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Showing content with the highest reputation on 09/16/2023 in all areas

  1. Thanks every one for your support! I'll try to port Tenebra 2 before the end of the year.
    8 points
  2. On my site https://a8.jindrou.sh is now available the Z-Machine ATR generator https://a8.jindrou.sh/inform.html It lets you upload any Z3/Z4/Z5/Z7/Z8 story, also packaged in Zblorb/blorb formats (No Z6 support though). After uploading server presents you with list of potential images and lets you select and download them in single zip file. Z3 interpreter is modified original Inform's interpreter from Plundered Hearts, Z4+ is much more heavily modified as I presented in this thread: Currently there is a selection of several disk formats (even trying to make split SD disks), and 4 different videomodes. Only Z3 runs on stock 48KB Atari, rest needs at least 130XE compatible extended memory. All of this is still work in progress so please don't hesitate to report any errors.
    7 points
  3. We've modified the overlay a little, to include all the side buttons ^^.
    7 points
  4. Maybe via OTG cable using the USB slot an SD card reader can be attached. Only Atari or even only their supplier (Plaion) knows for sure now. I think one of the reasons why there is no SD card slot is, that Atari wants to sell carts. Therefore they are maybe not very interested to help circumventing this limitation. But if it is feasible, someone will soon find out.
    7 points
  5. The holiday period was a time for laziness, and it simply passed quickly, and before we knew it, the holidays were over. During this time, work on the release of Scorch was still progressing, but I must admit that it was very slowly. In September, everyone on the team got down to work and we are moving forward. We are slowly getting closer to our goal. I am attaching photos from the battlefield - the cartridge electronics are already assembled and placed in brand new cases from Sikor. If you have not signed up yet and would like to buy a physical game, you are welcome, we will produce as many copies as needed.
    6 points
  6. A new demo of Bernie & the Tower of Doom is available ! This is public demo 2. This is to the demo that @ZeroPage Homebrew showcased on Friday's stream. Changes since the last demo : Music! (The wonderful musical talents of @miker to thank for Bernie's superb musical score). Some level balance changes and tweaks. Note this is still early code (not much work has happened on Bernie as A.R.T.I. has been the focus), so there could be crashes or glitches! Enjoy Bernie_TOD_164.bas.a78
    6 points
  7. A new demo of A.R.T.I. is available ! This is public demo 3. This is to the demo that @ZeroPage Homebrew showcased on Friday's stream. Just to recap : Full list of changes in the posts above NTSC Only (Will run on PAL but it's not tuned / coloured for PAL) High Score Cart / SaveKey/ AtariVox support for saving highscores Functioning options page (TIA settings aren't 100% dialed in yet) Music on / off CRT Mode on / off (turns off the background if you find it distracting) TIA volume level. Mega7800 + SNES2Atari support Use the START button on your pad to pause / unpause. Use button C on Megadrive pads to fly Use button X/Y on SNES pads to fly Improved collision detection. Recommended : 7800GD, Dragonfly, MiSTer, A7800V5.2+, ARGON, JS7800. Enjoy ARTI_PublicDemo3.a78
    6 points
  8. Hello! So far Lucky Chase is working fine, and no bugs have been reported so I'm declaring this game to be now complete! Enjoy!
    6 points
  9. Me too. I think their too cool for school!
    5 points
  10. Your notation is confusing me- are those greater/less than symbols? If so, either your math is drunk or I am.
    5 points
  11. Selecting just five games from the original retail line-up is doable, as long as I divide it into two separate categories: Arcade Ports & Non-Arcade Ports. Original Retail - Non-Arcade Ports: -Alien Brigade -Desert Falcon -Midnight Mutants -Motor Psycho -Ninja Golf *Honorable Mentions: Ballblazer, Basketbrawl, Dark Chambers, Tower Toppler Original Retail - Arcade Ports: -Asteroids -Commando -Food Fight -Joust -Robotron: 2084 *Honorable Mentions: Centipede, Crossbow, Dig Dug, Galaga, Ikari Warriors, Ms. Pac-Man, Pole Position II, Xenophobe, Xevious There is no way I can pick just 5, 10, or even 20, when it comes to the post retail line-up. Here are some selections below, categorized the same as above. I wish anyone luck picking just five of them - I don't envy being in that position: Post Retail - Non-Arcade Ports: -A.R.T.I. -A Roach In Space - Part II - Electric Bugaloo -Attack of the Petscii Robots -Bentley Bear's Crystal Quest -Bernie and the Cubic Conundrum -Bernie and the Tower of Doom -Block'Em Sock'Em -Cannon in D - D for Defense -Cartesian Chaos -Crazy Brix -Danger Zone -Death Merchant -Dragon's Cache -Dragon's Descent -Dragon's Havoc -Drelbs -Drone Patrol -Dungeon Stalker -E.X.O. -FailSafe -FlappyBird -Game of the Bear - Polar Opposites -Graze Suit Alpha -Harpy's Curse -K.C. Munchkin -Keystone Koppers -Knight Guy - Quest For Something -Knight Guy in Low Res World - Castle Days -Knight Guy On Board - 30 Squares Of Fate -Legend of Silverpeak -Meteor Shower -Millie & Molly -Ninjish Guy - Perilous Island -Oozy the Goo - Gaiden -Plink -Plumb Luck (DX) -Rikki & Vikki -Robots Rumble -Serpentine -Slide Boy in Maze Land -Space Peril -Spire Of The Ancients -Super Circus Atari Age -T:ME Salvo -Tunnels of Hyperion -Wizard's Dungeon Post Retail - Arcade Ports: -7ix -1942 -Arkanoid -Armor Attack II -Asteroids Deluxe -Astro Blaster -Astro Fighter -Baby Pac-Man -Beef Drop -b*nQ -Bubble Bobble -Donkey Kong PK -Frenzy (with Berzerk) -Froggie -Galaxian -Jr. Pac-Man -Lunar Patrol -Mario Bros (Remake) -Moon Cresta -Pac-Man Collection -Pac-Man Collection - 40th Anniversary Edition -PentaGo -Popeye -RatTrap -Rip-Off -Scramble -Space Duel -Space Invaders -Super Pac-Man -UniWarS And even more coming down the road!
    5 points
  12. Here is how to install atari800 on the linux side of chromeOS sudo vi /etc/apt/sources.list Add the following line to the end of the values listed: deb https://deb.debian.org/debian bullseye contrib sudo apt-get update sudo apt-get install atari800 atari800 is not found in the main repos, but it is the contrib.
    5 points
  13. I love them, just like some of my cartridges were back in the day. Here they are: ----------------------------------------------------------------------------------------------------------------
    5 points
  14. And here's 0.1-beta-6 (2023-09-16): Gameplay: When a worker dies, there's a short grace period until the game will allow another worker to die. Ability to slide along obstacles when pushing diagonally. Ax indicator moved from top right to top left; using icon. Exit counter moved from top left to top right. Help screen: Help text word-wrapped at 38 chars (instead of 40); improves readability if you [C]opy "D:README.TXT,E:" from DOS with Atari OS's default left-margin of 2 Two more levels firefighter-0.1-BETA6-2023-09-16.zip
    4 points
  15. You should be removed from the forums and made to play Hotel Bunny for the rest of time.
    4 points
  16. Ok, I've changed strategy to beat the high score: 86910 points! 🙂 The joypad is configured with the left/right triggers for 7/9 keys, while the LB/RB buttons are both associated to key 8. With BT there is the disadvantage of some additional latency, but sometimes it can save you from a too fast incorrect shoot. With the keyboard I'm starting to get cramps to fingers after some minutes, so the joystick is more relaxing from me. While you guys now are busy to beat the 87K score, I'll experiment with an arcade joystick (with cable) to see if it's better. 🙂 @globeron, @Smoker Ace any chance to have you competing also with this great game? 🙂
    4 points
  17. Here is the one-level demo ROM that will (hopefully) be on display in the AtariAge booth at PRGE next month. The basic concept of the game is the same, rescue four survivors and get them to the space station before the timer runs out. Here are the main changes: Left Difficulty Switch: B - restart on the same screen after dying. A - restart on a random screen. Right Difficulty Switch: B - unpause. A - pause. Color/B&W switch: Choose between color and black and white palettes. Deterministic levels: You wanted 'em (well, one of you did anyway), you got 'em. Levels are created as you move through them, but once a room has been created, it remains the same for the remainder of the level. ShatteredPRGE.bin
    4 points
  18. Nothing wrong with this thread, but why should it happen in this club? Outside there are more than enough alternatives at AtariAge. Or you could create your own club. Personally I would prefer to have this club stay on topic.
    4 points
  19. The major concern ist not about the bankswitchings supported. I am quite sure this can be fixed by Atari/Plaion. The problem is, that the dumper simply has no access to code inside the cart. This affects Pitfall II, where the dumper can only "see" the first 8K, but not the extra 2K used by the DPC chip. And if affects all other carts which use internal chips. Which are (mainly) bBasic games, using the DPC+ kernel. And quite some modern homebrews which are utilizing an ARM chip (e.g. from ChampGames). Here the dumper approach has to fail and cannot be fixed.
    4 points
  20. @mytek On it Currently, this project exists solely in the realm of theory and prototyping. The core of the circuit employs a series resonant oscillator, which is a fairly straightforward design. To some extent, the third logic gate serves to isolate its output. The subsequent phase entails dividing the clock frequency of 14.187576MHz by a factor of 4 to attain the desired PAL 3.546895MHz output. Following that, the focus shifts to the Colour Burst Circuit, which draws inspiration from the NUC576 PAL Colour Burst Version. Initially, I assembled a preliminary design with a direct plug-in configuration. However, I anticipate that external modifications may be necessary to effectively isolate the existing main board oscillator circuitry. Consequently, I intend to draft an alternative design that incorporates the isolation of external oscillator circuitry. One potential drawback of this approach is that it might result in a higher placement off the Main board. Another option under consideration is designing it as a compact PCB with attached flying leads. I am open to any thoughts on this idea?
    4 points
  21. By the way, I'd just like to leave no ambiguity and explicitly state that I've always appreciated those of you who take the time to follow-up Kirk's nonsense with "that's inaccurate and/or wouldn't work and here's why." By pointing out the many flaws with his "mix & match the coolest-sounding on-paper SNES features with zero understanding of limitation - or simple arithmetic!" approach to GameMaker mockups. You've added a lot of genuine knowledge to these forums, and it's appreciated. I'm talking people like @TrekkiesUnite118, @turboxray, @Mittens0407... actually, initially I was worried that if I started listing names off the top of my head, I'd forget some obvious names no matter how hard I tried. But you know what? Kirk's done the hard work for me! His coveted ignore list is a who's who of those that dared to inject a little reality into his pie-in-the-sky dreams. You guys rock. As a side note Trekkies, my favorite console of all time is the almighty Dreamcast. Ever since I first bought one when Gamestop started to heavily-discount all their DC inventory (must've been 2001), I've been living the Dream pretty much non-stop. There's always cool stuff going on within the scene at any given time - even all these years later - and at a price that fits my budget. Between my lack of income due to chronic illness & a smoking habit, a spindle of CD-Rs every so often was about all I could afford. I was always curious about the Saturn but between the sad state its emulation was in, the fact that none of my friends ever had one, and its copy-protection remaining intact for so long, I never had the chance to even play it! An entire console library just sitting there waiting for me... and it finally came together a couple years ago. I bought myself a console, its godly controller (you know which model), and a PSK cart to play CD-Rs. I've since enjoyed the hell out of its library, particularly the 2D stuff of course. I had no idea you were so involved in that scene until Googling your username recently. Good stuff!
    4 points
  22. Another small update: I made .sector# files writable, so you can modify individual sectors. With some clever use of 'dd', you can edit individual bytes, though I would recommend copying the sector, editing it, and writing it back. Writing past the end of the sector returns ENOSPC because simple EOF didn't stop dd from continuing to write.
    4 points
  23. This is very correct! ..Al
    4 points
  24. 4 points
  25. 3 points
  26. Following on from the USB Keyboard Controller I hacked together for my Atari 800XL, I've now built this to replace the 800XL (which was making my desk look untidy): I've named it "SFF 320XE" (SFF - "Small Form Factor" - it's 4" square). Specs: Original Atari LSI Couple of ATF22V10C for the glue logic 512 KiB SRAM (320 KiB is decoded) 32/64 KiB E(E)PROM for the OS and BASIC Pico / RP2040 board provides the USB keyboard interface S-Video connector and 3.5mm audio jack Audio/Video and SIO signals are exposed via a couple of headers. I've built an A/V card, copying some elements from @mytek's 576NUC+ audio and video circuits (no vgate because I have a RetroTINK that will crop the video display as desired). I plan to design an SD card adapter for the SIO header next (the RP2040 has a spare core that needs something to do!). Some more pics: Lashed up to a FujiNet: Credits - this forum is awesome - I've learnt a lot lurking here for the last few years. In particular, the Atari 800XL and @mytek's 576NUC+ schematics, and, @shoestring's memory tester have been invaluable getting this thing designed and debugged - thanks. The hardware design files, schematics, gerbers and supporting source code are here (if you're so inclined): https://github.com/dpicken/atari-hw
    3 points
  27. Hi all, I'm please to announce that the Atari 8-bit port of my game Tenebra is ready! Get it from https://h4plo.itch.io/tenebra It has been quite successful on other platforms and has won multiple awards. I hope you will enjoy playing version too. Tenebra is an atmospheric ad minimalist puzzle game with rogue-like aesthetics. Guide the hapless protagonist to the exit. Poor guy is afraid of darkness and refuses to walk in the dark areas. Move torches around, push lights on rails, find keys to doors, light up cold braziers, pass through archways that collapse behind you, find oil barrels to make your torches brighter, squeeze through cracks in broken walls, fix broken rails with a hammer, illuminate the sensors to open the exits... do whatever it takes to get out of there! The game contains 31 levels and works on both PAL and NTSC machines. This port was a lot of fun, I ended up learning quite a lot about the Atari 8-bit machines. I hope you will enjoy it!
    3 points
  28. Hello all.. it's been a long time. Like all good historians I've been digging into the past.. and I don't know if I've shared this before. In light of the 2600+ I thought you might find this interesting. @Albert I don't know if you were aware of this, so given that you are now Atari's historian, I hope this adds to your knowledge. The idea of course was to make legacy carts playable on the VCS. But, I could see it becoming a device that would be hacked to allow for dumping and programming carts, so I don't expect it would have come to life in any official way. It is however a well thought out design and deserves a place in Atari's design history. If you have questions about this, I'll try to answer. Atari PORT concept.pdf
    3 points
  29. My favorite game of all time is Ghouls'n'Ghost, I first discovered it through the master system and later the Megadrive/Genesis and Super Nes, its spiritual sequel, the two-part series Maximo, is equally incredible. It's curious to imagine what these games would be like on the limited Atari 2600 system. A recent video on YouTube gave us this appetizer, a Donkey Kong hack based on the first game in the franchise that started in the mid-80s, we're talking about Ghost'n'Goblins, written by Jose Rueda, I highly recommend that you watch it later the video and leave a like. And taking the hat off, it was very well done, it has a level of movement detail that was very convincing by Atari 2600 standards. I then decided to base myself on its direct sequels, Ghouls'n'Ghost and Super Ghouls'n'Ghost, doing something a little different and with new enemies and a different color palette. There are 4 levels and 2 Bosses to be defeated to rescue your loved one, Princess Prim Prim. King Sardius and Loki joined forces to defeat the fearless knight, King Arthur. As a new addition, we have two pieces of armor, conventional armor on the first two levels and golden armor on the last two levels. Ghouls'n'Ghost VCS (NTSC).bin Ghouls'n'Ghost VCS (PAL).bin
    3 points
  30. I’ve said it before and I’ll say it again…it’s a great time to own a 7800. These days I only purchase homebrews and the 7800 homebrew scene (Arcade ports and non-ports) is simply on fire. Hats off to all of the amazing talent that continues to generate hardware, software and music/sounds for our beloved console. Note: It’s nothing short of amazing what we are hearing via POKEY, Yamaha and TIA these days. 😀
    3 points
  31. Hello and thank you for hearing my proposal! My game would involve digging into the dirt for no reason. Whilst underground, you encounter cute little fellas who are for some reason deadly to touch, and fire breathing dragons. In both cases, you jam a nozzle up their butts and pump air into them until they explode grotesquely. But it's all very colorful, cartoonish, and set to very cute music. *handshake*
    3 points
  32. It would appear that Apple II BASIC is very similar to MSBASIC, so for the fun of it I loaded MSBASIC and loaded that listing (I know there's still a load of things that are Apple II and aren't going to work) but when run I obviously got some errors but I commented those lines out I got this far:- The next error was a CALL statement, so at that point I though no use going any further. But what I have found is that Apple BASIC dynamically allocates memory for strings as they are used, just getting this far in the program used about 14K of memory, once you start using those string arrays, it will eat a lot more, I'm running this on a 130XE, DOS 2.5 and MSBASIC in memory (not a cart) and before loading the program I only had about 24K free.
    3 points
  33. That pic in the middle... I bet the Genesis would be powerful enough to draw nipples on those breasts. Maybe even add a third boob entirely like the chick in Total Recall. Just sayin' Edit: Of course he edited his post within the 30s it took me to post mine. That was a solid 6/10 joke too, gone to waste. Ah well, maybe he'll add it back in by the time he's done with the 10+ edits and addendums he adds to every post he makes. Edit 2: Turns out it wasn't an edit, he just double-posted which pushed my comment onto a different page than its target., Ah shit, he's got me mass-editing now...
    3 points
  34. Our two PAL 7800 test boards in their new homes. My friend with the printer couldn't get the emblem band to behave and the main print possibly wasn't high enough resolution, or maybe a mixture of the two. So Cleggy just painted the raised bits and it looks fine.
    3 points
  35. As I try and finish up Harpy's Curse, I'm thinking about jumping back and playing with this project. While I got bankset bankswitching working, I might move away from it for this particular project, as it might be better served with simply having more ROM banks to store content. If I can get graphics into *RAM*, however, that might be incredibly useful with how I'm already doing things. The scrolling background tiles are zone-aligned, so I think it can work and be *very* useful (I could store quite a few backgrounds pretty much anywhere in the ROM banks, and load in large number of different level themes, for instance). I know folks have been playing with this sort of thing, but I can't find the most recent discussions - perhaps a something to do after PRGE arrives. I'm also looking at 7800Basics new RMT music tracker and ability to load in external data files. I want to add more sophisitication to level format I made for Harpy's Curse, but that will almost certainly include compression and other elements.
    3 points
  36. I experimented a little more with the full color version. This one doesn't just color a rainbow, but also links the coloring to the displayed plasma shape, while slowly changing the base color. So it is a mix of my original coloring and the one based on @SvOlli. 294 bytes, incl. color Plasma_FC_V2.asm Plasma_FC_V2.bin
    3 points
  37. You, of course, are welcome to whatever you can use from the VFILL ASL in fbForth101_LowLevelSupport.a99. ...lee
    3 points
  38. Amico games would never work without the game changing, innovative controller. We have that in writing here somewhere so it must be the gospel.
    3 points
  39. HOLY CRAP DUDE!!!! For the love of god and all that is holy PLEASE STOP!!! WOW😂😂😂
    3 points
  40. I answered this thread in 2017. But back then, Realms of Antiquity was not on the market. That's now my favorite TI game. If you haven't played it, please do. It's sooooooo good.
    3 points
  41. Sadly I cannot answer this question for you (yet) because I am not the right person to speak to it. Al may be able to answer it, and I will ask the project lead as well. The big picture answer I can provide is that yes, we do want to make the 2600+ as compatible as possible with more recent homebrew carts. Firmware updates are an option, if that is a path we can take we will explore it for sure. It is a very active topic of discussion, along with secondary controller compatibility.
    3 points
  42. That’s the problem I keep bumping into. You can try putting it on the next burger that comes out, then finish the first burger and hope that a new ticket shows up that uses that ingredient. It’s very risky though so I usually just finish the burger and miss the chute so I only lose 5 points instead of 10 for letting it go off the end.
    3 points
  43. 3 points
  44. https://www.virtualdub.org/beta/Altirra-4.20-test27.zip https://www.virtualdub.org/beta/Altirra-4.20-test27-src.7z AltirraOS 3.40: Fix for FASC overwriting FR0. Added 835 HLE emulation. 1030 HLE emulation now supports analog loopback, more accurate behavior of dialing and the P command, and when SIO commands can be issued. 1030 full emulation timing improved by removing a one byte transmission delay. Additions/built-in T: now tracks on/off hook state, handles carrier detect timeout, waits for ACK after commands, and has better touch dial timing. OK, I just ask because I try to note which program got broken for regression testing purposes. I managed to rework the code to make it work -- math pack's like a can of sardines because there are no proper vectors, the official entry points are everywhere in the ROM.
    3 points
  45. While I I know, I don't like that logo! But it was an official logo for a time. I'm glad the company abandoned that one... I do think they are cool, only because I'm old now and dip switches were used for many devices back in the day (you were certainly familiar with them if you owned any arcade games!) Heck, we have dip switches today in the AtariVox+. Also, since you are kindly reading my message, here's a nice photo of the dip switches on the back of one of these new cartridges: ..Al
    3 points
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