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Found 24 results

  1. Hello atariage! It's been a while. And I'm reworking It's Conner time into a full game. Complete with 32 stages, hidden stages, creative enemies, and more. Except it's not close to that. Here is the current 1.43 version:Connertime_v1.41 (3).a78 ( This version fixed collision with bricks) Here is the source code for said version:Connertime_v1.41 (1).a<-- Hit Space to select your level (Button 0) on the title screen. Please also let me know what you think about the game, and how we can make It's Conner time! Not feel like an SMB clone! Here are the changes in this version: 1. Conner can spin-dash by pressing down and the run button. 2. Title-screen still WIP. 3. Fixed a bug with walls and 1-block gaps in which the "ceiling" would push you back. 4. Level 2 is completley beatable thanks to moved platforms. You can still use the 1st pipe to get to the 3rd level. 5. Fish and crabs (No texture for crabs) have been added. (Crabs have been removed due to difficulty problems) 6. Level 4 (WIP) is beatable. 7. Horiz-momentum is implemented on scrolling. 8. Supra speed has been fixed. (Boo. I had to fix this though) Big changes: 1.43: Skidding is available, and Supra speed has been patched out. 1.4: Horiz. Momentum is active on Scrolling. 1.3: There are walls in the game. 1.22: There is a title-screen. 1.32: The issue @gambler172 said has been fixed. The story behind the game is "Supposed" to be what happened to Turbo after getting blown up by that coca-cola mentos mix. IMPORTANT!! 1.35: Physics update + 1up addition. Choose level by hitting select, start the level by pressing a direction. After getting burned, Turbo's remains get shot out so fast, that he breaks out of the game world and infects the internet as a virus. When One little boy download said virus, Turbo was revived. Wreaking havoc, he managed to get the boy electrocuted after a jumpscare when he dropped his computer. Turbo was brought into the dream world as a nightmare, and all the viruses started appearing. The protector of this world, Conner, and his brother Anthony, were notified of this weird hostile life coming into the world of dreams. Your job is to help the pair get through to turbo, and defeat him, restoring peace to Dream land. But it's worse- Turbo also stole the 6 Chaos diamonds (I wonder where that came from) and since has unleashed their power. Get the 6 chaos diamonds, and use them to destroy the nightmare land, saving dream land. Failure to do this will result in Dream land being filled with nightmares forever. Down here are previous versions going from oldest to newest. These are versions 1.08 and above: Connertime_v1.0 (25).a78 Connertime_v1.0 (14).a78 Connertime_v1.0 (15).a78 Connertime_v1.1.a78 Connertime_v1.1.a Connertime_v1.2.a78 Connertime_v1.2.a Connertime_v1.2 (2).a78; 1.21 Connertime_v1.2 (3).a78; 1.22 Connertime_v1.2 (5).a78; 1.23 Connertime_v1.3.a78; 1.3 Connertime_v1.3 (22).a78; 1.35 Levelgeneration (6).a78 Levelgeneration.a Levelgeneration (1).a Levelgeneration (9).a78 Connertime_v0.98 (11).a78 Connertime_v0.98 (11).a78 Connertime_v0.98.a Connertime_v1.0.a78 Connertime_v1.0.a Connertime_v1.2 (1).a Connertime_v1.3.a Connertime_v1.3 (1).a78 Connertime_v1.3 (2).a78Connertime_v1.3.a78 Connertime_v1.3 (25).a78 Connertime_v1.3 (1).a Connertime_v1.41.a78 Connertime_v1.41.a Connertime_v1.41 (1).a78
  2. Hi! If any of you had the same experience as me, being blown away that the frenzybeserk cartridge could SPEAK... I wanted to play 4-bit samples of voice clips too. Here is the code:Voices (1).a If you set CTRL to %01000000 then you can string multiple voice clips together. Basically this is how it works: 1. "length" determines how long the sample is. 2. "location" is the word that points to the sample. 3. Samples are played at 15,720 KHZ (1 sample per WSYNC) 4. Samples can be anywhere from one byte (2 smp) or 256 bytes (512 smp) When setting CTRL to %01000000 it triggers an interupt which does this: 1. Each frame, a new sample location is fetched. 2. "Where" holds the low bytes for every sample location 3. "WhereH" holds the high bytes form every sample location 4. "Lengths" holds the lengths of each sample. So, at the cost of ~60 HZ and some audio quality, you can instead of storing one huge sample saying "Hello world!".. You can instead store a sample for H, e, l, o, W, r, and d. The bad side of doing this is it makes a pluck noise whenever the IRQ happens because the last 4 it sample plays for an extended (More than a WSYNC) period of time. Have fun with it! And, can someone record all the letters of the alphabet and numbers 0-9 using this method please? Thanks, because I wanted ICT to say "Ecerno" and then "Have you played atari today" at the begining on startup. (The second phrase might not be posible) Voices.a
  3. Hello! Sorry, I don't have screenshots. (I'm working on ICT for the 7800 too) I realised something... If any of you own gameboy games and a gameboy color, you will know how the background seems to take on one pallete and the sprites another one in most cases. I realised, using 320C, we can do the same on the atari in 320*192 (it's more like 320*224 though) resolution. BUT, using 320C the foreground and background palletes are 4 colors (5 with transparency) and sprites and the background can use both palletes. I considered using 320C for It's Conner Time, A Super mario style game for the 7800 (Of course, being more advanced than SMB) BUT, 320C has color limitations and I wasn't prepared. So I'm going to use 160A instead. Sure, it's blockier but I didn't design the graphics for 320C. We can show the NES who's boss! Let's beat the NES and SMS in the battle for high resolution.
  4. Hello! (again...) So after downloading the Harmony programming stuff and installing it, it says it couldn't run because "VCRUNTIME_1.dll and MSVCP140_1.dll wern't found". I'm using Windows 11 and also I'm on an X64 based platform. Weirdly, Stella says the same but only for the VCRUNTIME_1.dll thing. Please help! Again, I'm trying to install the new firmware onto my Concerto (Green PCB) after I broke the firmware that was already there by running the harmony_bios_updater .cu file out of curiostiy to see what would happen, and what happened wasn't good to say the least.
  5. Hello! I know about the No pokey @ 450 limitation on Concerto. Is there a patch to fix this so I can be blessed with music in my game and other POKEY@450 games? I just hope it's not a hardware issue and that it is a software bug, otherwise I'll need to buy ANOTHER concerto... Yes, ballblazer does work, but Commando has no music (Or my rom doesn't)
  6. Hello! I know I'm not an NES coder. I'm a 7800 coder. The thing is I want an easier way for ICT2 and beyond to compress level data. Now I know the basics of SMB1 level generation: 1. A bunch of room objects are placed in a "Page" 2. Each page is a nametable size 3. Room objects can be different sizes, even ones of the same ID How does this all work? Please let me know! For ICT2, I wanted to use a 16KB RAM expansion and 128KB using SUPER or Activision with a POKEY at $450 (or $4000 if I can use POKEY without SKCTL) 8KB would be for the level. It would be decompressed and then the game would let you play the level, being decompressed in RAM. I'd like to know how SMB1 compresses level data and how it all works.
  7. Ok, I know I post WAY too much, but if you include a POKEY, I feel the Atari wins specs wise!! Atari 7800 NES 6 voices, 16 unique sounds 5 voices (2 square waves, 1 triangle, 1 1bit noise, 1 DPCM or PCM @ 7 bits) Any* number of sprites, each 64 sprites, each being 8*8 or 8*16 pixels big, 8 sprites per line can be 2*1 to 512*16 using various settings Sprites are 1bpp, 2bpp, or 3 colors per sprite out of 4 palletes (3 per pallete). Sprites can be flipped horiz. and Vert. and can be infront or behind the background. 4bpp (12 colors). They can Also represent a row of cha- -racters too. The 4 Pokey voices can use Voices are preprogrammed to be a certain noise, minus the PCM (duh) and the Square waves can have 4 different duty cycles. many different filters/effects, like Highpass*, 2 tone mode, 16 bit mode, and more! Resolution of 160*192 with Resolution of 256*224 (256*240 in PAL) with 25 colors (without pallete swaps) out of a master pallete of 54 colors, BUT an emphasis of red/green/blue can be 25 colors or 320*192 with 9 Applied, mixed and matched, to get 512 unique colors. or 7 colors (without pallete swapping) out of a pallete of 256 colors. (16 hues * 16 luma) (Vert. resolution is 240 in PAL regions) There is no background, BUT A background of 32*28 (or 32*30) tiles can be used. Each 2*2 group can be assigned one of 4 palletes, each with 3 colors each. They can also be scroll you can make one out of sprites. -ed vertically and horizontally and there is mirroring, vertically or horizontally (Nametable wise) Identical CPU's, a 6502 clocked at 1.79 mhz. The thing is, many 7800 games pale in comparrison to their NES counterparts and that's a shame. So are there any games that really crush the NES? I know of some, but not many.
  8. Hello! What modes do rikki and vikki use? Just asking, because I'd like to make a hires ICT2 after I finish ICT, but I want it to look nice and not be giving the nay sayers this: "Ah yeah, the 7800 does terrible high resolution, just look at It's Conner time 2" Rikki and vikki looked soo good, so what modes did they use? Thanks.
  9. Ok, I've just fixed something in my game. (edit) Here is a patched ROM that fixes 2 things: 1. Startup crash glitch 2. Press reset = Crash glitch Newly fixed version: Connertime_v1.0 (11).a78
  10. Hello!!! So, I've been working on It's Conner Time! for the atari 7800 and the game is turning out to be smaller than I thought. So I thought maybe I could design a special chip that could do one of two things: 1. Using a port on the cartridge, Map $4000-$7FFF of the "external" cartridge to $4000-$7FFF of the address space 2. Using External RAM ($4000-$7FFF), use 1 byte to "Swap" to the attached (Cart on the cart) cartridge and when set to 1, $8000-$FFFF on the external cartridge will be mapped into the main memory. This could be very useful for many games; It could add more levels to games (For example, I wanted 4 versions of "It's Conner time!", each having the same goal, but having a whole new world to explore, and when added to the base main game, would expand it, allowing you to access more levels, and maybe, even the "full" game (It could have a "to be continued" otherwise, but after where that would be, the remaining adventure would be dictated by a mix of the main and connected games)) Now, before you all just go "Build it yourself!" I can't. I don't have a soldering iron or anything you need to make your own chip, and I'm a software guy. This also might work with the current bank switching routines and use some of the available banks to map to an external cartridge.
  11. Hi! So I have been having a very strange problem. Using POKEY@450, it works fine on the emulator. (JS7800) I've reset POKEY (using SKCTL = 3) too. BUT, when I move to the real hardware, it is silent. (Please note that I have a POKEY in my concerto, and BALLBLAZER works fine) I can hear the TIA, but no music. Can someone please let me know what I might be doing wrong?
  12. I'd like to introduce Bernie and the Cubic Conundrum. I started Bernie a few months ago but put the project on hold while I was working on other things. Bernie is now ready to share in the form of a basic demo. Demo is available link at the bottom of this post. Inspiration Bernie and the Cubic Conundrum takes inspiration from Q*Bert and a few other games but changes up the main gameplay tropes with additional elements and of course, Bernie Features Bernie will have a lot of features, a few are already in and working. 50+ levels planned (maybe as many as 75) PAL + NTSC palettes and localisation out of the box. 1 and 2 player taking turns, plus "Co-opertition" (idea from Borderlands 3). In Co-opertition, players work together to clear the round but the player who clears most squares wins the round and the Bonus. So it's kind of like a deathless deathmatch. Standard and Expert Modes Atari Vox support for saving scores Atari Vox support for speech (adult and kid friendly - nothing too "industrial", no hard curses so don't worry), or you can just turn it off. Visual instruction section for easy "pick up and play". Multiple enemy types with different abilities. Power Pills to turn enemies in to tasty low calorie nutritious snacks. Trap tiles, trapdoor tiles, hole tiles, freeze traps. Timers, (have to have timers for speed runs! Actually more like MrDo's timers.) Game speeds up as you progress, enemies take less time to think, bombers are faster, freezers appear, traps appear etc. To Do A fair bit to do but the game is looking good enough to share some details and now a demo. SFX & Music Bernie's movement animation (right now he's using the "surprised" Bernie frame and while that looks funny, wasn't the intended outcome!) More enemies Better level transitions. Tidy up collisions. Anyway, here is Bernie. My wife was kind enough to Crochet a real Bernie for me after she saw my sprites taking shape. (Why Bernie? well that's a story for another day). Some screen grabs : You Tube Vid : https://youtu.be/ywmXPiCZs9U Demo : Bernie_Cubic_Conundrum_alpha10.a78 Demo is tested working on NTSC and PAL with Dragonfly. Should work with Concerto and most emulators. The demo has 7 playable levels. Some levels need you to change colour once, some twice, some will reverse if you enter the same square twice. There is no sound other than some AV speech phrases. There are known glitches and strange things do happen Select = Change level on the title page. Enjoy!
  13. Updated 6-17-2022 Note: If you don't like stuff with toilet humor, then I'd suggest looking elsewhere. By poop-ular demand, that's right, both of you, I've decided to make a sequel to the Roof Pooper game. This time it's based on a well-known trial that by the time you read this, it's still going on, or has been adjourned. STORT- You're Anita Smelled and you've just gone through a divorce with film star, Jimmy Dump. Now he wants to sue you for all the bad things you've said about him. You've had enough of his tyranny and one of the things you've done was to poo on his bed to get revenge. But now, you've decided to go to war with Dump by poo-ing on his lawyer team, witnesses and fans. And quite possibly Johnny Dump himself running across the screen. Court Pooper has two modes: "Standard" and "Tournament." "Standard" is reaching high score with up to 3 lives... (in the demo it's up to 50,000 points) going through three settings: the bedroom, mansion (or home or whatever it is) and finally, the courtroom. Each will cycle through several times as usually the court will take "field trips." "Tournament" is only one life. Hit a judge and the game ends. There is, however, a way you can poop on the judges for extra points. An icon with "JP" or "judge pooper" will temporarily change the judges into blue. Then you can safely poop on them but beware, they will change back shortly. Both modes have the "judge pooper" icon. If you manage to score 20,000 points, and have up to two "gavels," one will be taken away. Court Pooper also has high score. Screenshots cpooper_demo.bas.bincpooper_demo.bas.a78
  14. Hi! So I'm not really tech savy. I'm more of a 6502 coder. I'm smart with a few systems: The atari 2600, 5200/XL/XE, and the 7800. I have written several simple programs but I was wondering if there was a 5200 adapter we could make (Well, not we, because I'm not a hardware guy =/) that would plug into the 7800's controller port so we 7800 and 2600 owners could experience the previous (or next) generation of Atari! This would eliminate the need for a 5200, but the 5200 is GIANT! I own an atari 7800. I also own a 2600. Sadly, my mom didn't keep hers and the 2600 is rebuilt, but the 7800 came stock. (Mine has the expansion port) If you guys have a 5200 adapter for 7800 or 2600, I will absolutley buy one!
  15. I was asked to post a new game for gambler172. 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? NTSC format. Game comes with instruction manual. $35 USD plus shipping. Please PM me if you're interested in a copy.
  16. Hi! So I realised I'm pretty bad at making games, because I can't sit for long periods coding. (Well, I can, but then I have this really cool new idea!) So then, I decided, "Well, you guys can make games. I know a lot about the prosystem. Maybe I can help you guys make games by making stuff for you to use." So if I make anything, or you want me to try something out, then post here, on this forum. (P.S. I'm not an expert, so I may need some help =/ ) I've already made a sprite decompression system, here's a file: (.a is text, .a78 is binary) A78_sprite_decompression.a A78_sprite_decompression (3).a78
  17. Hi! So this is my first topic. (Yay me!) I realised that many flashcarts (Including the harmony and Concerto) load the game you want to play into RAM. (Duh) But, I realised, you can write to that "RAM" and it will succeed, ONLY ON THE FLASH CARTS. This doesn't work on emulators, and I know who would pirate such a game, but I wanted to put that out there. After writing to a memory address ($1000-$1FFF for 2600, $4000-$BFFF for 5200, $4000-$FFFF for 7800), you can check if it changed. If it failed, the copy is legit, and the game can run. If not, the game won't run. OR, you can do some sneaky things, like disabling gameplay past a world, making the experience wonky, and so on.
  18. Hello! I am interested in purchasing a used copy of Midnight Mutants if anyone is willing to sell. Please reply directly with pricing! NTSC version only. Thank you! -Aaron
  19. Hello everyone. I am having some difficulty with an Atari 7800 that I picked up that I hope, with the help of this community, we can figure out. The unit didn't have a power supply so I picked up a new switcher from best and it checks out fine and powers up the unit. The problem that I am having is the picture has a lot of static, you can barely make out the image but it has color and responds to control input. The second problem is the sound which is nothing but static, no game sounds what so ever. I did clean out the cartridge receiver on the board with 91% alcohol and a cloth over a credit card. I'm connected through an rf coax adapter using an rf cable. I've tried different cables and adapters, tried different cleaned 2600 games since I don't have any 7800 games yet, switching through channels on both the console and the tv, re-scanning channels on the tv with a game running on the console, running through a vcr to tv using the composite and then the coaxial output of the vcr, and lastly using an old tube tv. The ohm resistance on the rf output is 1 with a the meter set at 200 while my 2600 has an ohm reading of 100 with the same setting. I use to get a reading at .18 with it set above 2k but now it's just reading 1. Best electronics says it sounds like a motherboard issue and the av mod likely wouldn't make a difference. I'll try to upload an image of both sides of the board.
  20. I designed a circuit that allows the use of a PS2 controller to be used on an ATARI 2600 or ATARI 7800 gaming console. What I would like to know is if there would be any interest for this being turned into real a product? Of course the actual size of the product would be much smaller and more manageable. Please see my demo on YouTube: More info about me can be found here: https://www.linkedin.com/in/afabrizi/
  21. I'm a pixel artist and would love to get into making pixel art for the Atari 7800. I have found utilities available for making graphics on the 2600 and the Atari 8-bit computers, but I can't seem to find one out there for the 7800. I've read some on the Atari 7800 Programming site and forum posts here explaining how the 7800 and its MARIA chip handles graphics, and I do have some understanding to an extent, but a specified program would definitely make the process a ton easier. If there isn't some kind of program available, I can definitely try to just replicate the limitations myself in some kind of paint program or other software that wasn't specifically for the Atari 7800. If anyone knows of a pixel art tool that allows for non-square pixels, like those on the 7800, that would be very helpful as well. Thanks
  22. RetroElectroDad

    Atari 7800

    From the album: RetroElectroDad Console Collection

    Atari 7800 running Ikari Warriors.

    © Trevor Briscoe

  23. From the album: Signed Stuff

    Sick Pickles homebrew cart by Brek Brixius (AA Member Si02). One of the first five purple Sick Pickles cartridges ever produced.
  24. Hi everyone, I compiled the Dingux-7800 v1.1.0 code in my Raspberry PI and in my PC. Everything worked in the compilation and the emulator is running. But i can not configure the USB joystick or keyboard to play. During the game, only the D key on keyboard is working. Does anyone have any idea how i can fix this? thanks
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