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My eBay - A list of all the items I'm selling Nintendo USA Not For Resale Super Mario 64 DS Demo Cart £129.99 (+ £3.50 UK Delivery or £12.99 International Delivery) Cart is in good condition. I've tested the cart and it is in working order as well. I can confirm it will work on any NTSC Nintendo DS and Nintendo DS Lite. Will not work on a PAL Nintendo 3DS and New Nintendo 3DS. I cannot confirm if it will work on any PAL Nintendo DS/Nintendo DS Lite, NTSC/PAL Nintendo DSi, NTSC/PAL Nintendo DSi XL, NTSC Nintendo 3DS/New Nintendo 3DS, NTSC/PAL New Nintendo 3DS XL, NTSC/PAL Nintendo 2DS or NTSC/PAL New Nintendo 2DS XL. Nintendo USA Not For Resale DS Download Station Volume 16 Demo Cart £9.99 (+ Free UK Delivery or £9.99 International Delivery) Cart is in good condition. I've tested the cart and it is in working order as well. I can confirm it will work on any NTSC/PAL Nintendo DS, Nintendo DS Lite, Nintendo 3DS and New Nintendo 3DS. I can't confirm however if it will work on any NTSC/PAL Nintendo DSi, Nintendo DSi XL, New Nintendo 3DS XL, Nintendo 2DS or New Nintendo 2DS XL. SEGA Japanese Not For Sale Dreamcast Promotion Disc - SOLD I am open to fair reasonable offers so feel free to send me one. Serious buyers only please. Tracking and insurance will be provided. Will combine shipping on multiple items purchased. I'm a very trustworthy seller. You can see my reviews as an eBay seller here and have done business on similar sites when they were around like this one for example (please note: that item I've linked to was sold long ago).
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We are very pleased to announce Millie and Molly 7800 will be available for purchase on cart here in the AtariAge store in 2022! *** PLAY THE DEMO *** Final playable demo is now available in JS7800 (thanks @raz0red). Reviews Cousin Vinnie has given Millie & Molly the special treatment in his great review of the game! Millie and Molly is a retro inspired puzzle game featuring 100 levels spread over five themed worlds. This is an Atari 7800 conversion of the Commodore 64 retro smash created by Carleton Handley. Background I first saw this game on the Commodore 64 not long after it's release in early 2020. I thought it looked great, was really fun to play and had some unique features - all adding up to a very enjoyable experience. The game is a platform puzzle game where you play grannies Millie and Molly (either separately or together) which starts off easy enough showing you how to dig through dirt, move blocks into position and kill monsters to complete each level. But don't let that fool you as the puzzles are very well constructed leaving you scratching your head soon enough! Special thanks After making some initial contact with Carleton Handley in early March 2020 (after completing a proof of concept), the team continued to develop, build and test the game until it was around 90% complete. Carleton was very impressed with how well the game had come together, enough to suggest we contact his other team members Chun Wah Kong (level design), Saul Cross (graphics), and Hans Axelsson-Svala (music) to approve a release. We are very pleased to announce that each has given their blessing for our conversion to be released on cart. Whilst we have had the pleasure to create this conversion we cannot thank each of them enough for designing such a brilliant, thoughtful and enjoyable game. If you are a Commodore 64 user and have yet to play this game please support Carleton and the team by purchasing the original. Instructions Help Millie and Molly clear their world of the malicious monsters. Monsters are killed by walking into them from the side. Don't fret, Millie and Molly can't die! They can fall from any height and even have items dropped onto their heads. To help you get at those hard to reach monsters items can be pushed, ladders can be climbed and dirt can be dug through. Millie and Molly can even use each other as platforms when they are in a level together Features 100 original levels spread over 5 themed worlds Rewind feature allowing you to step back and fix your mistakes 1 or 2 button joystick/joypad support Level passcodes Save key and level passcode support (for tracking your current progression) Graphics have been faithfully re-created and colored for the Atari 7800 8 incredible pokey tunes re-creating the superb originals Support for both NTSC and PAL users with matching palettes and music playback speed Easter eggs! Controls Joystick or joypad in the left controller port Button 1 to switch between the sisters Hold Button 1 to rewind your mistakes Button 2 or Pause toggles menu access Credits Original Design Code Carleton Handley Puzzle Design Chun Wah Kong, Patsy Chim Graphics Saul Cross Music Hans Axelsson-Svala QA @tonik_c64 Conversion Code Matthew Smith, Mike Saarna Music Bobby Clark QA Robert Tuccitto, Steve Ramirez AtariAge Albert Yarusso, CPUwiz Release Millie and Molly 7800 will be available for purchase on cart here in the AtariAge store in 2021 (TBC). ZeroPage Homebrew streams featuring Millie and Molly I would also like to thank James and Tanya @ZeroPage Homebrew for previewing Millie and Molly 7800.
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Previous post here I published Mortal Coil, the first graphics & sound demo written in Meta, my new programming language: https://language.metaproject.frl/programs/ The ABBUC had the scoop on this in their December 2021 disk magazine. Now I am publishing it for everyone. I ported Mortal Coil from the original in assembly by my old friend @F#READY. The original won first place in the 128 bytes compo at Outline 2017. I used this example throughout the development of Meta to guide its design and implementation.
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Definitely a work in progress, but I wanted to make a video to show where things stood with the beta version of the #ColecoAdam #FujiNet, including seeing the CP/M tools. Enjoy
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Update 2020/05/28 - As you can see it looks a little different 4 years on. 'lo all, I've recently been working on a Dungeon Master-esque maze game in 7800 Basic with the intention of maybe turning it into a basic first person roguelike but I just flick between different projects and never finish anything. Instead of letting it go to waste I thought that if I upload it here somebody can learn from it or use it as a starting point for another project. For the sake of making something quickly all the walls are large banners rather than being made of tiles so it wastes a lot of space in memory and I've had to put the plot commands in subroutines as the closest wall graphics are too big for an IF statement to jump over the draw calls. The best improvement would be to switch to using a tilemap for each wall to reuse graphics and save space for other wall graphics and/or monster/item graphics etc. The HUD would also need a lot of adjusting to make it more efficient and I've not been able to get the text to work properly in the time that I was making this. Hope somebody finds this helpful. 3D Maze.zip
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Megalovania, the demo I made for Silly Venture 2020+1 Summer Edition (Gdansk, Poland, 20-22.08.2021). Dedicated to my daughter. The tune is by @Fragmare Runs on PAL and NTSC machines (tune's speed and colors are adjusted accordingly). Megalovania.zip Ranked third (out of three...) in Atari XL/XE demo compo. Special thanks to @dmsc (FastBasic), Homesoft (single file packing), @tebe (Atari Graphics Studio), Raster (Raster Music Tracker), Grey (motivation), Marok (RMT Player), @playsoft (Atari Player Editor), @phaeron (Altirra), AtariAge, AtariOnline.pl, ABBUC
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Previous program here My new programming language now has an extra backend that generates 6502 machine code directly, without generating C and going through CC65. One of the benefits is that I have been able to implement the special, relocatable program format of SpartaDOS X. Here is the Rainbow demo that I posted earlier, now compiled for SDX: https://language.meta.frl/examples/platforms/Atari/8-bit/SpartaDOS-X/RAINBOW.COM The program file is only 29 bytes. SpartaDOS X loads it wherever MEMLO happens to be and runs it from there. The program code is here: The new backend produces simple listings of the generated code, which are mostly its internal data structures: https://language.meta.frl/examples/platforms/Atari/8-bit/SpartaDOS-X/rainbow.list The backend doesn't support as much of the language yet as the CC65 backend. This is a lot of work and will happen over time. I believe this is the first compiled programming language that supports SpartaDOS X, beyond assembler and the interpreted SDX batch language. I am very happy how it is turning out. It's the fulfilment of everything I wanted to do three decades ago. ?
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Hello, 2600 fans! I am developing a new programming language, that I am now targeting at the 2600. The first target was the Atari 400/800/XL/XE, my old machine. Here is a rainbow demo that I ported from the Atari 8-bit version: https://language.meta.frl/examples/platforms/Atari/2600/rainbow.rom It shows that the new language is small and fast enough to race the beam. It generates 286 scanlines, achieving a display frequency of 55Hz. This is inbetween PAL/SECAM and NTSC, so it will work on all of them, if you have a tolerant television set. The original is here:
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I thought I would post this here, for those who do not have a rainbow demo yet. https://language.meta.frl/examples/platforms/Atari/8-bit/RAINBOW.XEX It is written in a new programming language that I am developing, which I am introducing here:
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Yes, is possible to run JAVA bytecode on 8-bit home computers and develop some atari examples using standard class libraries. Here a demo running on Atari800 (The .XEX was tested on a real machine). This is a port to Atari from the B2FJ java virtual machine that allows to run bytecode on C64 (https://mzattera.github.io/b2fJ/) Demo Sources: https://github.com/eahumada/b2fJ/blob/master/dev/test/b2fJ/test/atari/ColorMusicPlayerTest.java Project on GitHub: https://github.com/eahumada/b2fJ/ Video: https://youtu.be/Zym4K55Vecc b2fjplay.xex
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I'm looking for the alpha, beta, debug, preview, review, press discs of the games below. The discs may be numbered or may have reviewer's name on them. The stuff is really old so please don't worry about it. Any discs with uncovered confidential information like numbers or names will not be showed in the Internet. I have some good preview/review games for trade. I'm interested in any offers. Crash Bandicoot Crash Bandicoot 2: Cortex Strikes Back Crash Bandicoot 3: Warped Crash Team Racing/CTR Also these DEMO CDs. Crash Bandicoot 3: Warped ["Toys R Us" Test Drive DEMO CD, SCUS-94289] Crash Team Racing ["Toys R Us" Test Drive DEMO CD, SCUS-94459 Resident Evil Resident Evil 2 Resident Evil 3 Resident Evil - CODE: Veronica Dino Crisis Dino Crisis 2
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- Crash Bandicoot
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Hi! Do you know "the Big Screen" demo from the "Europeans demos/Overlanders" on ST? I really like this screen a lot so here is my Atari Jaguar version: http://www.barreteau.org/atari/jaguar/BigScreen/BigScreen.zip It's a 1MB ROM usable on a Skunk. It was done for NTSC but it works in PAL too (PAL just hurts my eyes...). Matmook
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merryc.bin merry.rpk - - - - - Things to do: * Christmas music * Christmas tree * Something else ...
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EDIT: BREAKOUT 2000 SEQUEL RELEASED! Download the sequel for the SuperCharger from the Atari 2600 forum thread BREAKOUT 2002 LASERBEAMS NTSC Improvements: More action, a score, a level indicator and a goal - make it to the playable treasure room ending scene on level 10! For Zero or more Players! CPU plays both characters, players can join in any time! Camera follows the Ball and only the Ball has Laserbeams, the Atari Logo is much harder to play, like Tails. Characters can perform a forward roll through any contiguous line of bricks, also influenced by the Sonic series. LASERBEAMS controls are reversed, button conserves the Laser because who doesn't want to use it all the time? ? The Logo can only be Killed with a Direct Hit, similarly a glancing blow from the Logo is non-fatal; it must nail the Ball head on. Additional cool game tunes and musical effects, I'm planning to post the BASIC source code on the programming forum to share the techniques. Have fun, have a ball! Comments and questions welcome! Older version below with support for the Flashback Portable, haven't recompiled a version of the new one yet. BREAKOUT2000_V2_SuperCharger.bin BREAKOUT2000_v2_AFP.bin (Slight difference - the SuperCharger version can reach the top row) SuperCharger audio file: BREAKOUT2000_V2_SuperCharger.wav
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Yes! It's finally here. The playable Demo of Robot Zed. Years in the making! I spent all day trying to figure out this game breaking bug that's been plaguing me for months and finally figured it out. Now I can finally release this thing. You're a cute little robot that can obtain the powers of certain enemy robots once you defeat them. You can use those powers in your quest to rescue all of your Robo Buddies! This is just the opening level that everyone plays before you get access to any of the other levels. This game is also a rogue like with inspiration from Mega Man and Kirby. Here are the control instructions: Left / Right - Moves in that direction Up - Fires current weapon power Fire Button - Jumps Fire Button AND Down - Cycle through your powers to select (if you've obtained any). You only have one life and an energy status. Every hit by enemy fire, an explosion, or even running into an enemy will knock it down. To the right is the your power ability number. Every time you use one of your selected abilities, it will drain this. Once you are down to zero, you will return to normal power Zed. You can obtain life energy from the regular bots that don't give you any special powers. You can obtain special powers from the robots with special abilities. You receive their ability plus 10 power ability points. If you already have their ability, you will receive 5 power ability points instead. When you lose all your life energy, it's game over. When you destroy an enemy, it will release their power module and will follow you until you collect it. The regular bot won't always give you life energy. So, have fun, tell me what you think, and if you run into any crazy bugs. I will also be updating this demo with additional window dressing so to speak, to make it look even better. Once I make any additions, I will upload the new version. Note: Quick edit. Minutes after uploading I realized I forgot to remove a recent bug checker I added to the code. I removed it and have uploaded the correct version. RobotZed_07.bas.bin
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Hi all, I've recently finished a demo on the Atari 2600 and thought I'd share (see attachment) This is IOCaste. It runs in PAL but works fine in Stella. Doesn't seem to do anything in Z26 though, not sure why. Since most of you are probably in NTSC land you can watch on Youtube, captured from real hardware. Enjoy. Cheers, Krion iocaste.bin
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Since this is a prototype bus stuffing driver you can only run this bin on an actual harmony cart. Rather than having a full frame buffer it only stores the color and height for each of the 40 columns. There should be plenty of resources left to make an actual game. The quantity of sprites will be severely limited though because the only way to reposition them will be via HMOVE. Joe's demo was used as a reference for some of the fixed point math implementation. Latest Version: raycaster-2018-6-15.bin - Fixed vertical bar glitches Previous Versions: Raycaster_2018_06_13.bin
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I've done another roundup of interesting vintage holiday home computer demos I've found out there online (videos). Sixth or seventh year now, wow. Have a look, if you like the sounds of square-wave jingling bells. (I must inform: this year I found no new Atari demos, but there are quite a few in the (linked) collections of years' past.) http://www.bytecellar.com/2018/12/13/have-a-helping-of-8-bit-holiday-cheer-2018-edition/ Ho ho ho. bp
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Hey Guys! I want to prepare an article about the demo scene of the Atari 2600 and I need your help! I need a list of the various demogroups or people which released the demos for the machine. Or maybe is someone of them online here? Would be great if you could help me
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If any of you missed SvOlli's post, there is a 512 byte demo competition at the Nordlicht DemoParty this year. I have been working on an entry for the past couple weeks, and it is very close to being finished. The original plan was to have colorful dots slowly raining down the screen with some peaceful sounding music, but I needed something a little more interesting, so I added text as well. As of now, there is no music, but I have 45 bytes of ROM left to work with, plus plenty of unused bits from another table. I will do my best to add a 2-voice soundtrack, and if I have a few bytes leftover, I will try to fix the "R" character. (That might give you a hint to how I am doing the character graphics). I am posting the current .bin here, but I won't be posting any source code until after the contest is over. Any feedback is appreciated! If you have a PAL system and a Harmony cart, please test it out for me, since I don't have a PAL setup. I specifically am curious about whether or not the top of the kernel is aligned properly. demo2018.bin
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Hello, 10 years ago the guys from the demogroups wAMMA and Trilobit tried to build a cartridge that runs 6 different already released demos together with a newly coded menu. 9 years ago they gave up and released their stuff unfinished as a cry for help. 5 years ago I was asked, if I could try to fix it finally. I succeeded, but for other reasons it never was completed. Well, until now. The whole story is available at https://xayax.net/nonxayax/triptych/, including an option to run the demo in an emulator running in your webbrwoser. The coolest part about it: a cartridge will be available in the AtariAge store soon. Have fun! ("demo" in this case demonstrates cool coding skills as a non-interactive animation, and not some kind on unfinished game)
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Hello there! From 20th to 22nd of July there will be the Nordlicht demoparty in Bremen, Germany. They established a quite interesting new competition for demos that are 512 bytes in size. There are also general rules that apply. But I think that's something that calls for entries done on the 2600. I plan to release something myself, but if there are more entries (something like 4-6), it might be nice to put them into in 4k ROM with a small menu. But that would be done most probably after the venue. Keep in mind that we Germans use PAL systems, so if assembling all entries into one ROM is an option we need to stick to that. If you insist on submitting an entry that runs on NTSC only, please let me know, so that I can provide an NTSC system for the the orgas there. And for the ones that are so close to the hardware that they need to know: the PAL system that will be definitely there, is a Junior, the NTSC system that I will take the if needed is a light sixer, both modded with a composite output. So let's make sure that the compo gets a significant share of VCS entries.
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Today an entry from Sillyventure 2017 was finally released. When I saw it on the stream I was pretty sure this could have been done in rb+. And it is actually written in it! I'm really glad people find rb+ useful and make things in it, especially when they come out of the blue with a release! Will update this post with a video when there's one available, for now head over to pouet.net and grab the rom yourself!
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EDIT1: - before reading all of this below, you can find Version two of the demo further down at this link - http://atariage.com/forums/topic/273950-classic99-versus-classic99-head-to-head-turn-based-game-demo/?p=3928868 I can confirm it works classic99 vs classic99 (over a network share) as well as classic99 vs Real Iron TI-99/4a equipped with TiPi. EDIT2: Video of DEMO2 here: Classic 99 vs Classic99 and also Classic99 vs TI-99/4a TiPi Console EDIT3: Slightly optimized code available HERE. EDIT4: Latest and probably last version Number Guessing Console Vs Console Demo 2 v 3 (NGCVCD23) with updates and information can be found HERE. Hi! In chatting it up with the TiPi crew I decided to jump the gun and try something out. My basic understanding of TiPi is that it allows real iron consoles to use shared folders on a raspberry pi to use as DSKx. That's virtual disk drives on a network share. The team is hard at work to bring better capabilities and more options than I am going to demo here (when ever the video is done processing so I can upload it someplace. EDIT: WMV Video attached in this zip file = ngcvc-1.zip(NO AUDIO - Something went wrong - but video yes). But I thought, well, classic99 can use network shares as well. Now this demo is not using network shares but it easily can. For simplicity this is what I did. DISCLAIMER: My code is ugly and not optimized at all - if you destroy planet earth running it, I deny any responsibility, use at your own risk. It's just a demo after all to illustrate where my ideas are in turn based head to head gaming we can all enjoy in emulation right now. And on Real Iron once TiPi becomes available sometime in the next year or two (hey, I'm not putting any undue pressure on these guys, I think it'll be out sooner that but i also don't want to make enemies of them). Anyway - I created a simple number guessing game that you run in two different classic99 sessions. For the time being I used a local folder but it can easily be done with a shared network folder on two different computers. But for simplicity, do this: Step 1: Create a folder on your computer. Step 2: Download the attached ngcvc XB file (Number Game Console Vs Console) and save it in that folder you created in step 1. Step 3: Open a classic99 TI-99/4a v1 emulation session and point DSK1 to the file in the folder using FIAD. Step 4: Open another classic 99 emulation session just like before (while leaving the other up and running) and make suere DSK1 is configured to look at the same file/folder using FIAD. Step 5: place the two screens side by side and resize as needed. Step 6: Type the following line on one screen then press enter. OLD DSK1.NGCVC Step 7: Once the game asks if you are player 1 or not (DO NOT ANSWER YET) - repeat step 6 on the other screen. Step 8: Decide which one will be player 1 and type Y then hit enter. On the player 2 side type N and hit enter. Don't forget you have to click on the appropriate screen to activate it. Step 9: play the game going back and forth between screens. If you want, try it over your LAN making sure both computers running classic99 are configured for the same exact DSK1 location (a shared folder someplace) and give it a go. THIS IS ONLY A DEMO: What I'm doing is creating a file with only a single record in each file. There are 6 files altogether. They contain the only information that needs to be shared between the console and they are access via Disk IO functions. I think this is a pretty good way to make simple turn based head to head games NOW via classic99 and more robust games later using TiPi and better functions that may or may not be implemented. (see disclaimer and fill in the blanks) Here is the DEMO: NGCVC.zip Here is the Original buggy Source Code: ...
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I think I've achieved horizontal playfield scrolling with via bus stuffing and the Strong-ARM driver. If you have a harmony cartridge please try it out. Current Version: Cherry-Tree-Scroll3.bin - 1/25/18 Optimized driver with lookup table and self modifying ARM code, fixed graphic data glitch Past Failures: Cherry-Tree-Scroll2.bin - 1/6/18 disables VBLANK during stuff detection because collision registers won't be set if VBLANK is enabled. Cherry-Tree-Scroll.bin Not supported in emulators yet. Here's what it looks like for those who don't have a harmony cart.