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  1. Explore the goat dungeon, collecting hearts and saving other goats! Don't get stuck in the walls too long or you'll die! goat_dungeon_0.3.bas.bin goat_dungeon_0.3.bas
  2. Game story: You are defenders of the brixirb armada, who battle evil across the faces of the multiverses, and are currently on leave, playing xirbnekorb, as usual. Use your omni-multiversal wormholes to release the nlui into the force shields to ensure they stay safe. Don't lose the nlui, as you only have four! Lose all your nlui and you lose the game. Maximize your points. Darby bet against you. How to play: Press the joystick button to release the nlui. Move your joystick to move yourself and your mirrorself to rebound the nlui through the force shields. You get a point each time you receive the nlui. Don't lose the nlui! You may press the joystick button to start a new round or the reset button to restart the game. Good luck! xirbnekorb_0.6.bas.bin xirbnekorb_0.6.bas
  3. LIVE every Tuesday & Friday Your BEST source for the NEWEST Atari games, LIVE on Twitch! SUBSCRIBE & WATCH: Twitch Livestream | YouTube Archive _________________________________________________________________________________ WATCH THE NEWEST STREAM (Click on Date to Watch / Set to 1080P60 for Full Quality) 20220812 Let's Play: C64 40th Anniversary: Galencia (Retail | C64), Soul Force (Retail | C64), ZetaWing (Retail | C64) 20220812 Let's Play After Dark: C64 40th Anniversary: Impossible Mission (C64) _________________________________________________________________________________ UPCOMING LIVESTREAMS on TWITCH (Click Time Listing for Your Local Time) 20220816 Let's Play: Lineman! (WIP | 2600), TBD (LIVE @ 6PM PT | 9PM ET | 1AM GMT+1Day) 20220819 Let's Play: Atari Lynx Special: A Bug's Trip Redux (Final Demo | Lynx), Odynexus (Demo | Lynx), Timeloop (Lynx), Z.A.P. (Lynx), RED (Lynx), Silas Adventure (Lynx) (LIVE @ 12PM PT | 3PM ET | 7PM GMT) 20220823 Let's Play: TBD (LIVE @ 6PM PT | 9PM ET | 1AM GMT+1Day) 202208XX Let's Play After Dark: Atari 2600 45th Anniversary Classic Gaming Countdown (Day 10): 1983 - Part 4 202208XX Let's Play After Dark: Atari 2600 45th Anniversary Classic Gaming Countdown (Day 11): 1983 - Part 5 202208XX Let's Play After Dark: Atari 2600 45th Anniversary Classic Gaming Countdown (Day 12): 1983 - Part 6 20220826 NO SHOW 20220830 NO SHOW 20220902 NO SHOW 20220906 NO SHOW 20220909 Let's Play: TBD (LIVE @ 6PM PT | 9PM ET | 1AM GMT+1Day) 20220910 Let's Play After Dark: Atari 2600 45th Anniversary Classic Gaming Countdown (Day 13): 1984-1985 (LIVE @ 10AM PT | 1PM ET | 5PM GMT) 20220911 Let's Play After Dark: Atari 2600 45th Anniversary Classic Gaming Countdown (FINAL DAY): 1986-1992 (LIVE @ 10AM PT | 1PM ET | 5PM GMT) 20220913 Let's Play: TBD (LIVE @ 6PM PT | 9PM ET | 1AM GMT+1Day) 20220916 Let's Play: TBD (LIVE @ 6PM PT | 9PM ET | 1AM GMT+1Day) Coming Soon to ZPH: ARCHIVED STREAMS (Click on Date to Watch / Set to 1080P60 for Full Quality): 20220810 Let's Play After Dark: Atari 2600 45th Anniversary Classic Gaming Countdown (Day 9): 1983 - Part 3 20220809 Let's Play After Dark: Wall Jump Ninja World Record Attempt (Score: 66/70+) 20220809 Let's Play: Brawn and Brains (Retail | Jaguar), Dr. Typo Collection (Retail | Jaguar) 20220808 Let's Play After Dark: Atari 2600 45th Anniversary Classic Gaming Countdown (Day 8): 1983 - Part 2 20220803 Let's Play After Dark: Atari 2600 45th Anniversary Classic Gaming Countdown (Day 6): 1982 - Part 3 20220802 Let's Play: Zoltrix (Exclusive World Premiere | 2600), Secret Collect (WIP | 2600), LioLa (WIP | 2600), Atomic Disco (2600) 20220805 Let's Play After Dark: Atari 2600 45th Anniversary Classic Gaming Countdown (Day 7): 1983 - Part 1 20220731 Let's Play After Dark: Atari 2600 45th Anniversary Classic Gaming Countdown (Day 5): 1982 - Part 2 20220729 Let's Play: Penta (Pengo) (Exclusive Final Version | 7800), Jacks or Better (WIP | 7800), Oozy the Goo - Gaiden (WIP Update | 7800) 20220729 Let's Play After Dark: Pressure Gauge (The 2600 High Score Showdown S6 | 2600) 20220727 Let's Play After Dark: Atari 2600 45th Anniversary Classic Gaming Countdown (Day 4): 1982 - Part 1 20220726 Let's Play: Chaos Engine (Exclusive World Premiere | Jaguar), Gods (Exclusive World Premiere | Jaguar) MORE ARCHIVED STREAMS (2018-2022) HOMEBREW, IMAGIC & ACTIVISION PATCH CHALLENGES Maintained Lists of Released, Completed & WIP Games: Atari 2600: 2022, 2021, 2020, 2019 Atari 7800: 2022, 2021, 2020, 2019 Atari 8-Bit/5200: 2022, 2021, 2020, 2019 Atari Lynx: 2022, 2021 Atari Jaguar: 2022
  4. Game story: While swimming the loch, Nesi, daughter of Nessie, finds out that humans have started a war. Nesi must eat leafy greens off the lake floor and come up for air while avoiding submarines, nuclear blasts, and a warship dropping depth charges. How to play: Left joystick controls Nesi, who can eat greens off the lake floor for points, come up for breath to restore life, and who must attempt to avoid danger. Nesi wants to get as many points as possible before losing all lives. Right joystick controls the ship that continuously drops depth charges/shoots and has light control over the up and down control of the submaries. The player controlling the right joystick wants to limit Nesi's points. If no second player is available the single player can play Nesi and avoid subs. nesi_0.2.bas.bin nesi_0.2.bas
  5. WIP ps the name is broken on purpose demo.cfg demo.bin
  6. Many thanks to all who contributed (see credits below) and voted. The final version includes a Novice, Arcade, and Expert difficulty. Novice - Rev F Popeye Faster; Spinach resets after losing a life; Extra @ 26,500 Arcade Comparable to arcade difficulty; extra life at 40,000 Expert Brutus is faster and more aggressive; Bernard is craftier; Items fall really fast Credits: Thanks to all who voted Popeye as 2020's "Best Homebrew Atari 7800 (WIP)". A SPECIAL game demo is available on the JS7800 emulator. This demo includes Novice & Expert. Popeye gets 2 lives, but he can earn a 3rd. The game ends after the ship, so POINT PRESSING IS A MUST! The game is 1 or 2 player alternating. Red background can be removed in the full version: right, down, right, up, up down Video: Below is the DEMO version (Most recent to oldest). Players can play 1 or 2 player. Players now get 2 lives and can earn a 3rd. Players cannot unlock the cheat mode in the demo. Arcade mode is the only level available. Novice and Expert are exclusive to the final version and the version on the JS7800 emulator. 3/3/2021 - RC3.5 Concerto still has issues at times. Dragonfly now seems stable. These issues do not happen on the final cart media. The mcpdev is also very stable. There are some minor cleanups. Fixed the color on the high score erase screen. This is it, unless some bugs come up that need attention. Popeye(RC3.5_Demo_NTSC-PAL).a78 Popeye(RC3.5_Demo_BUP).a78 2/25/2021 - RC3.4 Fine tuning. Brutus now jumps at an angle, like the arcade. It's not quite as drastic. Popeye(RC3.4_Demo).a78 Popeye(RC3.4_Demo-BUP).a78 2/22/2021 - RC3.3 Tile change on first level. Was able to add a rail to the ship's crow's nest, during the intro and level clear. I also found out that Olive doesn't scold Popeye if a Letter falls into the water, on the ship level. I have corrected that inconsistency. I assume it doesn't make sense, since she's captured in this level. Popeye(RC3.3_Demo_NTSC-PAL).a78 Popeye(RC3.3_Demo_BUP).a78 2/21/2021 - RC3.2 More minor graphical changes. Now the title Popeye head has a brown pipe, like the arcade. Tile tweaks on the first level. Also reversed the ship mast shading, to match the arcade. Popeye(RC3.2Demo_NTSC-PAL).a78 Popeye(RC3.2Demo_BUP).a78 2/21/2021 - RC3.1 Minor update. Has a few tile changes Popeye(RC3.1_Demo).a78 Popeye(RC3.1_Demo_BUP).a78 2/20/2021 - RC3.0 This version has a lot more changes than a "release candidate" should have. From this point out, I would like to stick to bug-fixes. Fixed a high score issue, which was introduced by adding the High Score Clear. I noticed this while watching the @ZeroPage Homebrew stream. Each difficulty should line up properly now (Novice, Arcade, and Expert). No high score device should read "Top 5 Chart". That is the header for the arcade table. High Score Clear is accessed by holding RESET and pressing both buttons on the first stick! Also seen on ZPH: Brutus doesn't get stuck in the bottom left corner when Popeye has the spinach. (He gets stuck in the bottom left corner of the Notes board, but that is by design. That happens in the arcade.) @Defender_2600 had color suggestions: Popeye's drawn with a different hue of blue. The ship has a more midnight blue background, and the floors are more golden than yellow. (The arcade is a dark blue-ish purple when I play on an actual arcade machine. It seems similar in MAME.) Defender2600 had level suggestions: The Notes screen tower is now slightly thinner. The floor that leads to the see saw no longer extends to the end of the building. This required a lot of work in adjusting the logic. (See below) Fixed some tiles on the ship level. More color adjustments. REV F ROM set (Novice is based off an easier Popeye arcade ROM) has more of a burgundy background, on the Hearts level. The arcade REV F has a pink-ish background. I think this works well. The old "brown" was mistaken for green. Popeye now turns red, instead of pink, when he eats the spinach. Logic adjustments with see saw logic: This was about 8-10 hours consuming. I had some logic in place. Moving the floor exposed a couple holes in that logic, given a very specific alignment of the stars. In making the level adjustment, I got to recreate the 1%. It was still extremely hard to recreate. If Brutus kicked into pursuit mode, right as Popeye jumped onto the see saw, Brutus could still jump on top of Popeye. I believe I worked this out. I can't seem to get it to happen again. Tune adjustment: If the last item gets collected from the water, the game does not revert to the level tune. Last Note & Last Letter would sometimes still be present. I think I took care of that issue. Fixed some garbage that would flash after dying on the Notes stage. Popeye(RC3_Demo_NTSC-PAL).a78 Popeye(RC3_Demo_BUP).a78 2/9/2021 - RC2.9 Many fixes and updates. I am concerned that "Arcade" difficulty feels a little easier to me. That might encourage more people to play the arcade difficulty. I do want it to feel like the arcade challenge though. I can run this for hours on my Dragonfly and versa-cart, without any issues. It does crash at times on Concerto. It seems to be when idling in attract mode. 1. Fixed remaining issues with Brutus's pursuit music. 2. Colors and spinach timing are different for NTSC and PAL systems. 3. Reduced slowdown by limiting collision detection-per-frame. 4. Better proportioned Bucket. @KevinMos3 5. Adjusted the better proportioned bucket to fit Brutus's head 6. Lessened the use of flicker in some areas, due to the overhead saved in adjusting the collision. 7. Minor bug fix: Popeye disappears if collecting the last note when starting up or down the ladder. 8. Updated the Windows on the Notes Level. 9. Found duplicate tiles, and used the extras for "Thru" posts on level 2. 10. Last player 1 and player 2 scores display in blue during demo. 11. Fine-tuned Popeye's punch. ** 12. Popeye walks off the screen when wrapping around on the levels. ** 13. Brutus doesn't gain super speed when Popeye gets the spinach. 14. Brutus imitates the quirky behavior of the arcade when he's stuck in the corner, by the see saw. (When Popeye has spinach) 15. Brutus logic tweaks. 16. Fixed some artifacting when returning from demo play. Popeye(RC2.9_Demo-NTSC-PAL).a78 Popeye(RC2.9_Demo-BUP).a78 Most will not notice this change. Eliminates a flash of garbage after Popeye dies on the notes and ship levels. Popeye(RC2.9a_Demo_NTSC-PAL)s.a78 Popeye(RC2.9a_Demo_BUP).a78 2/1/2021 - RC2.8 Update. Only need one version for A7800, Concerto, and Dragonfly. BUP has a special version. I can play this version all day on my Dragonfly or versa-cart, and it doesn't crash. It plays pretty long on the Concerto, especially once things are warmed up. There's nothing I can do about that at this time. That was the inspiration to clean much of the back code up. A LOT of behind-the-scenes cleanup & some polish The bottles rotate slower - @tep392 Olive doesn't constantly walk on the Notes and Ship. (This affects game play in other ways that I won't disclose.) When Brutus gets his burst of energy, the bottle throwing music now plays, like the arcade. Popeye's house now has window panes. I can't believe I missed that. Popeye's now falls below the water line when he dies. On the arcade, Popeye reappears at the waterline, following the splash. I made Popeye bob back to the top. I like arcade purity, but I think they did it that way for sprite overlap issues with the water. The demo play scene is now more versatile. Popeye gets scolded often, like the arcade. Fixed rare combination that would silence music on the Notes level. Popeye(RC-2.8_Demo).a78 Popeye(RC-2.8_Demo-BUP).a78 As always, play the point-pressing version on JS7800! 1/26/2021 - RC2.7 The levels are now more in-line with the arcade aspect. Many tiles were re-drawn and repurposed. This was a 14-hour day (with hour break) and a few hours the following evening. The characters now know the levels, the attract modes are up to date, and everything seems fine. Let me know if there are any issues. @Defender_2600 suggested that I address the issue with the crammed levels. I didn't think I'd have enough tiles, but it worked out in the end. I think it was worth the effort. He also recommended toning down the yellow a little. Redrew the tiles Reprogrammed the tile graphics to line up with the new tile indexes (Hearts in the house, Whimpy and the see saw, etc.) Reset the coordinates for the staircases Reworked the self-play intro Cleaned up some sprite plotting. Adjusted some areas where the text colors were not flipping correctly. Popeye(RC2.7_Demo).a78 Popeye(RC2.7_Demo-BUP).a78 Popeye(RC2.7_Demo-Concerto).a78 1/23/2021 - RC 2.6 This version has major tile re-work. I started cleaning up the first level. This simulates the lower-res look of the arcade. In doing so, this cleans things up. Bricks are no longer 1px apart vertically, the stairs have 2px underneath. The floors are thicker, including the bottom level. I am unable to color the bottom blue, but I have a water shadow of sorts, to keep in the arcade spirit. On the logic side, I adjusted Brutus's randomness. He is less likely to jump down, based on difficulty, round, and number of items collected. This may not be obvious, because he will still jump down a decent amount of the time. Changing logic meant adjusting the demo play. The demo play now starts with an example of a heart falling into the water. Popeye(Beta2.6_Demo).a78 Popeye(Beta2.6_Demo-BUP).a78 Popeye(Beta2.6_Demo-Concerto).a78 1/16/2025 - RC 2.5 I wasn't going to do this, due to the amount of work, but I had to. New upper playfield on Level 1. The tileset with the grass are now one row lower, allowing more arcade-accuracy. Transferred tiles from one tileset to another, which caused an offset in tiles re-aligned plotted tiles (hearts in Popeye's house) Olive will now center herself after throwing the last heart. This keeps the large heart from being drawn off-screen. Fixed the staircase "bricks" to be blockier, like the arcade Revision F has a plum background, to match the arcade ROMs Flower doesn't disappear when level 1 is cleared Popeye(RC2.5_Demo).a78 Popeye(RC2.5_Demo-BUP).a78 Popeye(RC2.5_Demo-Concerto).a78 1/14/2021 - RC 2.4 Got rid of random off-pitch item collection noise, @playsoft This makes the game more stable using the Concerto. The sound seems to behave similarly to other games I tested. This has gotten rid of complete songs playing out of tune or missing parts. Updated sprites and palettes Title music plays every other loop; Atari Today only plays when the game is turned on. Olive doesn't walk in space after scolding Popeye Popeye's footsteps are closer to the arcade pattern. Overhaul of Popeye's ladder climb Fix some reset behavior The JS7800 Demo will also be updated, which allows Novice & Expert to be played. Popeye(RC2.4_Demo).a78 Popeye(RC2.4_Demo_Bup).a78 Popeye(RC2.4_Demo-Concerto).a78 1/2/2021 - Beta 2.9 Two-Player with shared joystick option. I figure this will be helpful for people with only one joystick. Sometimes I just like to play a two player game by myself. This should also help @ZeroPage Homebrew too ;). New death sound by @Synthpopalooza Updated the credits page More Popeye sprite tweaks Updated self-play sequence Brutus is smarter when Popeye has the spinach. Olive screams "HELP!" on the ship level. "Popeye Catch!" call out is present on the Notes level now. (Yes, the gray does show through the letters on the arcade too!) If the punch button is pressed during an intro or pause before a level starts, Popeye will punch when the level begins. This is a personal detail I wanted to include from the arcade. I am out of space in the hearts bank, so that level doesn't have a pause after the intro. No room. Shifted some code for less bank switching on the hearts level. Brutus is back to throwing a minimum of 2 bottles, instead of 4. This reduces slowdown, which is a better experience. All systems of the day made exceptions. He will still throw up to 4, if Popeye is in his line of site. Popeye(Beta2.9_Demo).a78 Popeye(Beta2.9_Demo-BUP).a78 Popeye(Beta2.9_Demo-Concerto).a78 12/25/2020 - Beta 2.8 - Many Changes. Merry Christmas/Happy Holidays Thanks to @tep392, I have confirmation that POKEY sound on actual hardware matches emulation. Just in time for a late Christmas release! Sound will still cut in and out on the Concerto, but some sound is better than none! Since it's Christmas, I have changed the "DEMO" version to include 2 lives (an extra life can be earned). The game now ends after clearing the SHIP. Updated sprites and colors Brutus has different color outfits to match each level Other various changes *** Brutus now throws all 4 bottles, like the arcade. I am not sure that I want to keep this, but I wanted to try it for a version. In a previous version, I added code to allow Brutus to stop throwing bottles after the second one, if Popeye leaves his line of sight. This helps eliminate some minor slow down. Also, there are certain areas where Brutus and the bottles will cause sprite overload. This is found on the Notes level. Should I sacrifice arcade pureness for this to eliminate slowdown and what ends up being flicker? I might go back in the next version. Will that be the final version? Updates some of the self-playing demo routines. Updated the credits. That still needs tweaked and cleaned up, but I wanted to get it out there. Popeye(Beta2.8_Demo).a78 Popeye(Beta2.8_Demo_BUP).a78 Popeye(Beta2.8_Demo-Concerto).a78 Popeye(Beta2.8_Demo).bin 12/8/2020 - Beta 2.7f - Fixes and clean-up. Popeye(Beta2.7f_Demo).a78 Popeye(Beta2.7f_Demo_BUP).a78 Popeye(Beta2.7f_Demo-Concerto).a78 Popeye(Beta2.7f_Demo).bin 11/27-2020 - Beta 2.7 Popeye(Beta2.7_Demo).a78 Popeye(Beta2.7_Demo).bin 11/24/2020 - Beta 2.6 Updated high score routines No High Score device - "Todays Top 5" will be stored with initials until power off. High Score device - "Novice Top 5", "Arcade Top 5", and "Expert Top 5" saved permanently. Brutus will wait for Popeye to clear the see saw, like the arcade. He did before in most cases. I fixed this when Brutus is in pursuit mode. Fixed artifacting on Title screen, found when level was selected in 2.5b Popeye(Beta2.6_Demo).a78 Popeye(Beta2.6_Demo).bin 11/23/2020 - Beta 2.5b - Update Popeye's fall (slower), fix bottle collision at far left, align some title elements. Popeye(Beta2.5b_Demo).a78 Popeye(Beta2.5b_Demo_BUP).a78(BUP disables high score saving, to work with BupSystem emulator) Popeye(Beta2.5b_Demo).bin 11/23/2020 - Beta 2.5a - Fix collision issues with items (still broken on some far-left bottles); Set Popeye stance after punch; slowed notes on higher levels Popeye(Beta2.5a_Demo).a78 Popeye(Beta2.5a_Demo).bin Popeye(Beta2.5a_Demo_Bup).a78 11/09/2020 - Original public demo Popeye(Beta2.1_Demo).a78 Popeye(Beta2.7f_Demo).bin Older revision screenshots
  7. Alright, it's that time again. Getting very close to having this thing done, and I'm posting a version I'm calling alpha 2. Build ID is Alpha 2, 6/17/2022, 256 bytes from the end of the file, as usual. This version is feature complete, but it's still missing a couple things and has a couple of known bugs. Here what's not in this build: Sound. I still only have the one door sound I stole from Intellidiscs. Title screen logo. Hope to have this in a few weeks. As mentioned before, there are some known bugs: The bonus points awarded for trapping cops aren't always right. Something's wrong with the code that counts the cops. While testing some other stuff, the game just completely spazzed out on me. I have no idea what caused this, but it seemed to happen shortly after I picked up a cash bag. This is a serious, game-breaking issue and is my top priority. I also might make some adjustments here and there. The game might be too hard at the higher levels. I may tone things down a bit. I've packed a few things into this game that I haven't really told anyone about yet, so let's see what you can find! Once I track down these last bugs, I'll probably do another release. robnbanks_a2.bin
  8. This my new game for Colecovison. It's inspired from The Electric Yo-Yo, a arcade game Taito. Use controller to move your hamster, collect all snacks, and avoid ennemies. Have fun. hamster_with_wire.rom
  9. Welcome to Atari Dev Studio for designing homebrew games for the Atari 8-bit systems (Atari 2600 and 7800). Atari Dev Studio is a one-stop-shop for any programmer and includes a number of built-in features to allow you to design, develop and test games for your favourite system. Get started with batari Basic (2600) or 7800basic (7800) using easy to learn BASIC-like languages or go hard-core with assembly using dasm. During development test your creation using the Stella (2600) or A7800 (7800) emulators right from within Atari Dev Studio. Requirements Atari Dev Studio is an extension for Microsoft's cross-platform IDE Visual Studio Code and will run on the Windows, Linux and macOS platforms. The latest releases of batari Basic, 7800basic, dasm, Stella and A7800 are included so you can begin coding straight after installing the extension. Features Atari Dev Studio includes the following features: Develop your game on Windows, Linux or macOS Compile source code for your Atari 2600 or 7800 using batari Basic, 7800basic or dasm Use scripting (makefile, batch or shell script files) to build your dasm projects [preview] Optionally launch and test your game using the Stella (2600) or A7800 (7800) emulators Document outline support (batari basic, 7800basic, dasm) Peek/Go to Definition and Reference support (batari basic, 7800basic, dasm) Built-in Sprite Editor (also suitable for tiles and other objects) [preview] Manage your project using the File Explorer or version-control your source code directly with GitHub (and others) using the built-in features of the Visual Studio Code platform. Provide references to your own specific releases of each language or emulator rather than use the includes ones via the Settings. Additional features are planned for the future. At this time the focus is on the core functionality and ensuring full cross-platform support. Installing Atari Dev Studio What is Visual Studio Code? Visual Studio Code (VS Code) is a streamlined code editor with support for development operations like debugging, task running, and version control. It aims to provide just the tools a developer needs for a quick code-build-debug cycle and leaves more complex workflows to fuller featured IDEs, such as Visual Studio. Which OSs are supported? VS Code is a cross-platform application which runs on Windows, Linux and macOS. See requirements for the supported versions. Note: Linux users on 64-bit systems will be required to install the 32-bit compatibility libraries on your system to ensure everything will run as expected. Note: macOS users will require a 64-bit operating system to fully utilise all features of Atari Dev Studio and will be required to install the SDL libraries on your system to ensure the A7800 emulator will run as expected. Note: M1 based Mac users will need to install the INTEL CHIP version of VS Code before installing Atari Dev Studio. The current dev stack is incompatible with the M1 chip for the time being. See here for further discussion around the potential issues you will encounter. Installing the extension Once you have installed VS Code (available here), open the VS Code program and complete the following: From the Activity Bar, click the Extensions button to display the Extensions window. From the Extensions window, type Atari into the Search box and press Enter to display the list of available extensions. From the list of available extensions, locate Atari Dev Studio and click the green Install button. Updating the extension Updates will be regularly provided and you will be notified via VS Code when one has been made available. Once an update has been installed you will generally be prompted to restart VS Code. Using Atari Dev Studio Compiling your program To display the available extension features press CTRL+SHIFT+P to display the Command Palette. From the command palette prompt type adv to short-list the available options: ads: Open the Welcome page ads: Compile source code (Shift+F5) ads: Compile source code and run in emulator (F5) ads: Kill build process ads: Open the Sprite Editor Language Selection When you load a file the initial language will be chosen based on the file extension. For example: batari Basic (.bas, .bb) [Default for .bas files] 7800basic (.bas, .78b) dasm (.dasm, .asm, .a, .h) To change a language you can click on the Status Bar Language selector and a list will be shown allowing you to choose another language. Optionally in the Settings you will be able to either let the extension choose based on the active language or set a specific language to always compile against. Build scripts [preview] Prefer using scripts to build your dasm games? If you have chosen to override the dasm compiler (select Make via the Settings) , Atari Dev Studio will scan and detect for makefile, batch (makefile.bat) or shell scripts (makefile.sh) files which are located in your root workspace folder to build your game. Note: You are totally responsible to ensure your environment is properly configured to allow you to utilise the tools and applications you will be interacting with. No support will be provided for this feature. Status Bar Apart from using the Command Palette to select compilation, there are a number of short-cut buttons on the Status Bar allowing you to: Display the extension version (might be useful at times) Open the Welcome page Open the Sprite Editor Compile source code (Shift+F5) Compile source code and run (F5) Note: The short-cut buttons on the Status Bar can be turned off via the Settings. Sprite Editor [preview] Atari Dev Studio includes a simple and easy to use Sprite Editor allowing you to create sprites, tiles and other objects for use in your projects. It has the following features: New Project wizard allowing you to select the console (2600 or 7800), size, region (NTSC or PAL palette) and total colors of your sprites Load and Save projects allowing you to save and come back to on-going work Editing features such and palette selector, zoom, pen, eraser, fill and move modes Ability to manage your sprites in a sortable list with options to copy, paste, duplicate, resize and delete Export sprites to batari Basic or assembly source code (2600) Export sprites to .png files (7800) - either selected or all (compatible with 7800basic 3+1 and 12+1 image requirements) Load and save palettes The Sprite Editor is based on Spritemate by Ingo Hinterding (GitHub) and was suggested by RandomTerrain for inclusion in Atari Dev Studio. I have customised the source to provide the required features necessary for editing sprites, tiles and objects for the Atari platforms. This work is currently in preview and will be on-going until all required features have been added. Settings There are a number of compiler, emulator and editor configuration options available in Atari Dev Studio which can be changed via the Settings (Preferences -> Settings -> Extensions -> Atari Dev Studio). Debugging the extension During the development phase of the extension I've added some developer output to assist with any issues that may appear. To view this output, open the VS Code Developer Tools by selecting Help -> Toggle Developer Tools from the menu, and in the debugger window ensure the Console tab is activated. This information may help identify the area where the extension is failing to process as expected. Known Issues There are currently no known feature issues. If you find a problem please raise an issue on GitHub or contact mksmith at the AtariAge community. Acknowledgements This extension is only available due to the great people of the AtariAge community who have created these tools to help developers build their vision. Special thanks to the following for either allowing the inclusion of their tools or for their ongoing help and encouragement: 7800basic - Mike Saarna (RevEng) batari Basic - Fred 'batari' Quimby and Mike Saarna (RevEng) dasm - the many contibutors Stella emulator - Stephen Anthony (stephena) A7800 emulator - Mike Saarna (RevEng) and Robert Tuccitto (Trebor). The AtariAge community including Albert, CPUWiz, Random Terrain, Trebor, Synthpopalooza, sramirez2008, Defender_2600, Gemintronic, Karl G, ZeroPage Homebrew, Muddyfunster, TwentySixHundred, Lillapojkenpåön, Andrew Davie, splendidnut, andyjp, sexyUnderwriter, MikeBrownEmplas, Generation2Games, cwieland, slacker Mats Engstrom (SmallRoomLabs) Languages Atari Dev Studio includes the following programming languages: batari Basic (release 1.7 - 20220703) batari Basic created by Fred 'batari' Quimby is a BASIC-like language used in the creation of Atari 2600 games. batari Basic is compiled to generate a binary file that can by used on actual Atari 2600 VCS hardware via cartridge (such as a Harmony or UNO cart) or by using an Atari 2600 VCS emulator such as Stella. batari Basic is an external project is kindly currently maintained by Mike Saarna (RevEng) and can be downloaded separately from here. Further information is about this release is available here at AtariAge. 7800basic (release 0.20 - 20220729) 7800basic is a BASIC-like language for creating Atari 7800 games. It is a compiled language that runs on a computer, and it creates a binary file that can be run with an Atari 7800 emulator, or the binary file may be used to make a cartridge that will operate on a real Atari 7800. 7800basic is derived from batari basic, a BASIC-like language for creating Atari 2600 games. Special thanks to the bB creator, Fred Quimby, and all of the bB contributors! 7800basic is included as part of this extension with many thanks to Mike Saarna (RevEng). 7800basic is an external project and can be downloaded separately here. Further information about this release is available here at AtariAge. dasm (release 2.20.14.1 - 20201109) dasm is a versatile macro assembler with support for several 8-bit microprocessors including MOS 6502 & 6507, Motorola 6803, 68705 & 68HC11, Hitachi HD6303 (extended Motorola 6801), and Fairchild F8. Matthew Dillon started dasm in 1987-1988. Olaf 'Rhialto' Seibert extended dasm in 1995. dasm has also been maintained by Andrew Davie (2003-2008) and Peter Froehlich (2008-2015). The DASM team has taken over maintaining and updating dasm since 2019. dasm is an external project and can be downloaded separately here. Emulation Atari Dev Studio includes the following emulators for testing purposes: Stella (release 6.7.0 - 20220613) Stella is a multi-platform Atari 2600 VCS emulator released under the GNU General Public License (GPL). Stella was originally developed for Linux by Bradford W. Mott, and is currently maintained by Stephen Anthony. Since its original release several people have joined the development team to port Stella to other operating systems such as AcornOS, AmigaOS, DOS, FreeBSD, IRIX, Linux, OS/2, MacOS, Unix, and Windows. The development team is working hard to perfect the emulator and we hope you enjoy our effort. Stella is included as part of this extension with many thanks to Stephen Anthony. Stella is an external project and can be downloaded separately here. If you enjoy using Stella place consider donating to ensure it's continued development. A7800 (release 5.2 - 20220626) A7800 is a fork of the MAME Atari 7800 driver, with several enhancements added: Support for emulation of Proline Joysticks, VCS Joysticks, Lightguns, Paddles, Driving Controllers, Keypads, Trak-Balls, Amiga Mice, and ST Mice. Support for emulation of Proline Joysticks, VCS Joysticks, Lightguns, Paddles, Driving Controllers, Keypads, Trak-Balls, Amiga Mice, and ST Mice. Maria DMA timing has been improved further, with the addition of accurate DMA hole penalties. Selectable and improved palettes with enhanced screen options. Streamlined UI including menu options to have an Atari 7800 system focus. A bug in the existing RIOT emulation has been fixed. POKEY sound emulation improvements. SALLY (CPU) and MARIA (Graphics chip) performance adjustments. Audio indication of no ROM loaded silenced. BIOS files no longer required and made optional. Implementation of XM control registers updated. Graphical register updates made mid-scanline are now displayed mid-scanline. Bankset bankswitching support added. POKEY@800 added for non-banked, supergame, and bankset formats. Machine targets a7800dev and a7800pdev added, which display DMA usage per-scanline. MAME compatibility and syntax has been maintained, to allow for the reuse of MAME configuration files and front-ends. A7800 is included as part of this extension with many thanks to Mike Saarna (RevEng). A7800 is an external project and can be downloaded separately here. Further information about this release is available here at AtariAge. A7800 Linux The following libraries may be required for Linux users: TESTED ON UBUNTU 22.04 LTS (12/07/2022) sudo apt-get install -y libsdl2-2.0-0 sudo apt-get install -y libqt5widgets5 sudo apt-get install -y libsdl2-ttf-2.0-0 Releases 20220730 - Build v0.8.0 20220702 - Build v0.7.8 / 20220628 - Build v0.7.7 / 20220627 - Build v0.7.6 / 20220614 - Build v0.7.5 / 20220504 - Build v0.7.4 / 20220401 - Build v0.7.3 / 20220101 - Build v0.7.2 / 20210422 - Build v0.7.1 / 20210315 - Build v0.7.0 20210305 - Build v0.6.9 / 20210216 - Build v0.6.8 / 20210210 - Build v0.6.7 / 20201124 - Build v0.6.5 / 20201008 - Build v0.6.4 / 20200917 - Build v0.6.3 / 20200915 - Build v0.6.2 / 20200912 - Build v0.6.1 / 20200901 - Build v0.6.0 20200829 - Build v0.5.9 / 20200624 - Build v0.5.8 / 20200622 - Build v0.5.7 / 20200616 - Build v0.5.5 / Build v0.5.6 / 20200608 - Build v0.5.4 / 20200518 - Build v0.5.3 / 20200508 - Build v0.5.2 / 20200429 - Build v0.5.1 / 20200427 - Build v0.5.0 20200415 - Build v0.4.9 / 20200415 - Build v0.4.8 / 20200414 - Build v0.4.7 / 20200409 - Build v0.4.6 / 20200407 - Build v0.4.5 / 20200323 - Build v0.4.4 / 20200321 - Build v0.4.3 / 20200317 - Build v0.4.2 / 20200316 - Build v0.4.1 / 20200314 - Build v0.4.0 20200314 - Build v0.3.9 / 20200312 - Build v0.3.8 / 20200307 - Build v0.3.6/v0.3.7 / 20200305 - Build v0.3.5 / 20200217 - Build v0.3.4 / 20200129 - Build v0.3.3 / 20200128 - Build v0.3.2 / 20200108 - Build v0.3.1 / 20191022 - Build v0.3.0 20190807 - Build v0.2.8 / 20190711 - Build v0.2.7 / 20190614 - Build v0.2.5 / 20190611 - Build v0.2.4 / 20190604 - Build v0.2.3 / 20190528 - Build v0.2.2 / 20190522 - Build v0.2.1 / 20190521 - Build v0.2.0 20190513 - Build v0.1.9 / 20190510 - Build v0.1.8 / 20190506 - Build v0.1.7 / 20190428 - Build v0.1.6 / 20190425 - Build v0.1.5 / 20190421 - Build v0.1.2 & v0.1.3 / 20190420 - Build v0.1.1 20190419 - Build v0.1.0 - Initial release Manual download
  10. The Journey of Snail: A New World For the Atari 7800 Text Adventure Game The Journey of Snail: A New World is a text adventure for the Atari 7800. After defeating the evil witch Pen, you're stranded on a deserted island in the digital plane of existence of Sinclair. Your chance to go home has finally come by going through some extremely dangerous worlds. There are some realms and realities so alien that might break your mind. You'll go through horrors that will trouble your sleep, but also friends who will help, and enemies to destroy you. Plus there is dark comedy. Choose your destination by pressing the controller button and joystick directions. Will you choose the right path, or will it lead to your demise? $35 U.S. plus postage Comes with Cart and Manual Inspired by the Timex Sinclair 1000 and CYOA books. Contact Frankodragon via the AtariAge Forums to order https://atariage.com/forums/profile/18158-frankodragon/
  11. ODYSSEY HUNTING ADVENTURE OFFICIAL PRE-ORDER THREAD What is Hunting Adventure? Hunting Adventure is a homebrew game for the original 1972 Magnavox Odyssey system, the world’s first video game console. This is the FIRST homebrew game for the 1972 Odyssey that uses the Rifle Accessory! I started this game a long time ago back in 2012 and finally got around to finishing it. This will be my second homebrew game in my series of six. My first one was Odyssey Evil that was very popular and sold out fast! GAME DESCRIPTION: Hunting Adventure takes you on a wild life hunting experience of a lifetime. Hunt 6 different animals in 3 different countries from the USA, Canada and Africa. Using the 1TL950 Odyssey rifle accessory (not included), you must time your shot just right to take down the big game and accumulate points. After each country’s large game hunt, there is a small game bonus round to add to the challenge. The final challenge you must face is the ultimate hunters experience "The Zombie Hunter Bonus Round". Do you have what it takes to become the new Master Hunter? What is included with this Odyssey game? This game includes: 1. A FULL SIZE professional hand built box numbered 1-25 of 25 (You may be able to reserve your number if available) See picture for size comparison to original game box. This is not an easy box to make due to the size and shape. 2. (2) large hunting site overlays. The large overlays are just a little smaller then the original overlays but look and work great. The original large overlays are a really odd size that is difficult to find so I got the biggest ones I could find. 3. (6) “Critter Bonus Round” cards 4. A Critter Rack to hold the Critter cards during bonus round 5. (3) “Sight Card” Overlays used during bonus round 6. Hourglass sand timer 7. (6) double sided score cards 8. A standard size and formatted instruction sheet 9. A signed certificate of authentication. 10. (1) Zombie Hunter Bonus Round large Overlay 11. Surprise bonus material What is NOT included in this game that is needed to play? · Original 1972 Magnavox Odyssey system · Electronic Rifle · Game Card #10 How much does it cost? UPDATE EDIT 4/23/2020: $70 plus shipping. I did an online shipping calculator to California to get a rough estimate on shipping cost and it was $10. The final package is 6" x 18" x 2" and weighs just under 1 pound. If there is a (P) beside your name that means I have received payment and an (S) means your package has been shipped. 0. ManCaveArcade 1. Ianoid (P) (S) 2. Ianoid (P) (S) 3. Stupus (P) (S) 4. CaptainJ (P) 5. Dastari Creel (P) (S) 6. Masschamber (P) (S) 7. CVGA (P) (S) 8. TPR (P) (S) 9. Zodiacprime (P) (S) 10. Retrogmr (P) (S) 11. High voltage (P) (S) 12. Blazing lazers (P) (S) 13. Captain Combat (P) (S) 14. Zhorton (P) (S) 15. Atari2008 (P) (S) 16. SOLD (P) (S) 17. SOLD (P) (S) 18. BuckeyeFan_4eva (P) (S) 19. PENDING 20. ETWelty (P) (S) 21. thejers (P) (S) 22. STILL AVAILABLE 23. STILL AVAILABLE 24. STILL AVAILABLE 25. SLYDC (P) (S) UPDATE 4/23/20: THESE ARE ALL FINALLY COMPLETE AND READY TO SHIP. I will be sending everyone a message soon with payment and to get shipping information. Thanks to all who have supported me and this project! I WILL NOT ACCEPT ANY MONEY UNTIL ALL OF THESE GAMES ARE BUILT AND READY TO SHIP! The first prototype game has been completed and the rest are still in the production process. I am doing this pre-order based on your integrity to pay in full at the time of project completion which is estimated sometime in MAY. So to reserve your copy, you must make a post here AND send me a PM and I will add you to the list. Please do not get on the list if you are not 100% certain that you want one and are willing to pay. I am only making 25 copies of this game because it is such a time consuming (and expensive) project so I don’t want to turn away any serious members who want one and then end up with extras due to non-payment. Be assured that this is a ManCaveArcade quality project and I WILL DELIVER IN A TIMELY MANNOR. If there is any delay at all for any reason, you will receive weekly updates. My last game got great reviews so feel free to check out my old pre-order thread for feedback.
  12. Relive the mid-20th century race to the moon with Moonshoot for the Atari 2600! (DPC+ 32K) Moonshoot is an attempt to roughly simulate the original great wooden home carnival game called Shoot the Moon (*- see footnote.) The point system simulates the original: Earth: -250 First Stage: +250 Second Stage: +500 Third Stage: +1000 Fourth Stage: +2000 Moon: +5000 I've not seen the original's instructions, but I had to have some sort of game ending, so I made up my own getting 3 tries to keep it on the board. Controls: Joystick right: open rails more quickly Joystick left: close rails more quickly Joystick down: open rails very slightly Joystick up: close rails very slightly Use button to start another round or start a new game if game over Use reset switch to start another game *- there have been other versions of the physical game- some more recent. This attempts to emulate the original. You should try it out in physical form, either the older or newer version, if you can, because it's a great game, and it'll give more context to what's going on in the 2600 version. Can involve basic level of skill. Skill requirement could improve in future release. Thanks to @KevKelley, @Dave C, and @Karl G for their feedback as I was trying to develop the rail system. It may continue to evolve, but I think it's more rail-like than it was in early development. moonshoot_0.4.bas.bin moonshoot_0.4.bas
  13. *** Tomy Tutor/Pyuuta/PyuutaJr: Games & Homebrews MegaPack for MiSTer and MAME - by TMOP *** Due to the recent release of the beta core for Tomy Tutor for MiSTer FPGA (see MiSTer Tomy Tutor Core) I decided to prepare a MegaPack to have in one .zip all the released games and homebrews. I've also included a Excel file in which, for each game/homebrew, there are the tests results and some additional information. If you have some carts/homebrews not in this pack, but in the list, please share them, so can be included in the next update! Have fun! ? TomyTutor_Pyuuta_MiSTer_FPGA_Core_v1.0.0_08052022_by_TMOP.zip TomyTutor_Pyuuta_SW_List_V1.0.0.xlsx
  14. 8 Tanks: a DPC+ (32K) game for the 2600 with Quadtari and four sets of Tennis paddles. (In theory, it should work with a Harmony cart, etc., and it works in Stella, but not in Javatari.) Important note: the Quadtari only supports the paddle buttons, not the knobs. (see Quadtari thread) This is a work-in-progress, and for now is just the tanks moving around and shooting without blowing anything up, so it's more of a demo until one of the next few releases. To configure game to play in Stella 6.7 (you may have to do this for each release): Highlight the game in Stella Options -> Game Properties -> Controllers -> Quadtari button Select Paddles for each of the four controllers Click Ok, Ok, then Close Start game and use these default keys to emulate paddle buttons to control the tanks via the default key mappings: space, 4, F, 6, shift-space, shift-4, shift-F, shift-6. Done: Can control and move 8 tanks If you leave the button unpressed, the tank spins slowly clockwise. If you press the button, the tank moves forward and fires. (Using alternating frames using alt coords swapping through temp vars, ball is shared between player0-1, missile0 is shared between player2-3, missile1 is shared between player4-5, player9 dot is shared between player6-7.) Sound when tanks shoot Colors, playfield, and tank placement similar to Tank 8 Planned: Fix bugs around shots. Sometimes projectiles initiate in wrong spot, go in wrong direction, may have multiple shots from same location going in different directions, shots get left on screen unmoving, shots don't fire or don't fire in every direction well, shot stays left of playfield and tracks similar to player's y coordinate. Collision detection for missiles hitting another player. Less open playfield and playfield either blocks shots or shots bounce off playfield. 8 player scores. Alternating 4-player scores with color matching tank color. Blow up tanks when shot. Sound when a tank blows up and game is over. Not sure yet whether I should try to add: Slowing down (trudging) each tank when it moves over the playfield. (info on DPC+ colllisions) Note: If you want to compile it, DPCplus_kernel.asm in same directory extracted from bb-qt-DPCplus.zip in Karl's post with sample code for Quadtari support. 8tanks_0.4.bas.bin 8tanks_0.4.bas
  15. Tank combat games. Standard kernel version (8K) (Standard 0.1-0.4 were 4K, Standard 0.5 and later are 8K): Find the radio to send a drone after the other player. Tanks are fast, similar to modern tanks. Curve your shots. If you shoot without pulling back the joystick, it often will remove the playfield pixel where the missile lands. If you shoot while pulling back the joystick, it attempts to draw playfield pixels as you go backwards. Maximum distance of missile varies some. Unlike most tank battle games, shooting the other player doesn't win points. Instead, you must capture the other player's base. Each player has four bases. Each round (and select/reset). you get a random map along with random colors and tanks may be invisible/same color as playfield until it shoots. DPC+ kernel version (All DPC+ are 32K): Is similar to but varies substantially from the other version. (discussion) The DPC+ 0.2 version was tested by alex_79 and confirmed working. I'm assuming 0.3 and any later versions work on Harmony cart, but if not, please let me know! (Note: DPC+ version doesn't work in Javatari, because Javatari doesn't support DPC+ yet. Each version works in Stella 6.7 for me in developer and player modes.) The differences in the DPC+ version (compared to standard version) are: Better playfield graphics. Only one map for now. Can't select different colors for now. No tank invisibility for now. tanks_2022_dpc_0.3.bas.bin tanks_2022_dpc_0.3.bas tanks_2022_0.8.bas.bin tanks_2022_0.8.bas
  16. Announcing - Hammer of the Gods! Features: - Up to 3 layers of high color parallax scrolling backgrounds - Transparent shadows, lightening effects in CRY color mode - Large sprites - Individual palette fades per game character Credits: Programming: @phoboz Art, Music & SFX: @Eternal-Krauser You judge yourselves which genere this game belongs to?
  17. Time to announce the Forth and Final Game for the 2022 Harmony Games which is Mr. Yo Yo by David Marli which came in third for Best Original* For the 4th Annual Atari Homebrew Awards Download the game here: Link *Mr Yo You was chosen by a poll we had for best orignal due to the fact that we did a poll for best graphics in originals which included Game Of The Bear that won which also included in this poll (Mr. Yo Yo(the one I voted for) , Game of the Bear(the winner) and Slide boy) Mr. Yo Yo won the poll with 3 votes, Game of the Bear got 2 votes, Slide Boy got no votes. Post your Scores in this thread only I will update the Scores in this post and at Atari video Club website Harmony games Page Rules: Start on Level 3 set difficulty switch on A as the game ends on level 9, scores up to Level 9 will be counted(it resets back on level 9 once completed) This round starts on June 13th,2022 at Noon CT and is scheduled to end on July 26th,2022 at 2pm CT Scoring: 10 points for first and 1 points for tenth place and for each after Name: Scores:Points ---------------------------- @cwieland Charles W : 46,100 :10 pts @ZeroPage Homebrew James 0:24,250 : 9 pts @ZeroPage Homebrew Tanya O: 5,500 :8 pts @Dan Iacovelli Dan I: 2,800 :7 pts
  18. Time to announce the Forth and Final Game of the 2022 Harmony Games Tournament which is RobotWar 2684 by Champ Games which won for Best Port in the 4th annual Atari Homebrew Awards. you can download the game at Champs Games Download Page. Rules for the round: Play on standard, set your difficulty setting on B-fire when button is pressed or *for use of duel controller if you can * I will give 2 extra points for those who use duel controller (for those who are play with duel controller post a picture of the controller that you are using for verification the bonus point will be added at end of the round) This round starts on June 13th,2022 at Noon CT and is scheduled to end on July26th,2022 at 2pm CT the game returns to wave 1 after wave 6 so scores up to wave 6 will be counted. coring for bonus points start at 9pts for first place and ends with 1pt for 9th place and each place after. Post your Scores in this thread only I will update the Scores in this post and at Atari video Club website Harmony games Page. Name: Score: Points ---------------------------------- @ZeroPage Homebrew James O: 91,025:9pts @ZeroPage Homebrew Tanya O:78875 :8pts @cwielandCharles W: 28,775 : 7 pts @Dan Iacovelli Dan I: 7,400: 6 pts
  19. Alright, I think it time for one of these threads again. So let's start off with Intellidiscs beta 1. The game is now feature complete, and there are no bugs that I'm currently aware of. There's a version identification string 256 bytes from the end of the ROM that says Beta 1, 4/11/2021. This beta is mostly silent. I've been working with @Synthpopalooza to get some sound here, and there's a cool little tune on the title screen that should be familiar to Tron fans. Just a warning, many emulators can't handle the stuff he's doing with POKEY, so the title may sound weird on certain systems. On real hardware it sounds fine. I've incorporated his sound engine into the game, and I had to scrap the garbage sound effects I had before because they wouldn't have worked with the new sound code. Future test releases will have more and better sound. I'm going to continue to test this build and work on getting the rest of the sound in there. The finish line is in sight! Once I've got a build that I'm happy with, I'll release the source code with the 1.0 release. I'm sure someone will do an A8 port pretty quickly. intellidiscs.bin
  20. Sometime in the 80s... The King of Pop found a time machine. He went back in time to the old wild west to teach dogs how to moonwalk. You are a moonwalking dog of the wild west! Choose between doing a hat dance while being shot at, walking the dangerous streets of the town, hopping a train while being shot at, or trying your paw at a shootout! Note: the shootout can be imagined to be with a wood cutout of an outlaw, held at gunpoint by an outlaw, who will shoot if you're slow or draw too early. Instructions: At the title screen use the selection button to select a dog if you wish, then press fire or reset to go to the selection screen. Move the joystick in the direction of the game to play. Town (left): stay away from the outlaws and don't run into the buildings. Dance (up): dance around a dangerously large hat as you're shot at by the outlaws. Shootout (right): center the aim then pull up and fire only when the background turns yellow. Train (down): an outlaw is shooting bullets at you, so jump or stay low to avoid the bullets. moonwalking_dogs_of_the_wild_west_0.6.bas.bin moonwalking_dogs_of_the_wild_west_0.6.bas
  21. CyranoJ

    JagStudio

    JagStudio is an advanced development suite for the Atari Jaguar that allows you to code using Assembler, BASIC or C and is based around Reboot's powerful RAPTOR API. Regardless of your programming capabilities, Beginners to Advanced coders can utilize this flexible package that will fully suit the needs of anyone looking to program exciting new games for the Jaguar. The benefits of using JagStudio are the Hardware Abstraction Layers (HALs) and the combination of external modules available to use. This allows you, the developer, to get on with writing your games while taking advantage of the Jaguar's powerful chipset without worrying about tedious, underlying mundane routines. The same results that once took days or weeks to achieve can now be done in a matter of minutes, thanks to the power of JagStudio! You are one click away from 64-bit creativity! The current release of JagStudio along with any previous versions can be obtained at its homepage: https://jagstudio.reboot-games.com Some of the features of JagStudio are: Code in your language preference of Assembly, BASIC or C. (Assembly and C are currently in Beta... help us make them better!) Commands have been renamed (from rB+) to reflect the individual modules they control and prefixed as such: rapPrint, u235PlaySample, etc. RAPTOR API Debug Function brings useful program variable visibility to the forefront, aiding ease of game development. GameDrive support along with MRQ file creation. ROM builder now adds FAST GPU depack by default for quicker startup times. Ability to build and split ROMs up to 6MB into HI/LO for EPROM burning. Updated both RAPTOR and U235 Sound Engine APIs to current versions, bringing additional benefits of both in a single updated package. Added universal JagPad Input - A single call that works with either U235 or ZeroSquare sound engine so projects can be easily converted between the two should your needs change. Many enhancements and bug fixes to the original rB+ code (eg, you can now include files >4mb, all files unpacked using GPU by default) All documentation and examples have been updated with a simple rB+ to JagStudio conversion guide to bring your old projects over to the fully updated JagStudio. Includes project examples for all supported languages (Assembly, BASIC and C) for anyone looking to get started quickly. We plan on keeping this alive and active, with ongoing improvements and new features and look forward to seeing what you all make with it. If you have any questions, please feel free to ask in this newly created sub-forum. Happy coding, everyone! The JagStudio Team. @CyranoJ @Sporadic @Clint Thompson A huge "Thank-You" to ggn for creating rB+ upon which all this is based. Please do not pester him with support requests for JagStudio. JagStudio 1.1 has been released! We are now feature complete with Raptor 2.0.20. If you already have JagStudio installed, then to upgrade; - Backup your existing JagStudio folder. - Extract the new zip. - Copy the new JagStudio folder over the top of your existing one. (Obviously this will undo any changes you might have made to the example projects, but you can always copy those from your bakup). Head on over to https://jagstudio.reboot-games.com for the download, online docs and details. 1.1 Change log; * Added Angle calculation and direction vector. See example BASIC project 'calcangle' * Added Collision List. See example BASIC project "collisionlist". * Added Z-Sorting for Sprites based on a sprite property. See example BASIC project "zsort". * Added New "fader" BASIC project. Example on how to do CLUT fades. * Added Clock functions. See new clocktest project (BASIC). * Added Raptor Sprite Shift. Eg. rapSpriteShift(xshift, yshift, sprBug1, 3) - See project "spriteshift" (BASIC). * Added Dynamic object scale - See project "shootbang" (BASIC). * Added Simplified version of zeroPlaySample. Now you just pass the start and end addresses - the length and rounding are worked out for you. Eg. zeroPlay(channel,start_address, end_address, frequency, params). * Added Simple way to stop sound on a channel when using Zero player. Rather than the old way of calling zeroPlaySample with 0's. Eg. zeroClearChannel(channel) * Updated All documentation with some further clarity and the new functions. * Fixed BCX Print generating a \n * Fixed Fix build.bat so it creates a <projectname>.s in the build folder for C projects. * Fixed Fix build.bat so it can send ABS files to the JagGD. * Fixed Fix comment in object template for scale max to 228. * Fixed xdivs, xdivu, xmuls, xmulu where sometimes they would use an address register and fail compilation. Have fun and happy coding!
  22. Story: You are a mouse who is in love with a fish. A bear has come to the stream of your love and is starting to try to eat all of the fish! Defend your love, and slap the bear! Warning: do not slap a real bear! That would be bad for you and the bear, and could get you killed. Instructions: At the title screen control the bear to get the mouse's attention if you'd like, then press the reset or fire button to play. For extra coolness points: have the bear sing a song or recite a speech! Press up to jump as you are running. You can jump off of birds or fish to try to land on the bear's head and press the joystick button to try to slap the bear in the face. A good job may get you applause from the wildlife! When the score is higher, you may be able to play as 2 to 3 mice, Ernie the capybara, or the rat. When you crawl on the bear, it will attempt to brush you off, which may cause you to lose some control over your movement. Don't crawl on the bear too long, or it may accidentally slam you into the ground as it tries to brush you off. If this happens, press the joystick button to start over as a new mouse. slap_the_bear_1.2.bas slap_the_bear_1.2.bas.bin
  23. Chuckle_The_Doll_v1.0 (1).a26Im calling the game "Chuckle the killer doll" (Keep in mind this is a WIP and may apear more flickery because of the videos frame rate). You play as Chuckles the killer doll and must throw knives at the running people to earn points, watch out for the obstacles being thrown at you by the people. There is no way of winning at the moment you just see how many points you can get without getting hit and losing. the crowd of people will get smaller each time they're hit but more will come depending on how many points you have. Gameplay: Chuckle_The_Doll_v1.0 (1).a26
  24. Thanks to ZeroPage Homebrew interview, Matt Smith @mksmith revealed that he's working on a conversion from C64 to Atari 7800 of Ghost's 'n Goblins (2015 version). Latest wip file (it is even possible to test it online) Awesome! Matt is working on the conversion of Night Knight from MSX too! Thank you very much!
  25. This is Rob: This is Banks: Together they are... Rob 'n' Banks So, here we go again. I've been talking about another port I wanted to do and this is it. If you haven't already figured it out, it's time to bring Lock 'n' Chase to the Atari 5200. So, here's a list of questions you may have and my answers to them. 1. Is this a port of the arcade game, or the Intellivision game? It's a port of the arcade game, but the Intellivision game will be a useful reference for how to approach certain things. One problem with this game, and many other arcade games from this era is that the arcade game used a vertically oriented screen. The Intellivision port actually cut down on the vertical size of the screen, chopping out an entire "row." I want to get the entire maze on the screen, and I've just barely managed to do that. This takes up the entire vertical space, so I'm going to need to get creative with how I place the other stuff on the screen. I've seen some Intellivision games that run the score vertically down the right side, and I'll probably do something like that. 2. I see you have two characters there. Will there be a 2 player mode? At a minimum the traditional alternating two-player mode will be there. I really want to try to pull off a two player simultaneous mode, and I think I can do it. Time will tell, though. There's a chance this plan will need to be scrapped. 3. What about the little car? I don't care what I have do, what features I need to cut, this little car is going in the game. I won't be able to use it like the arcade game does since I don't have the vertical space, but I'll think of something. 4. Is this a side project like Intellidiscs was? Yep. My PC game is still my "day job" and this is a fun diversion for the weekends. Expect things to progress the same way Intellidiscs did. 5. How do we engage with you, yell at you, and just generally give you grief about this project? I'll be updating this thread roughly every week with my progress, just like Intellidiscs, so you can yell at me here. I also plan to stream live development sessions on my Twitch channel from time to time, typically on Saturday or Sunday mornings. I'm also usually in the AtariAge discord #homebrew-chat channel so you can bother me there. Between the Intellidiscs release and getting this maze built I'm probably done for this weekend, so regular updates should start next week.
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