax season I should be able to start this reconfiguration effort. Once that is done, we should be able to proceed on both products: the Seagull 52 controller adapter and the Super 52 arcade controller. Since 2020 I have been maintaining an email list of people to contact and prioritize when this damn thing is finally ready. Please PM if you want to be added to the list! Thanks again for your support on this, our line of Atari 2600/7800 and ColecoVision controllers, and the Seagull 78 controller adapters. This year we will hit our 9th year of serving the community!
    5 points
  15. I decided (again...) to work on my Colecovision emulator and to try to go further inside emulation. So, here is a new version, I named it V1.0.0 because I did it from scratch with lots of ColEm, EightyOne parts. It is made with C++Builder 5.0 and you can grab it here : https://github.com/alekmaul/emultwo Full source code is of course available, you can do what you want with it, even help me to improve it ! As it is on Github, you can post defect, feature request, and so on ...
    4 points
  16. Hopefully we can add AtariAge to the list of Intellivision exhibitors this year. ..Al
    4 points
  17. Thank you Restrospect for your information. I Know the advantages of RXB, its improvements, its impressive features and additional routines for graphics or easy memories access (RAM, VDP RAM or SAMS) that it brings for any stock TI-99/4A. What I have just said in my previous message is that when I saw the game, I just thought about a game made with XB like one used to see. But knowing the ability for Restrospect to make captivating games, I'm sure that his futures ones for RXB will offer to players surprising things 🙂 By my side, I consider (maybe incorrectly) that the most of people using a real 99/4A have (or can have) a 32K expansion too. Its low price (today) and the easy to get one make that this expansion has become as essential as common. People that buy a FlashROM, FinalGROM or a EPROM cartridge (between 40 to 100 USD) to benefit from the TI-99 software library (if only to easily run programs for XB, E/A, RXB, XB256/GEM,... ) are also able to buy a 32Kb side expansion for less than 50 USD. This is why I use it for programming. But once again, I do not claim to have the truth. Everyone does as they feel. Restrospect, have fun for your next creations! I look forward them 🙂
    4 points
  18. OK Thanks Darrell!.. The unrolled kernel seems to be key. I think maybe I can use that with no RAM maybe. I pushed the dashboard aside for a bit while I figured some other stuff out. I decided to add a center pad on the screen, knowing it would force me to think through a lot of other things- which it did. I had taken some shortcuts which at this point were roadblocks. So at this point: The passenger knows where the taxi is when on the pad and walks to or from it instead of wandering. The first 3 screen layouts vary in design, and the number of trips varies as well, and the tables are there to change all the screens eventually. Screen 1 has a decorative feature and a name! Note: on the attached .bin, screen 2 has 2 pad #1s. So if the passenger calls for pad #3, its the pad at the bottom of the screen. Also, I made the game unwinnable just for fun- temporarily. That's all for now SpaceTaxi.asm.bin
    4 points
  19. Well as far as I know, RXB cartridge will work on any stock 16K console, am I right? If this is the case then it should suit all "purists" out there, I can just about forgive people when they are critical of say the F18A card, yeah it's not a "proper TI" but I tell you now, RXB has got things in there that have attracted MY attention .... and I'm an out-and-out games programmer. I'm giving it the thumbs up. My next projects will have elements in them that aren't in XB , such as the new joystick locate commands etc etc. They're written in Assy not GPL so they're faster. Anyone not making a game for compiled XB256, should try RXB at least give it a go and see if you like it? I did.
    4 points
  20. You see the mothership at the top of the screen that goes side to side? Well with normal XB it would literally MISS the code that wants it to move to the other side, which would mean I had to put in more checks for the mothership , which would then cause slow-down in the rest of the game. There's a neat command in RXB called CALL RMOTION() and it works very well. It reverses the automotion of either specific sprites or all sprites. This is one of my first RXB games, or at least, my first serious attempt at making on with RXB. We have to bare that in mind. Normally I code for Compiled XB. Making a game work well that is not compiled is tricky at best.
    4 points
  21. So I'm an enabler now? (haha) I believe mr_me has a right to have his own opinion. In a free society we have freedom of speech. I'm not going to tell him how to think. I asked the questions to him directly. I gave him the chance to provide his opinion, not yours, nor mine, nor Mr Beefy's...(Especially as we likely agree on all the answers anyway). I gave him the rope, if he chose to hang himself with it, that's on him.
    4 points
  22. The TIA audio in Pac-Man 40th is quite good!! Here's a great video @Trebor put together if you haven't seen and/or heard the game yet: ..Al
    4 points
  23. Fairy Fire and Hummingz are the other native games, and NNNNNN has the Evercade mascot Cadey as the player character so at least it is a unique version. It looks like a different rom is available for play on a real NES or emulator. Other exclusive content: - Micro Mages second quest, which is a physical exclusive on Evercade and was debuted on Evercade, though they’ve since made the rom available elsewhere - Quest Arrest is a special exclusive Game Boy Color version of the game - as far as I can tell the Gaelco games have never been released on any platform other than Evercade - Mappy Kids got an English translation and the first release ever outside Japan - Breath of Fire has a custom font that is a lot more pleasant to read - More games that were previously untranslated are coming this year - probably something else I’m forgetting. So it’s definitely not just roms on carts.
    4 points
  24. Thanks guys... I've been working hard this morning adding in support for dual 360K disks. I've got the TRON soundtrack running on loop in the background and hopefully in a few hours I'll have something up and running!
    4 points
  25. Answer the question. I am not here for your emotions. I am here for the truth. Whether you, myself or anyone else likes it or not.
    4 points
  26. Yeah, I support this! Good lord, he had 20 years of time, he did nothing!
    4 points
  27. Random game player would be ok, I respect their input. The issue is Phoboz being braindead ignorant regarding the history of a certain troll and hater in this forum, who attacks all Jaguar devs one way or the other, spreads false info, arrogantly patronizes people that are way more talenetd than him, disregrads/hates on the whole community in other places and generally oversells any bullshit he could make up in his mind. Iam not sure why someone could think it was a good idea to double down and team up with such troll, bad idea!
    4 points
  28. We too...... in Italy, in 1983, we launched a television advertising campaign for the intellivision.
    4 points
  29. Phoboz,that's who is giving your games a gold star
    4 points
  30. These versions do not use Pokey - They use (improved) TIA sound, or Yamaha sound if the cartridge detects it.
    4 points
  31. TI Invaders was my all-time favorite from this group, but The Attack and A-Maze-Ing were both high on my fun game list too.
    4 points
  32. Much of my stuff was directly inspired by Analmux's researches and experiments, in fact. I was pretty surprised to find out I've came to a lot of the same conclusions he had shared over 10 years ago, some with almost no attention received for some reason. His legacy still lives on within the things I am experimenting with, I hope!
    4 points
  33. “Digital games is the most cost effective way” Sure, for the people doing the delivering. Why do so many downloadable new games still cost 50-60 dollars? You dont own them and can not resell them.
    4 points
  34. Poison dart frog, 66 colors. This conversion was quite challenging for me. I even doubted that it would succeed. As usual, I had to noticable preprocess the image to obtain a good balance between amount of details and artifacts. I had multiple attempts to get the final result to have as clean image as possible. At the end I corrected by hand several instructions in rasta program and pmg data to remove some errors. amarok_frog.xex
    4 points
  35. Pac-Man Collection 40th Anniversary Edition is now available in the AtariAge Store! https://atariage.com/store/index.php?l=product_detail&p=1286
    4 points
  36. That's crazy. All those insults. I've never insulted him like that. I had to put him on ignore again. That is unhinged. And I never put anybody on a pedestal. I told you the good and bad of what I heard. I will tell you I haven't bought Wormhole 2000 because I think it needs more time in the oven though I love Gyruss.
    3 points
  37. You are so full of hypocritical shit. You are constantly coming up with utter bollocks and then demanding others prove you are wrong. Are you going to use the "autism" excuse next to try and explain years of being a complete c*nt?
    3 points
  38. It's hard for me not to say TI Invaders, such a great conversion. I also spent tons of time playing Chess, Car Wars, and Tombstone City. I would give an honorable mention to Blasto for being such a great two player 'quickie'.
    3 points
  39. Broke 50! Whooo! 54,050 At some point (couldn’t tell ya when bc the levels aren’t listed), coily becomes harder to lead off the pyramid. It always comes as a surprise. He doesn’t fall off, and I’m like, uh ok this just got harder.
    3 points
  40. Well right. It's all speculation. Having an interesting discussion. Just because someone posted a video of 3do wipeout track doesn't mean anyone is demanding anyone to port this or port that. But the video is impressive. What's the story behind it?
    3 points
  41. Thanks very much for the info on CDFJ+ and ARM: and licensing-). Not familiar with bankswitching much yet, but I noticed Circus Convoy is 128KB and no special HW so maybe it could be avoided. But not sure which scheme that is using. Personally if I would create something similar to this game, I'd try keep it pure 2600 given there are so many ports already. And then perhaps reduce it to 10-15 screens (and have small variations to expand) and simplify animations. Game would still be fun I think. Regarding the wider sprite with the forward jump kick, certainly some ports just don't show it that wide so that's an option to keep things simple. But I guess the missile should work as well for that.
    3 points
  42. Gotta say with all due respect I gotta disagree with you there Rewind and Alley dog demos from last Summer are stunningly good.
    3 points
  43. Nice to see some love for multiplayer games in this sort of way I suppose. I feel like certain games in the TI-99 library, otherwise including Beyond Parsec, Black Hole and Meteor Belt (off the top of my head), have largely been dismissed out of hand for most of TI-99 history mainly just because without two players, they're largely pointless, and most 99ers did not have a second player most of the time.
    3 points
  44. I put Football. The only game my father and I could play together.
    3 points
  45. I ticked 4 of the options: TI Invaders (of course), A-MAZING, Hunt the Wumpus, and Indoor Soccer. As for many Invaders was the first and favorite, but I recall many hours of solo A-MAZING (setting up all sorts of crazy mazes, with pouncing smart cats and no mouseholes) and Wumpus (which I never had the patience to get really good, like MineSweeper- but I still had fun with it). Finally Indoor Soccer my brother and I would do tournaments for the Champion of World 😅😂
    3 points
  46. Hey all, Just a heads up that @darryl1970 found a conflict between the snes2atari driver and atarivox/savekey driver. Until I get a chance to address this, it's advised to avoid using both of these in the same game. Potentially it could corrupt other saves in the atarivox/savekey device.
    3 points
  47. It's amazing how much progress you have made in a few weeks. It's a very good platform for showing the TI and its games to people 'from the outside'. The little screen makes the resolution look reasonable even to young eyes, and compared to other emulators it's very clear how to operate the games with the joystick. I still wish to be able to bypass the module select screen without having to press 2 on the emulated keyboard. I also hope you haven't given up on the speech synth, because it's adding a lot of atmosphere to some games, including my own. Finally, there is the little thing about the megademo, where the part that depends on the sprite collision flag being update while the screen is drawn, doesn't work. Thanks for all your hard work on this.
    3 points
  48. Comments are a crutch. If the code was difficult to write, it should be difficult to understand. -- Unknown Always code as if the person who ends up maintaining your code will be a violent psychopath who knows where you live -- The guy hired after Unknown Always think of the poor schmuck who has to come in and work after you. It will often be you. -- AvE
    3 points
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