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Blogs

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  • Gernots A500 game reviews
  • NeonPeon's (Mark W's) Adventures in programming for Vectrex
  • wookie's Blog
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  • Byte's Blog
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  • Justclaws' Blog
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  • The Atari Strikes Back
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  • A Wandering Shadow's Travels
  • no code, only games now
  • BRP's random dev journaling
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  • Arjak's Blog
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  • Zero One
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  • Robert Hurst
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  • Robert M's Blog
  • This Is Reality Control
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  • Animan's Blog Of Unusual Objectionalities
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  • ATASCI's Blog
  • Zach's Projects
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  • The 7800 blog
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  • The Occasional Coder
  • 4Ks' Blog
  • Joystick Lunatic Software on AtariAge
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  • Zander's Blog
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  • Zsuttle's gaming adventures
  • The randomness that is Mr. 8-bit/16-bit.
  • junkmail's RDE&P Blog
  • Doctor Clu's Space Shows
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  • Lynxman's FlashCard Blog
  • TWO PRINTERS ONE ADAM
  • ubikuberalles' Blog
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  • Atari Jaguar Game Mascots
  • Worm Development Blog
  • The Wreckening
  • Learning fbForth 2.0
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  • The Atari Jaguar Game by Game Podcast
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  • The World is Flat?
  • Robert @ AtariAge
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  • That's what she said.
  • My blog of stuff and things
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  • The (hopefully) weekly rant
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  • Random Acts of Randomness
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  • Being Of The Importance Of Shallow Musing.
  • Justin Payne's Blog
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  • ebot
  • Doctor Clu's Dissertations
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  • GEOMETRY WARS ATARI 2600
  • BNE Jeff's Blog
  • For whom it may concern
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  • Bri's House
  • Atarimuseum.nl
  • Wiesbaden Gaming Lab
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  • TurkVanGogH GameZ's Blog
  • The Upward Spiral
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  • bow830's Blog
  • Web-Frickin'-Log
  • The P3 Studio
  • Arcade Attack - Retro Gaming Blog
  • Starosti 8bitového grafika
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  • GG's Game Dev, Homebrew Review, Etc. Log
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  1. Disclaimer I'm not responsible for possible data loss neither i'm responsible for how you will use what i post here. Feel free to use it for your own pleasure, the hacks aren't meant to be unsporting - vice versa it is. There is a good reason why i don't hack recent games they might be still further developed, thus you will find here only games from the era 1978 to 1990. Sure the main reason is to add an extra life or two and some altering to the border color to mark the hacks as well adding of an extra title text string to differ the hacks already by their title screen. If you are not interested in editing the config files then you can safely bypass this bla bla and scroll down to the first game "BUMP 'N' JUMP" Before i post the hacks the things you will probably need and need to know to work with them. Tools i use to edit text files and binaries: notepad++ TinyHexer and of course a calculator in programmer mode to work with the hexadecimal numbers (there is of course one in TinyHexer but it's not as comfortable to me, it overlays the editor window). Notepad++ comes handy in all kind of situations apart from being a notepad (aha!) it is almost a developing environment, it understands quite a lot of scripting languages and can even help you to debug them. Even if "unknown" like our .cfg files it is still fantastic for editing since you can mark, copy/cut, paste blocks of text (unrelated to line or column), simply press ALT to mark a free rectangular area (block) with the mouse in the text file. Using this it is a sneeze to i.e. copy a section out of a disassembled code, to copy snippets you probably put aside for a re-use - most what you need for a productive working. Notepad++ doesn't forgets anything, you can have a power failure it will remember the last edit you made even without that you saved the work - isn't that cool? One could teach notepad++ how to interpret the .cfg file and then even here comments and data, values, addresses could have different colors. If there is interest i can see if i can make a template. What you will often use is the dis1600.exe included in "SDK-1600" (or the complete jzIntv suite). I suggest to write a small batch like following on which you can simply drop the .bin to disassemble it (it must have the suffix .bin to be recognized). dis1600 %1 %1.asm The batch in this state will belong to "...\jzIntv\bin" and will output a file named as the input simply with .asm as suffix (after .bin, its a very simple batch but far enough for the purpose) but i assume it's the directory where you will edit your files (where else). Notepad++ is familiar with the suffix .asm and will show the data in separate colors which makes reading it almost to a pleasure (what i haven't tried yet is to execute an .asm it should at least jump to the proper labels). Personally i keep the disassembled data and also all notes or code snippets in a special sub-directory to keep the dir "bin" neat. Finished projects i move completely out of sight to an archive where i keep all my inty games in separate zip files together with the additional material - whatever that might be from artwork to code. The hex editor i use to search for values it is to me often more efficient to browse the .bin as to refer to the disassembled data, that is some i "smell" already only by looking at the code. Keep in mind that a decle equals to a 8bit word in length that means addresses in bytes shown in the editor must be divided by 2 to get the addresses in decles, i will refer here to decle if i write "word", i.e. "count 10 words back" means decles or words in length. Further i will mark decles with a $ sign and mark hex values with the usual 0x prefix. It becomes also handy if you like to extract a section of code i.e. the title code because you have to keep it for a new title or to extract a sfx or music data when you localized the address using the disassembled data. Further it is a big help to write strings, just enter your text in the editor and receive the proper values they even can be copied to notepad++ (use the TinyHexer script "copy as formatted hex text" for this). BUT For a simple use of my already prepped .cfg files you won't need to know all this, it's just if you like to alter them. Unlike in my thread (gernot is a lame cheater) i will link here the complete stuff i have just all in zip files and not as code to be copied and pasted, means everyone should be able to use them together with the .bin and jzIntv (or bin2rom if you like to use them in a different emulator). NOTE: Posted .cfg files respectively "hacks" will usually come as four different files, one unaltered but with a probably altered title screen e.g. adding of a small sfx or tune, one which i label "advantage" this adds usually two lives to the usual amount as a little advantage and will have usually a blue text telling "advantage" and a blue border (if that was possible to hack), "lethal" tells what it is just a single life, personally i think this is the most interesting thing instead to hack countless lives just a single one, for certain games like "Astrosmash" or "Buzz Bombers" this makes no big difference since you get rewarded with countless lives in this games, "lethal" comes usually with red lettering and a crimson border and finally "trainer" for which i use the maximum amount of lives possible this isn't always 256, sometimes only 128, sometimes 99 in one case only 19 "Zaxxon", it depends on how much the game accepts, "Zaxxon" displays the ships and as soon as they overflow the screen it terminates since we have 20 characters for a line only 19 ships are possible here, "trainer" has usually a dark green text showing "trainer" and a dark green border, the colors might vary when it doesn't suits to the game but this is the rule i use. Sometimes i could not change the border color (yet) for all games i searched especially the "GAME OVER" string this will always receive a different color to mark a hacked game,but even this depends on if it was possible a few games are not to disassemble (i.e. Venture) it seems to be encrypted but at least i could a grip on the lives amount and the frickin' border color which has cost me some nerves. Additional goodies to edit config files First a quite handy text file where you can copy useful snippets from, i suggest to use it if you like to edit the linked config files and also to expand it by need. I use it very often especially the section with the values from 00 to ff for addressing, the method is to copy a desired section out of it and paste it to your project after mark again a block in front of them and enter the base address plus parse command to it e.g. "p 60" you will receive a row of addresses to parse in this example from $6000 to end of the selection, it makes life much easier. The same you can apply when you inserted new text string sections, lengthen them or shorten them, just block mark a section to change and paste the new row of values over it. Try it out it sounds far more complicated as it is. Further i offer you some snippets of sfx and simple music i extracted from a handful of games. Copy paste them in the same manner as the snippets above to a row of to parse data (i suggest to copy paste such first and then to add the parse command and the addresses in length of the to parse data). Feel free to experiment with them, for sfx it won't matter much if it's sfx one or two (0x4, 0x118, 0x3bb or 0x4, 0x118, 0x3be for either "sfx1" or "sfx2") sfx must end with 0xcf, 0x2cf, 0x3cf, for the simple use in the title this makes neither any difference as i found out. NOTE that the "0x#cf" will end the whole process likewise a 0x2b7 exits, thus always position sfx as very last data in the altered title code. For music i use the simple note players "mus1" and "mus2" (0x4, 0x118, 0x327 or 0x4, 0x118. 0x35b) "mus1" sounds more clear "mus2" has a distorted sound, the difference is like it is used for "White Water" (mus1) or "Donkey Kong Jr." (mus2). The note player just plays the notes on a single channel and does not respect timbre and plays the notes in a fixed speed, simple but effective. Music you can play backwards sfx not! (or not as easy as try it out). Assumed you like to loop a sfx (except this can loop for itself check "burgertime loop" it loops without any advice to loop, how that works i don't know yet) or a music you can use following simple advice: 0x220, 0x"number of to step back words", also simple and efficient. The count of words is inclusive the 0x220 command and must point exactly to the start of the sfx or music inclusive heading command. Check as example the script(s) for "Bump 'n' Jump". If you like to add a short pause in a music (this method won't work for sfx) insert at desired position a value between 0x1 and 0xf to reach this. To reverse a row of data (the section between start and end of the music without the leading command and ending) i can offer you following batch proggie (32bit DOS shell but probably also powershell): I suggest to copy this to a file named "typeback.bat" and place it somewhere you can find it easy i.e.: C:\temp. NOTE: The batch will write the data in reverse order to the same file! One could replace the given 'set "file=tmp.txt" ' which expects that a file "tmp.txt" is present in the same directory as the batch with %1 to use the first variable after the call for the batch but this will make this simple batch unsafe and no matter what will be dropped on it or executed with it will be reversed or even worse. Be careful this batch really doesn't checks anything executes with whatever is set as "file" and will corrupt binary files if applied to them. I will see if i find a macro for notepad++ or if not to create one since notepad++ only offers to sort alphanumerical but we like to reverse the row and not sort it alphanumerical. (There is a DOS command "SORT" but what do you expect for the option /R(EVERSE), reverse? no for sure not it sorts alphanumerical, heck and the option is /R(EVERSE) how stupid! Next time you shift in the gear "R" expect that your car will - whatever but not drive back, maybe drive a zig-zag course sorted alphanumerical by street names, but for sure not reverse, lol) MATTEL ELECTRONICS AD&D CLOUDY MOUNTAIN This is gonna be a short entry (time is tight) Most of the content of this hack and of "Astromashup" belongs to Midnight Blue International (Zendocon), i mostly only added a new title screen and allowed to alter some of the graphics. As you can see the screenshot is from "Adventure" which is exactly the same game except for the shortened title string. In the zip you will find both versions of the game one unaltered and one set to easy mode (overall 4). A further addition is that i used the growl sfx of this game in the title. ADDcloudymountain20210824.zip ASTROSMASH (ASTROMASHUP) Exactly like AD&D the content of this hack is mostly the work of Zendocon (Midnight Blue International). astromashup20210824.zip The most interesting of these hacks is that the title will reflect proper the name of the game. As for "Cloudy Mountain" it opens the possibility to change some of the gram cards and the design of the cannon/ship (which i slightly altered for "Astromashup" for the Meteor ship). The hacks are fixed to reflect the slight differences in addressing of the three version "Astrosmash", "Astrosmash - Meteor" and "Astrosmash Competition". A second "Lethal" version of each game starts with a single ship, still you get easy, to easy to a lot of reserve ships, probably i can change this in future to give bonus ships every 5'000 or 10'000 (it didn't worked out yet). Even here i added a sfx to the title, for the "Astrosmash" hacks the explosion sfx (because i liked to keep the original size) and for "Astromashup" an excerpt of... i won't tell. Perhaps i will work further on it to alter even the MOB gfx, that means the appearance of the Meteors in the game or the UFO. BUMP 'N' JUMP I already posted this i know but like i said here you will receive the finished .cfg files which you don't have to edit the zip will contain .cfg files for a "Bump 'n' Jump" with added title music (no gameplay relevant hacks), an "advantage" version which gives you 7 cars, a "lethal" variation with a single life and a "trainer" with 99 cars more this game doesn't accepts (even here the cars will be all displayed they overflow the screen several times before the program is dissatisfied). The color code is as described, blue for "advantage", crimson/red for "lethal" and dark green for "trainer". NOTE: the set color stack fg/bg (1) only allows uppercase letters for a string in the title screen. Just that you get an idea a (very) short clip. bump_n_jump_cfg.zip BREAKOUT! (BRICKOUT!) Rather a coincidence but a funny one, if you look at the data of "Brickout!" in a hex editor following jumps in your eye: P n P IS P & P (50006E005000CC00530023005000260050) not exactly but it is very close and of course since 50 is interpreted as "P" it isn't uncommon for real, nonetheless i thought "hmmm... interesting, plug 'n play is plug & play" yes it is! And Brickout! is a game which i start to really like as simple as it is. There wasn't much i could change for this game, the amount of balls which i reduced instead to increase 15 are fairly enough (instead of 20) also i changed the trigger values for the rating it is now: < 250, "NO COMMENT" < 500, "TRY CARDS" < 750, "FAIR" < 1000, "GOOD" < 1250, "VERY GOOD" (prev. < 1125) < 1500, "EXCELLENT" (prev. < 1175) < 1750, "DANGEROUS" (prev. < 1195) < 2000, "CLASSIFIED" (prev. < 1200) >= 2000, "ACE" (prev >= 1200) That means you have to play good in this a little random game in results (which makes it so addictive to me you never know how good you will play), 2000 points are to reach with 20 balls and it should be also to reach in a very good play with only 15 balls. With the old rating i always ended up as "ACE" which isn't challenging but 2000 points aren't easy to reach. Further "DANGEROUS" and "CLASSIFIED" are so close together that you will almost never end up as "CLASSIFIED" or "DANGEROUS" five points (resp. 20 points) difference is a nothing or in other terms three bricks which equals 6 points (or 10 bricks which is even a nothing). Further i changed the title from "Brickout!" to "Breakout!" what it is, fixed the copyright for this game and it shows now an additional line "Copr @ 1976 ATARI", the '80s are fortunately a long time past. Plus that it will greet you with the typical "Pong bleep" when you start the game (reset). Yes indeed if you stay up to long (48h and more) you will start to hallucinate... "InsomniaVision" While i'm not sleepless as soon as i pull the blanket over my head i sleep, no matter when or under which conditions and sometimes i take a nap after three hours if i feel exhausted or can't find a proper solution for a problem, a nap can untie a knot in your mind. "It's all in your mind" it's a question of mind setting as i guess, if you guess to have problems to find sleep you will have for sure. Additionally included in the zip will be the revealed "Time Baum Dept. presents" variation for this game for which i changed nothing else as the flag to show the hidden string. Because it was little work i also made a useless German translation for the classifications, usually i don't play games in German. NOTE: the memory mapping shortens the rom if converted with bin2rom to 4kB which won't matter, a) there is still a lot of NIL present and b) it' won't matter if it is not a physical ROM. Brickout_cfg.zip NEW VERSION 20210727! A short clip (1minute) which shows the changes i made somewhat better. Changes: New title screen using the GRAM font from "VECTRON", the font is also used to display rating and score. Unlike before i kept the GROM positions in GRAM for numbers and letters thus a program can use it as common. What i do not understand yet is the swapping of even and odd numbers for the background colors. The lower shot shows a translation of the rating to german language for such and to probably use own expressions (like "frickin' lazy bastard") i left a whole line (20 characters) of space for the string. Further you can see that i changed the paddle color from blue to bright green, it is imho better to play with a brighter colored paddle. The 20 characters long empty strings have the positive effect to blank the probably underlying leftover bricks. Position for "GAME OVER" and "RATING:" is shifted up and contains additional lines to blank the screen between the lines. Intentionally i would have liked to outsource the strings and use the a PRINT expression which calls an address but it didn't worked out as intended (not yet), but this is as good as. Additionally i used a coloring for the rating (red=low, orange=medium, yellow=good, bright green=very good, cyan=excellent, ace) and added a sfx for the rating ("yer out" from BASEBALL for the lowest three and a cheer sfx in advancing duration for the rest of rating). The version "Vectronized" contains a few additional comments i.e. to how i (ab)used the GRAM init sequence, usually one would set couples of 8 characters (or less) and set the next 8 characters, this is also understood well by the disassembler but one could theoretically set all 64 GRAM carts at once which confuses the disassembler but works very well on the hardware or emulated. BREAKOUT_20210727.zip The zip file contains versions using different fonts, one which still uses the GROM font, one which uses the font from "VECTRON" (which i also used for the translated version) and the one from "SOLAR SAILER". I also included the version "Fatfont" which uses a own created font which i didn't like to well but feel free to create a own font (the 8x8 space per cart limits this a lot). To create GRAM carts JzIntv offers some handy tools mainly "frombit.exe" which converts a binary bitmap to hex values you can use in your script. To create such a bitmap in a comfortable manner i suggest again to use "Notepad++" because you can simply design the carts using symbols like . for 0 and X for 1 and then replace the symbols which make the graphic more visible with 0 and 1. After you can feed this script to "frombit". Use # to mark comments e.g. to separate the "....XXX" from "00001111" else frombit will be confused by other values as 0 or 1. For a quick edit i suggest to use a value editor like you find it in "TinyHexer" it lets you toggle bits and to create or edit a single cart this is faster as the processing further a use of the value editor let's you understand in which manner bytes are coded and probably after a while you know the hex value just by looking at the bitmap. One i like much and know by heart is 01100110 which results in 0x66. The bitmap i used for Fatfont: The final "Fatfont" you find in the variation "Fatfont". The output of "frombit" is meant to be used "as it is" and is a piece of hex code, to use it in a parsing script you need to line them up and address each word, a bit a boring procedure. Otherwise of course it is possible to copy this into or onto the image you like to alter and to determine the starting address in it in your parsing script, i didn't used this method since i like to publish the edits and this would mean to publish the binary image of the game. Fatfont is really just an example it is occasionally very close to Joe's MiniGROM font, an 8x8 bitmap doesn't leaves many possibilities. --- Bits in bytes can be used for various things, David Braben who developed "Frontier - Elite2" used it to store weapon classes, hyperdrive classes, medals and permissions. A single byte can hold a lot of information. BURGERTIME (Cook Race, Beef Drop, whatever) BurgertTime! (and Bump 'n' Jump) wasn't easy to hack and to keep the title screen (especially Bump 'n' Jump), i had to copy the complete title code to make the infused string work and visible in the animated title of the game. BurgerTime! at least left me more options where to place the string while for "BnJ" i had only two options, the topmost line and one of the two last lines which contain the copyright notice any else disturbs the animation. The topmost is annoying because it strips the animation by this line if i could have used an inverted cyan (sky blue) i would have taken it but it didn't looks good with a blue bar and an alternative text on the very top that's why i decided to mover both copyright notes to the lowest line and to compress them in length by removing some blank spaces, it wasn't easy at all to find the graphics for this graphical font but in the end it worked out well. BurgerTime! was less difficult and i made this hack previous to "BnJ", apart from copying the whole title code for it there is no special limitation where to position an additional line of text, in fact i opened two but finally used only one line. Sure again you can set the amount of Cooks for this game, the crux within is that you can only set spare lives and pepper together, means what you enter for reserve Peters will be the amount of Peppers you have - unfortunately because for the lethal mod i would have liked to keep the 4 Peppers and same for the advantage mod. But since i only give you two additional cooks for advantage this isn't a big problem, only the lethal hack which offers only a single life would have profit of a Pepper or two more. The maximum for Peter is 128 here else the game gets confused and you will always start as player two while a second player won't appear (respectively first) for a two player game, if you play only alone 256 would work but it breaks the game that's why i say 128 is the maximum. Sure the special thing (apart from hacking the amount of Peters) is again that i used the intro jingle and in game music for the title, in unlike for "BnJ" this is a sfx and sounds due to this in the title exactly the same as in the game (for the BnJ music i used the simple note player and not the advanced stuff you find in the code thus it fluctuates in volume, expression and it is slightly faster). A must for lovers of the BurgerTime! smash hit just start the game and enjoy the ear piercing chip tune. Further the hack comes quite handy to label possible hacks made with Arnauld Chevallier's level editor, in my own case i used blatantly the example levels made by David Harley (that's why i unfortunately assumed it is his editor). In my case i named David's new levels "Beef Drop", the code is apart for the infused new levels the same after a editing which means you can use exactly the same script to modify the title as for BurgerTime! Yes i do attempted once (in fact twice) to create new levels with it. Since there seems to be interest in this i will see what i can achieve in a real attempt, in my opinion the editor is pretty easy to understand and i even thought about additional levels but this is future music. Alternative title for David Harley's levels (20210616) I made some small changes to the scripts apart from changing the title to "Beef Drop" (instead of Peter's Nightmare), that is mainly that i stripped the second custom text line from both projects and that i added a comment "custom text" to those fields which i suggest are to edit (if at all) it should make more obvious which section of the script can be edited safely, space i left exactly as much that it won't interfere with the title graphics. burgertime_cfg_20210616.zip beefdrop_cfg_20210616.zip BUZZ BOMBERS I'm aware it's no big deal, but if i made them a little harder like for "Brickout" it gives you the opportunity to fit the game to your skill, if you are really good set the limits higher if not set them lower. It can increase fun especially for such a single player game, personally i would like to make a game like Astrosmash much harder, i played it far to often in my youth and it's almost like sleepwalking. Seen from this ward i prefer to play "Space C*nt" because of the larger objects it's somewhat harder as Astrosmash. But still i find it lame that you receive for every thousand pts. a ship, i liked to alter this but haven't found the proper hook yet else i would have for sure presented it. "Buzz Bombers" is not as easy but even here you receive a lot of cans if you play good, it would even profit of a limitation or higher score to be rewarded with an extra spray can. Perhaps together with "Smash" i will see, recently i only have the obvious three to offer, Advantage which adds two cans, Lethal which starts with a single can and the "useless" (in my humble opinion useless) Trainer which gifts you in this case 256 Cans. It's really sad that you only have to finish a level and receive an extra can, it would be much more fun to start with a single one and get rewarded every 10'000 pts. It wasn't hard to alter the few colors and mostly it is again differed by the border color in the (for me) common scheme, blue, crimson, green. The border color was like for most Mattel games no problem only the text string in the animated title was a bit difficult to reach. Music we have already in "attract mode", to call it this, thus i don't had to add a single byte to the original. Yes i like the game, it's obviously an Astrosmash clone in some sort of manner, and yes it's not very nice to spray bees, but who cares it's a game and we neither battle with tanks in real life or do we? I never would burn the ass of my Scots piloting friend but would love it in a game and i know she as well as me. Unfortunately my budget is to low to buy me a machine good enough to play "Elite4". However "Buzz Bombers" is the topic, to compensate the violence against bees in this game i suggest to buy a "bee hotel" they are of importance for our wild bees their population is in danger. As i see right now not all are really useful for bees, i guess what has to be respected most is that the (mostly Bamboo) tubes must be closed on the back end and that it protects good against rain (while this might be even up to where you place them). Don't spend to much money for them most are made in the so called second market which means that the employees receive no salary and if then from society. Who cares for bees as long as some shareholders can brutally grin and get to the money in your wallet. That's the real problem in our world and cause for most bad things - beans and beans counters without a brain. buzz_bombers_cfg.zip What about SHARK! SHARK! Yes i'm aware Zendocon cared already much for it, but what i can offer is let's say a cosmetic hack (perhaps in a future release i will implement some little things he mentioned in "Orbit Theory"). Foremost it fixes a little issue on my PAL Intellivision the wrong olive (brown) title screen, it should fix this also for the Sears as far as jzIntv and MAME let me judge this. It further adds the ending music to the title, just because it's such a snappy tune and opens you the possibility to translate "GAME OVER" to something 18 (19 because of the Border size 1, 18 because of the bubbles which strike out one character) characters long of your choice (i.e. Juego Terminado). The following clip didn't shows my cabin this rather looks like after an alien attack what you see it's my moms flat, i just liked to show that i'm a honest cheater, no - that it really fixes the issue. (Turn the volume up the sound is very weak, that it is only 83% of speed is caused by the 60Hz/50Hz difference in grid frequency) Doesn't this smiley equal all evil in this world? And how it looks emulated My own voice? Maybe to a much more important topic as hacking games. Shark! Shark! 20210803.zip U.S. SKI TEAM SKIING, ALPINE SKIING (SKI ALPIN) A rather useless one. I made this hack a few weeks ago and forgot to post it, It didn't changes many things except for a new bright blue title for "ALPINE SKIING" and that i outsourced all strings to translate them like i did for "SKI ALPIN" (german translation). Additionally the easter egg is hacked and it will show "YOURSOFT" on the finish-line banner instead of "PENDRAGON" (note that 8 characters is the ideal length). For "U.S. SKI TEAM SKIING" i kept all except that it will show "U.S. SKI TEAM SKIING" in the title instead of just "SKIING". (text and no config files?) ATARI SOFT CENTIPEDE (doo-dah blaster) The Atari weirdness is a bit a challenge to hack, however i reached here what is the goal, custom amount of lives and a different border color, one could even change the screen color to dark green or olive the sad thing is that even in single player mode the counter for player two is spared out and that looks shitty else a dark green Centipede would be an option (or a blue one and you have to guess the location of centipede). Strange-wisely i never was good in this shooter it was to find on every corner in every bar or mall, if i'm right it was a trackball game it really suited to the giant trackball back then. This feel you won't get on any console except you would have a trackball, a large beefy one. I even reached to hack the inevitable "advantage", "lethal" and "trainer" in a more or less pleasing way in the title screen, this i fixed right today before i wrote it over the copyright on bottom, but i finally found a few unused decles in the title code where i could hack this in. Unfortunately i can't make here a sfx or a little jingle work in the title, it would be nice but that won't work, it will be interpreted as graphic since the title is a sort of bitmap graphic, sort of but however everything i type in here is interpreted as graphic (text is graphic to and an own character set, the Atari games don't use a single byte of the grom i assume, which somehow together with the fact that it contains a lot of useless junk apart from a large credits section explains why the graphics are so limited leave the over-dimensional title away and all the junk text and the game would be an 8k game). It took me a while to understand how the lettering works but once you have nailed down one you will understand the rest. Ha, i nearly forgot to attach the file, lol. centipede_cfg.zip Just for completeness and out of respect and the fact that we players haven't seen all this for at least a decade or two i post here all the "junk text" in Centipede. To start off you get kicked in the ass: "Why are you diassembling this code? That isn't nice!" note that the wrong spelling is present as shown. over the whole program follows a sort of joke: "Joe: Knock knock!" "Moe: who's there?" "Joe: Santa!" "Moe: Santa who!" "Joe: Santapede is comin' to town!!!" "Programmed by Mark Kennedy Graphics by Eric Wels Sounds by Russel Haft. Greetings from ATARI!!!" The title code is at least 1200k, make your own guess. It would be possible to hide instructions in something that looks like text, guess of the spelling error because i think that was not unintentional, but of course such is very limited but would be possible. If you wonder how i find values in something a disassembler only spits out a lot of junk or a blank file i do it exactly by such abnormalities, "that looks somehow suspicious" and to recognize a bitmap in a binary isn't so hard you can almost see the bitmap at least you see that it must be one. "Strange repetive use of same glyph - let's see - ahhh... text". I guess the ideais obvious, as i posted for "Brickout!" sure it could be a bare coincidence since most in a common header points to an address in range 50## which results in a letter P viewed in the editor, but i stumbled over a second one almost as weird as the "P n P IS P & P" - "Tee n P P" it is with a very high chance a coincidence but on the other hand since this is the result of "pointer start of game" and "pointer date/title" it could be arranged quite easy intentional, in limited range but i guess you get the idea. DEFENDER This game gave me some headache, but at least could change the amount of ships and smart bombs and as a minimum the score is in different colors. It wasn't such a problem to alter the string in the title (to add one there is no space in this title but i couldn't find any way to change the border color for this game, the score is the only thing with which i can differ it from the original. I guess it's at least the third attempt i tried to like to change the frickin' border color. Not even the "GAME OVER" is written in the same manner as the copyright notice in the title, at least even this i liked to change in color but i can't find it. The colors in the title are limited to blue, yellow, red and yellow on red, that's all you can use here for the lettering. Sure i could move the identifier "lethal" i.e. to the upper right, but the problem is that i haven't enough free space in the code for the additional text here, thus i had to ovrwrite either "atari" or "williams", i liked to stuff all in the lowest line it works if i write all in one line without spaces and strip the "19" (it would show 80/83WILLIAMSATARI) but that looks shit. defender_cfg.zip COLECO For all Coleco releases i removed the "Coleco" copyright notice. CARNIVAL For this game i did not made any trainer just the title screen playing the game music, i could change the amount of ammunition if that is wanted. I would have liked to use a own font for the title string "CARNIVAL" (like for the other Coleco releases below) but i have no cards left for this. Of course it would be possible to change some of the graphics for this game, note that you need to change the graphics for the running game in the original gfx list, to get to the address of the original gfx list disassemble the .bin (using dis1600 from jzIntv) and overwrite the gfx with yours (check Astromashup as example). The config files allow to run the game on an Intellivision II (if it runs on the hardware i don't know but with MAME intv2 it works), some Coleco games should already work on an Intellivision II. LTO Flash! corrects this error but maybe it is of interest for users of the cuttle cart and an Intellivision II. Carnival_20210830.zip (obsolete) Carnival_20210910.zip Alternative box art I'm aware that Donkey Kong is obsolete nonetheless some trainer versions for this game (advantage 7 men, lethal 1 man, trainer 256 men) of course you can change them to your need. Likewise for "Carnival" the config files allow to run this game on an Intellivision II. This game uses very little gram cards but you could change the appearance of Kong (refer to Astromashup). The versions are color coded as usual, standard=black border, advantage=blue border, lethal=magenta border, trainer=dark green border. As always the config files are very similar and only the amount of men and the border color changes you might like to use only one (standard) and alter the amount of men in this by choice. I added the level up tune to the title screen. DonkeyKong_20210830.zip (obsolete) DonkeyKong_20210910.zip Alternative box art In general the same as for "Donkey Kong", this one won't need a title music/sfx it already plays a stumped down version of the toccata from BWV565. The altered config files don't respect the level you set which means the amount of men is equal (except for the standard config). This game should run anyway on an Intellivision II. DonkeyKongJr_20210830.zip (obsolete) DonkeyKongJr_20210910.zip Alternative box art I put a lot of effort in the title string but i couldn't get any grip on the amount of bugs you have that's sad and that's why this is only a hacked title playing an opening fanfare. Intellivision II proof (MAME). Still i haven't found the initial amount lives. LadyBug_20210830.zip (obsolete) LadyBug_20210910.zip Alternative box art This config files come as standard, advantage, lethal and trainer in common color code, the game music playes continous in the title. Again you could alter a lot of the gfx of the game (refer to Astromashup, you need to change the cards at the original addresses for the MOB gfx). Runs on Intellivision II (MAME). This game has as "standard" only 4 mice instead of 6 and as "advantage" 6 mice. MouseTrap_20210830.zip (obsolete) MouseTrap_20210910.zip Alternative box art Since you have no lifes in this game i hacked the lap time for this game, as standard you have 99 sec., advantage 133 sec. and trainer 256 sec. per lap. The game is quite difficult to play emulated since the steering depends on the Intellivision handcontroller, in an emulated play you never know if your car will move left or right. Plays the reversed title melody of "White Water" as opening fanfare. Works with Intellivision II (MAME). Turbo_20210830.zip (obsolete) Turbo_20210910.zip Alternative box art This is one of my favorite games i liked it 1982 and i still like it, the gfx are as low as they are quite close to the original arcade game (since they are very primitive to). Again it comes as standard, advantage, lethal and trainer in the known color code. Intellivision II tested (MAME). It plays the "William Tell" overture in the title. Since i had a lot of spare gram cards i used them up for a slightly altered "Tower" font. This game is altered for the border color original would be a yellow border in the setup and inter-level screen and a bright green in the game screen, the setup screen and inter-level screens are now black while the levels are coded in standard=black, advantage=blue, lethal=magenta and trainer=dark green. The border size is opened so that the border won't leap into the screen as in the original note that for standard you can't see the border but you will be warned with a buzz sound anyway. Also "Venture" offers only 3 men for "standard" instead of 5 and 5men for "advantage" Venture_20210830.zip (obsolete) Venture_20210910.zip Alternative box art The last (in alphabetical order) of the coleco releases but it was the first where i changed the the title string to use own gfx. Standard, advantage, lethal and trainer in common color code, note that the trainer offers only 19 ships because more fighter plane symbols as 19 will crash the game (they would leap out of the screen). Works with Intellivision II (MAME). It plays a short section of the end game fanfare of "Space Battle" in the title. Even "Zaxxon" has only 3 ships as "standard" instead of 5 and 5 ships for "advantage". Zaxxon_20210830.zip (obsolete) Zaxxon_20210910.zip Alternative box art PARKER BROTHERS The first of my newly released hacks had a major bug in the hack and couldn't be started with the right controller it is fixed now plus that i added a new title screen. No "Parker Brothers" copyright notice. "Frogger" has only 3 frogs for "standard" instead of 5 frogs while advantage offers the 5 frogs. Frogger_20210910.zip "Star Wars - The Empire Strikes Back" lurked a long time around because i could not alter the border color unless now. As one can see i removed the "Parker Brothers" copyright and added the credit for "Lucasfilms". "Standard" offers only 3 ships instead of 5 ships therefore "advantage" offers 5 ships. StarWarsESB_20210911.zip Tutankham comes in the usual four versions standard, advantage, lethal and trainer, since i can't change the border color in the levels i had to use a different color code to differ the variations. The standard version only changes the title screen and adds the end level tune to the title screen the levels are colored as in the original, 1=blue, 2=blue, 3=olive, 4=black, "PLAYER", "GAME OVER" and score are in original colors. For all other versions "PLAYER" and "GAME OVER" are in red and score is in yellow. For the advantage version all levels have a blue background, for the lethal hack all levels have a black background and for the trainer all levels are dark green, this is meant to differ by a screenshot which version was running the red "GAME OVER" already will tell that it has more or less men for the game. This game heavy uses the gram cards fortunately enough was left to add the YourSoft logo and the Tunakham font. No changes to default amount of men. Tutankham_20210831.zip (obsolete) Tutankham_20210911.zip
  2. As long as I can edit this post, it will include any of my future hack projects alphabetically to avoid clutter and simplify finding them. NOTICE: If anyone wants AA to make a cartridge of these, feel free; you don't need my permission. They are hacks and as such, I hold no rights to the software. However, if you do want to make a cart, please contact me in case I have a newer version than what's uploaded. Adventure Long-Term "Mystery" Project I was hesitant to post about this because it's going to be a very long project due to my lack of time to work on it. I know there are already several great Adventure hacks and I didn't want to clutter the list. However, I decided to go ahead and share this teaser because it is at least a completely playable hack. At the moment, this is just a graphically enhanced hack of Adventure with a couple extra features, but the groundwork has been laid and it should give you an idea of where I want to go with this. It uses Nukey Shay's new kernel which is just awesome. I borrowed the bat from one of Espire8's hacks. I think it's pretty clear what inspired the castle and the dragon sprites. One of the members here has been very helpful and patient with many questions I've had. I won't mention names yet, because I don't want to draw them into this at such an early stage, but once I'm further along I will give full credit and thanks that are due to anyone and everyone who helps & has helped along the way. Below are screenshots of some of the changes: Click the button for more: Minor update to avoid overlapping the playfield with the Warren Robinett easter egg text. No other changes: Adventure Enhanced.bin Previous version: Cart Labels: Boxing Color Edit I always wanted a blue boxing ring, so here it is. In one version the players are Red & Blue, in the other they have Skin tones. Zip file includes 3 versions: "Red vs Blue", "Skins", & "Blue Ring". Boxing Hacks.zip Buck Rogers: Planet of Zoom Sprite Edit The player ship has been edited to more closely resemble the arcade version. The saucer enemies look more like saucers and the gates look a little more like other versions of the game. No colors have been changed in this one. A good screenshot is difficult to obtain because of the way sprites warp, but it looks much better on actual hardware. Buck Rogers.bin Cabbage Patch Kids: Adventures in the Park Sprite & Color Edit This has got to be one of the best games never released. The author really did a great job with the graphics, gameplay, and sound (yes, even music). I imagine I would have spent a lot of time playing this as a kid. I loved these multi-screen games like Smurf, Pitfall II, H.E.R.O., etc. Anyway, I recently played some older versions of this prototype and it got me wanting to tweak a few things -- so here we go: As I said, the game is already really good, so I looked for ways to polish it a bit, maybe as if it had been released. Player colors made more like an earlier version. I can now clearly tell that it's a girl with pigtails Many more color tweaks -- too many to list Various graphics cleaned up a bit (Trees and, most notably, the grass) Also, it seems the original game was Athletic Land for the MSX, and Konami used it to add the Cabbage Patch Kids license, which is what made it to the Coleco and almost Atari. So, the zip file now contains Cabbage Patch Kids and an Athletic Land version: Athletic Land - Cabbage Patch Kids.zip Previous version: Cart Label: California Games Sprite & Color Edit What can you do to improve a nearly perfect game on the 2600? Not much, but there is one thing that always bothered me -- the footbag player looks like he has a major bald spot. Looking at the graphics, I think part of them were just miscolored, so I took the liberty of updating the hairdo and tweaked the hands while I was at it. The only other change was on the half-pipe screen. I changed the color to gray with black underneath just for something different. I haven't tested it on real hardware with a CRT yet, so the gray may appear too dark and be indistinguishable from black. If this is the case, just post in the thread and I'll change it back. Footbag player hairdo fix and hands tweaked Half-pipe new colors BMX course trees edited to palm trees (Alternate BMX edit for brown color if you prefer the dirt courses like other versions) Surfing slight sky and wave color edit to better see wave crest, surfer color edit to have tan California_Games_(Edit).bin California_Games_(BMX_Edit).bin Older Version: Commando Sprite & Color Edit I've always loved Commando on the 2600. Maybe it was because I had never seen the arcade version when I first played this, but to me, it had great graphics and was fun to play so I would show it off to my friends (who were playing Nintendo at the time). Anyway, as great as I thought it was, there were just a couple of things I wished were different. I thought the player/enemy sprites leaned back too much instead of having a more aggressive stance, I wished the bridges in levels 2 & 3 were gray instead of orange & blue. So... here's what I ended up with: Player/enemy sprites changed (adapted the 7800 version sprite to this) Enemy color changed to gray to match the arcade Fertilized those mounds in level 1 so now green "grass" grows on top Sandbag barriers now tan instead of green Grenade boxes now green instead of purple Extra lives sprite edited Orange and blue bridges in levels 2 and 3 changed to gray Green of level 2 / 4 changed to be a little less bright Ground of level 3 darkened a bit Detail (shading) added to fortresses Minor palm tree update for v2: color table error present in original ROM corrected and coconuts darkened. See screenshots. Be sure to unzip the file as it contains 2 variations -- first the standard... Commando v2.zip ...and of course an "Airborne!" version. Here's a version with the player as Rambo!: Rambo.bin Older Version: Double Dragon: Arcade Style Sprite & Color & Gameplay Edit ***New Version!!!*** Seeing some sprites by CDS Games inspired me to rework the player/enemy sprites. Here is Release Candidate 4, also compatible with the Flashback Portable (RC3 is not). See the Cast of Characters image below for new sprites. RC4d - Jan 16, 2017 Double Dragon Arcade (RC4d).bin Here is the older Release Candidate 3. I'm leaving this here because it contains an assembly file and trained versions not yet packaged with RC4. Zip file contains standard version, trained version (thanks to Nukey Shay), 2-button versions, & assembly file. Double Dragon Arcade (RC3 pack).zip Click "Show" button for older versions: Here is the cast of characters, old and new (Updated for RC4d): And here are maps of all screens so you can see what's been done. These are new (Sun Sep 09, 2012) updated to reflect changes in RC3. Note: The forum software is preventing the maps from uploading correctly. It is downsizing the images so they are no longer full-size. : Mission 1 : Mission 2 : Mission 3 : Mission 3B : Mission 4 Latest changes: Major color overhaul for several screens. The sunsets are more like the arcade colors. Combined with other color changes, these screens are now some of the nicest in the game. Replaced mountains with city skyline in the 2nd screen of Mission 3 (with long brick wall). This gives a nice transition from outskirts of the city to the woods. Sprite & color edits for everyone to make them look more like the arcade and/or general improvement. Ex: Abobo's walk has been completely redone. I feel he is much more fluid and his walk resembles the arcade more. New punch, kick, bat-swing sprites as well as new hit & knockdown sprites: most characters hunch forward when hit. Abobo and Shadow Boss turn their heads in addition to previous animation. No change for Linda hit sprite. Font more like arcade font. Graphical changes are probably finished, but I'm not yet satisfied with Mission 2. Yet to do: adjust music volume, add pause feature, title screen. Explanation: Cart Labels: Goofing Off: Dragster Color Edit I always liked Dragster, but thought it might look better with more realistic colors. Here's the result of about 5 minutes of tinkering: Dragster.zip I merged some of Atarius Maximus' Drag Race hack into the source & edited the car to come up with this: Drag Race.zip Zip file contains Blue and Red versions. Dukes of Hazzard Color Edit I wasn't going to upload this but I figured someone might like it. The Duke boys hardly ever drove on asphalt unless they were going into town. So... in this hack, they now drive on dirt roads. I thought Daisy looked kinda like a mermaid with the green pants, so I put her in her famous Daisy Dukes. The General Lee is slightly more orange instead of RED. Last and definitely least, Boss Hogg's face is now flesh tone instead of gray. Dukes of Hazzard.bin Cart Labels: Electric Yo-Yo! Title Screen Edit I simply hacked the title screen of Elk Attack to say Electric Yo-Yo! as it may have looked had the game been completed for release. Electric Yo-Yo.zip Front Line Sprite & Color Edit Front Line is a great game, but I wasn't satisfied with the player sprite. The arcade player has a boogie walk, so I tried several variations and settled on this one. There's not a whole lot you can do with the sprite, but here's my best effort at making the player look a bit more like the arcade. If you don't like it, blame it on the boogie. Also made a few other minor color changes. Changed the background at the beginning from gray to orange/brown Minor color changes to desert area, cacti, and rocks Changed colors of brick barriers Changed colors of title screen to imitate arcade Front Line Arcade.bin Galaxian Arcade - Expanded Gameplay, Sprite & Color Edit Update! My previous upload was a simple sprite and color hack of Galaxian to make it more like the arcade. I was hoping to add 2 colors to the player's ship, but Nukey took it far beyond anything I'd hoped for. Here is his tremendous work with my sprite and color arcade interpretations: By Nukey: added startup animation and arcade-like score table added multiple colors per enemy added flagship sprite made player ship multicolor added sound when starting game heightened pitch of enemy diving sound added difficulty switch functionality (flip right switch to A for normal shots, B for wide shots) added pause (flip color/BW switch to hide player ship, effectively pausing action) added hidden bonus level probably more that I can't think of at the moment By Me: all new player ship sprite changed the enemy colors & sprites made new enemy and player explosion animations changed other colors and sprites to more closely reflect the arcade removed the border (actually, I removed it from the old version, Nukey removed it from the source in this version) For more detailed info about this hack and what's under the hood, see Nukey's thread here. Be sure to unzip, as download includes stock and trained version with invincibility as well as the assembly file. Latest Version: Galaxian Arcade.zip Old Version: Galaxian Vector Sprite & Color Edit neotokeo2001 started a Galaxian Vector hack back in 2004 but left a few things for others to finish. I just found his thread the other day and took him up on that offer. I changed the ship a little bit (the other was one pixel too tall) added the new explosions from my "Arcade" hack made everything green that wasn't before -- including enemy shots left the original title screen logo but changed the colors to shades of green Galaxian Vector.zip Mangia' Color Edit This game is rather interesting, but the colors hurt my eyes. So, I made some changes to make it a little easier to look at. Mangia.zip Zip contains 2 versions as seen in screenshots above. Pac-Man Arcade Gameplay, Sprite & Color Edit This is simply a sprite and color edit of Nukey Shay's Pac-Man Arcade Enhanced hack of Rob Kudla's hack. rounded off Pac-Man and the ghosts made alternate style for the frills of the ghosts tweaked the ghosts' colors to more closely match the arcade changed the color of the pellets to match the arcade reversed direction of extra lives sprite to match arcade tweaked cherry sprite to more closely imitate arcade added detail to ghosts' eaten eyes Zip file contains 2 versions as seen in the screenshots above: one with the alternate ghost frills and one with the original frills. Pac-Man Arcade Enhanced.zip Pete Rose Baseball Color Edit I've always loved Pete Rose Baseball on the 7800. It's about the only Baseball game where I can win with the little patience I have to play a baseball game. The 2600 version's gameplay mechanics are pretty much identical to the 7800 and IMO is an amazing visual accomplishment, but I've never spent much time playing it. I decided to mess with it a little yesterday and one thing that stood out to me was how much more green the grass is in the 7800 version. I decided to adjust the 2600 version to my taste and made a few other color changes while I was at it. Changed grass to more green color Changed dirt to light brown Added skin color to players faces in close view Added color to bat Added shading to dirt along wall in close and outfield views Added a touch of shading to players' uniforms Lightened blue wall and added a little more shading Made outfield grass darker than close view and infield Adjusted color of bases indicator at top of screen I spent some time tweaking the colors to look just right on my TV with real hardware. However, they look too light in Stella and Z26 in my opinion, so I've included an alternate version in the zip that looks a little better in the emulators. Let me know what you think. Pete Rose Baseball.zip Note: Zip file includes 2 versions. Cart Labels: Rampage! Sprite & Color Edit I've always been very critical of Rampage on the 2600. I just couldn't get over the disappearing blocks when you punch a building. Due to a friend who really likes the game, I thought I'd give it another shot. I always did like the gameplay, but I decided my main issue with the game was still the buildings. I decided to try out different colors instead of "pink." Then I figured I'd see what I could do with the sprites. I got to this point and decided I really do like the game and it wasn't so much the blocks of the buildings that bothered me, but rather the pink color on some of the stages. So here's a hack with new sprites and a few new colors (no more pink!). It's probably not done, but it's good enough for now. George and Lizzie share the same sprites, so I tried to come up with something suitable for both. Ralph shares these as well for certain frames. George is a little more brown than before, $F2 instead of $34, and Lizzie is one shade darker to help her stand out against the buildings. The color of Ralph on the selection screen now matches his color in-game. No more pink buildings, but I'm not quite satisfied, so more experimenting needs to be done. Helicopters are now a shade of green like the arcade instead of red. I went with a more blueish green than the arcade, just to give more color variation, since there's already so much green with Lizzie, the items, and some of the people. Player sprites re-aligned to improve continuity between frames. More color added to ground/sidewalk/trolley tracks/docks (see screenshot for example). Some other minor color and sprite changes here and there. Here are screenshots: Old vs New: Latest Version: Rampage v2.bin Older Version: Cart Labels: Tomb Raider: Mystery of the Scarlet Dragon Hack of Montezuma's Revenge Original hack idea by StanJr. You can read his backstory here. I got the idea from his hack in the link above. I used a 16k Montezuma's Revenge ROM and altered the sprites and colors. Some of the sprite edits are from StanJr, some are my own. For the Lara standing and walking sprite, I used StanJr's basic appearance and adjusted it to not get stuck on doors and also to be a bit more shapely. I kept the rolling/bouncing skulls and changed the static snakes to be grinding spikes. The spiders have been changed into snakes like in StanJr's, but with slightly more movement animation. The flares are similar to StanJr's, but have been correctly animated. Of course, the Scarlet Dragon sprites have been borrowed from StanJr's because he came up with an excellent backstory for the game that I did not want to alter. The colors have been changed for Lara, the rooms, and some items. I tried to use colors that fit the environments from the early Tomb Raider series. If anyone would like to see the sprites or colors altered/improved in some way please speak up. I'd love to hear your feedback and ideas on how to make this better! Below are 4 variants of the hack along with some cartridge mockups and level maps: Tomb Raider (Classic).zip Lara with with colors closer to the more recent games: Tomb Raider (Modern).zip Tomb Raider (Underworld).zip (This is an alternate "Modern" with some brown in the shirt and dark gray shorts) If you want the older version with the original Montezuma colors, download the one below: Tomb Raider (Original Colors).zip Level Maps: Cart Label & Mockups: If you would like to read my original (heavily edited) post in StanJr's thread, please look here. Again, I'm always seeking advice and feedback. If you like something about a hack... please say so. If you don't like something about a hack... please say so. If you couldn't care less about a hack... why are you reading this? Xenophobe Sprite & Color Edit Xenophobe on the 2600 has all the important gameplay elements, but I never understood the color choices. Here's my effort at making it look a little more like the arcade & other console versions. New Xeno sprites (& raised by a pixel since they are actually out of place in the original ROM) New sprites for weapons and most pickup items Mothership edited to be closer to arcade version Colors more visually appealing: Rooms now shades of gray, Xenos now shades of green, tweaks here and there Changed number font to match arcade Changed player sprite to more closely match arcade stance & walk animation Made variations for alternate characters Mr. M Brace Mr. EEz Dr. Kwak Mr. Fogg Dr. Zordirz Col Schickn Latest version: Xenophobe Arcade v4 (Multi).zip Be sure to unzip; archive contains all character variations. Older versions: Cart Labels:
  3. Hi, This has probably been posted before, but I could not find it. To correct the cloud scores in Monster Inn on the Tomy Tutor, you need to patch 4 bytes (2 base addresses) to point to the correct numeric font base. Offset 0x7A/0x7B contains 0x19A2, as does offset 0x80/0x81. Change both from 0x19A2 to 0x1B1A and the scores will be corrected. There is a BIOS call which would have covered this - but it was not used, instead they went for a hard coded address. Hope this helps someone.
  4. So a long while ago I had a bright idea on a "captain's chair" 'controller' for playing Star Raiders on the 8-bit / 5200. My thought is a joystick on one arm of the chair (e.g. on the right, for right-handed folks), with a thumb trigger on top, or index finger trigger on the front, so it can be controlled entirely with one hand. On the other side, there'd be a keypad controller (like used by the 2600 version of the game), offering the various toggle controls: front view (F) aft view (A) long range view (L) galactic map (G) attack computer (C) targeting computer (T) target selector (M) shields (S) hyperwarp (H) pause (P) That's 10 keys, so totally doable with a 12-button keyboard controller, connected to the second controller port. Finally, on that same side (e.g., left, for right-handed users) would be an analog throttle, like you see in a boat. Fully forward (towards the TV) would be "twin-ion engine" at full-speed (9), and fully back (toward the player) would be full-stop (0). This would be connected to the paddle input of controller port 1, alongside the main digital joystick input (if I'm reading things right, it looks like the POT stuff is used by keyboard controllers). Obviously, a hacked version of Star Raiders would be required for this to work (read paddle for engine control, read keyboard controller for other keyboard control). It'd be a pretty cool set-up, though, don't you think? Sadly, I don't have the skill to do either the hardware, or the ROM hacking. ?
  5. I started looking at a disassembly of Melody Blaster, after I became curious as to which ECS games supported tape expansions. My hope is to create virtual tape images for jzintv that can be used to allow extra music into the game. As an intermediate step, I'll try creating a ROM hack with new music in it. The ROM follows the standard memory map for 12K Mattel games: 8K in the $5000-6FFF range, and 4K in the $Dxxx range. Most of what's in $6xxx is the Help text, and it overflows a little into $D0xx. After that is the 11 tunes. There are a bunch of calls in the code to functions at $40xx and $41xx, so the ECS "Executive ROM" must be located there. The ECS does have onboard RAM, and I'm pretty sure tunes are loaded there and then parsed by the ECS EXEC. The list of pointers to the starting addresses of each tune starts at $57E7 (cartridge ROM), with the low-order byte listed first, and the starting address for the current tune is loaded into $354 (16-bit system RAM address). The game allows for one extra tune to be loaded into memory, either from a tape or by playing a tune (one channel only). I hope tape tunes aren't limited to a single channel, but I don't know yet. All the music data fits into 8-bit words, probably because that's the width of the ECS RAM. As for the tunes, the first 18 bytes comprise the title. I looked at the first 2 tunes so far, which both had a 9-byte signature starting with 0 1 1 9 6 6 9 4. After that was the data for each of the 4 channels used by the game (2 sprite-based notes per channel). The channels' lines are listed separately, in order from low to high, and not all of them are used. The music data consists of byte pairs: a note ($18 is Middle-C) or $80 for a rest, and then a duration in "ticks". In most cases, channel data is separated by the signatue 1 1 $80 1, but I found an exception in Tune 2 "ROW,ROW THE BOAT". That signature appears twice in a row in Tune 1 "BLASTER'S BLUES" because one channel is not used. In many cases, channels' music data is prefaced with a rest, because another channel has a starting pick-up. The first channel for BLASTER'S BLUES is the left-hand harmony line, which has a small pause to allow the pickup in the right hand melody line. Then the channel-separator signature appears twice, followed by the melody line. Strangely, the fourth channel has a series of rests which add up to 234 ticks, where it is then used to play a second note in the right hand at the tune's end. There are a total of 9 consecutive rests here, the first 8 of which are 25 ticks each ("$19"), and the last of which is 34 ticks ("$22"). There's a little more data here which I haven't yet deciphered. ROW,ROW THE BOAT is played as a round, with the harmony line picking up a measure behind the melody line. The same value $18 is used for the C note in their respective octaves, which leaves me to believe that the ninth byte in the signature following the title contains bits to tell us which channels have octave offsets (in other words, are meant to be played by the left hand or the right hand). The end-of-channel signature is also absent at one point, so maybe the header signature tells us which channels are not used at all? That's as far as I got so far. I'll take the time to study the other tunes later today. Another interesting point is that there will sometimes be tiny spaces between notes at what appear to be arbitrary points: a note played for 2 ticks followed by a 1-tick rest in one hand and for the full 3 ticks in the other hand. That indicates to me that the music data was created by a device that a MIDI keyboard was connected to, and that data was only moderately cleaned up afterwards to get a consistent tempo across all channels.
  6. I have read comments, here and on YouTube, over the past 3 years. I have made some updates to all of these games here! A quick note about the hacks: I have decided to place all of my hacks in one, convenient thread. As I grew up with my Atari 5200 and Atari 800XL, there were certain games that I thought had a little more potential. I had created basic hacks for a few of these games. I always thought that my 5200 Popeye could look better. Brutus didn't have a number "5" for a head in the arcade version. I knew I had drawn more accurate Mario characters on my 800XL. If only I could plug them into the games. I teamed up with Playsoft, who provided the tools and wisdom to make these games possible. Some of these games have other contributors. Tep392 helped us tweak the collision and touchy controls in DK Jr. I believe that Tep392 and Kjmann worked on the original Donkey Kong RMT sound version. I believe there is another member who helped Playsoft in some of the A8 to 5200 conversions. I am not sure who drew the giant Popeye head. If anybody has clarity on this, let me know, so credit can go where it is due. These are truly community projects, and I had a great time watching them transform. Playsoft did an amazing job of hacking display list interrupts, giving me a little more height area (eg. thicker 5200 Mario Bros floors, as well as multiple floor types). I have been holding off on releasing the latest Mario Bros hacks, because I didn't want to release as many revisions. I was also hoping for some upgraded sound effects for Mario, but there's not always enough time in the day. There's a bonus hack for the 7800 Mario Bros. I found the 7800 graphics tedious to hack. The characters were drawn too small and flat, and the game itself plays horribly. That version has the least number of animation frames, so the animation is poor regardless. It is my "Lipstick on a Pig" release. Donkey Kong: Atari 8-bit Computer Arcade version -- DK_A8_Arcade.xex Atari 8-bit Computer RMT version (Updated sound) -- DK_A8_RMT.xex Atari 5200 Supersystem version -- DK5200_Arcade.bin Donkey Kong Jr: (Arcade & Enhanced versions) Atari 8-bit Computer Arcade version -- DKJr_A8_Arcade.xex Atari 8-bit Computer Enhanced version -- DKJr_A8_Enhanced.xex Atari 5200 Supersystem Arcade version -- DKJr_5200_Arcade.bin Atari 5200 Supersystem Enhanced version -- DKJr_5200_Enhanced.bin Popeye Arcade: Atari 8-bit Computer version --PopeyeArcade_A8_Final.xex Atari 5200 Supersystem version -- Popeye5200_ArcadeFinal.bin Mario Bros (1983, 5200 version): Atari 5200 Supersystem bin version -- MarioBros_Arcade_52.bin Atari 5200 Supersystem car format -- MarioBros_Arcade_52.zip Mario Bros XE: Atari XL/XE version - MarioBrosArcade_XE.zip Mario Bros 7800: Atari 7800 version - Mariobros_7800_Arcade.a78
  7. Today, I went with Lock 'N' Chase. This hack will give both players infinite lives. Be aware, there are two different versions of the game, so make sure you use the right one. More detailed instructions on how to enable hacks is available in the thread Vectron - No More Enemies. For the original version (without the proper copyright symbol): p 59cb 34 ; Both players never lose lives For the 8K version (with the proper copyright symbol): p 5c26 34 ; Both players never lose lives There are three sets of variables for such things as lives and the score: one for the active player, one for Player 1, and one for Player 2. When control switches to the other player, the "active player" variables are backed up for the player whose turn is ending, and the variables for the player whose turn is starting are written to the "active player" variables. This patch affects the "active player" lives counter, so it works for both players. There is only one drawback. The game loop continually watches to see if the active player's lives counter falls out of the range 1-9. If you reach 10 lives, the game ends immediately. I think you only gain a life at 20,000 points, and since you start with 5 lives, that means you have to roll the score over 4 times for that to happen. The score rolls over at 300,000 points, since it's a signed 16-bit variable with one padded zero (meaning it can't go higher than "327,670"). Now you can see all ten treasures, for those of us who couldn't make it to Level 10 up until now.
  8. I’ve seen some YouTube vids about this Donkey Kong PK, having 4 stages and being closer to the Arcade in other respects too. Looks very nice indeed. But where to get it? Or how to get it? Anyone?
  9. In the latest episode of my Youtube channel I discuss and profile some of my favorite Atari 2600 Hacks. It was hard to choose only a few as there are several out there that I like and so I know that I will be doing a followup episode sooner than later. Even while making this I found a lot more that I wished I could have used. But you guys understand... Like the Homebrews episode I want to show the talent that these programmers have. I always like to give people the platform they need to showcase the fruits of their labor, even though very few people have helped me in such a way with my books. Regardless, I think these are talented people and their work will bring hours of joy to those who play these hacks. I want to thank you guys for the views, the subscriptions and for the suggestions and criticisms. This channel of mine wouldn't be possible without your input and views. Thank you.
  10. Does anybody know of any Halloween themed Atari 2600 homebrew games? I know there are TONS of hacks out there but the only original Halloween themed games I could find are: Happy Halloween (WIP) Candy Catcher Tyre Trax: Level 4 (WIP) I'm asking as I'll be doing a ZeroPage Homebrew show on October 31st and wanted to fill it with great Halloween homebrew. If you don't know of any others besides those three, please feel free to recommend your favourite Halloween Atari 2600 hacks! EDIT: Added! Video Jack-O-Lantern (Demo) Elvira (Hack) (by Scott Dayton) Monster's Revenge (Hack of Alien Revenge) by easmith
  11. What are some of the really good hacks that have been done to the Lynxes over the years? Aside from the McWill LCD screen/VGA output, mosfet, etc? i guess I should also mention replacing the speaker too. I remember when Candle was working on an LCD replacement solution, he was discussing adding a Sega MegaDrive/Genesis compatible DB9 port. I've seen some battery replacement solutions and also even a video of someone adding Bluetooth audio to their Lynx [it was a video on YouTube and in French]. So what else has been done? If possible, share pics and links...to the modded Lynxes.
  12. Since I switched to Windows 10 (yes, I confess), it became more and more complicated to run my old 16-Bit CloneSpy program. So I adapted it to 32-Bit and now it works under Windows 10 too. Additionally I created a little program (CloneSpy2CSV) which converts the CloneSpy output (here based on the latest Atarimania ROM collection V11.0 minus multi game ROMs) into CSV-format (filename must be clones.txt!). So you can now load it into your favorite spreadsheet and format it there. Mine is LibreOffice (Clones*.ods), so I also attached my spreadsheet with some nice coloring (see example pic). Some results are quite interesting... EDIT: Added V2.3 with some bugfixes, now including results for homebrews until 2012 too. CloneSpy 2.0.zip CloneSpy V2.3.zip
  13. Looking through the AA store homebrew games and hacks, I find it quite disappointing that there are so few reviews. Even top sellers often have less than 10. And quite some games have zero or only one (usually from Nathan) review. So what is stopping you people to post some reviews there? Just describe what you like and (IMO probably even more important) what not. About game play, difficulty, packaging, ... whatever! Anything that you want to say about the game and that might help other people to select from the constantly growing list of homebrews. It doesn't have to be very long and elaborated. A few sentences will do. As an example, here is a link to Scramble. Click on the 4th tab, enter your name, email and review. Then submit. Easy, isn't it? And everyone1 can do, you must not even have bought the game, just played it! So please, start posting NOW! Afterwards, please post here which game you reviewed. So that others can see the progress and to encourage other people to follow your example. Else, please tell us what is stopping you from reviewing. I am really interested. 1 You don't even have to own that cart as long as you have played the game enough to qualify. The review link works for everyone!
  14. After few years hiatus I'm happy to announce the restart of Harmony Games HSC. one small change though: instead of doing it here like before we moving it to our new forum at http://avconline.freeforums.net in the harmony games section (I'll post information there shortly how to sign up) Also we're going to use some new games games that been done lately instead doing some of the older ones.. the old harmony games page will be deleted as soon as the games start and new page will be added to the AVC Online Website (you need to register to post on forum, but you can view any topic or section)
  15. Looking to buy full CIB copies of any/all hacks, roms, and homebrews that had limited releases and are no longer availabe in the store CIB.
  16. I didnt have a clue on where to post this exactly, but I posted a screenshot of what I'm calling Paczerk on the AtariAge Facebook page. Its a little audio and visual hack based on Pac-Man. I took the guys from Lock N' Chase and used the number graphics from the Mattel games and used a different maze and background color. So i am throwing my little hack out there for others to enjoy. Any compliments or complaints, please mention them. Thank you! Paczerk.a26
  17. Reggie is back to show more Reproductions, Home-brew original & Hacked games for retro consoles! A big shoutout to AtariAge in this video! Games Shown: Halo 2600 (2600) Space Rocks (2600) Mother 3 (GBA) Monster World IV (Genesis) Nightmare Busters (SNES) Twinkle Tale (Genesis) Falldown (2600) Juno First (2600) Flappy (2600) Hebereke (NES) Crisis Force (NES) Game Panic (2600) Road Warriors (2600)
  18. From the album: Hacks

    Such great people here helping make fun ideas a reality!
  19. Reggie brings over a stack of NES & SNES home-brews, reproductions & hacked games including one that stars him! These games are very cool and created in limited numbers by fans. Games Shown: Star Fox 2 (SNES) Clock Tower (SNES) Moon Crystal (NES) Fix-it Felix jr (Genesis) Magical Pop’n (SNES) Megaman & Bass (SNES) BS ShockMan (SNES) Zelda The Legend of Link (NES) Flying Hero (SNES) Reggie’s Radical Adventures (NES) Is there a re-production scene for Atari 2600 games? Seems like a fan-made version of Air Raid would be a popular seller... I'd consider buying one...
  20. Hi all, I recently posted something in Atari 2600 Hacks. I was hoping to get some help with an Adventure hack I'm working on. I'm a noob so i'm having a hell of a time trying to figure out this code. Going through the forums for the past couple months and a few tutorials here, I have learned quite a bit but I still have a long way to go. Any help would be greatly appreciated, or if you're just an Adventure fan check out what I have done so far. Let me know what you think. http://atariage.com/forums/topic/227598-need-help-with-my-adventure-hack/
  21. I was wondering if there are any programmers out there that can help me with the program code for some new custom objects that I have added to my Adventure hack I call "Adventure Beyond". I have what I think is a pretty cool idea but I have no clue about programming code. My hack is almost done except for this one idea. I have already successfully added dozens of rooms and mazes, a new Red Castle and something I call the "Forbidden Fortress". I used "Adventure Builder" and Nukey Shay's 8k Adventure source code and some tutorials he did a few years back. The thing I am working on is called "The Amulet" The object is supposed to start out in four pieces that are scattered throughout the kingdom and you have to find the pieces one by one and gradually piece them together until you have the completed Amulet. I already have the completed Amulet working in the game. It is basically a key for opening the "Forbidden Fortress" where the Chalise is being held. I already created and placed the individual pieces of the Amulet in the game including the 1/2 Amulet and the 3/4 Amulet. They are objects that can be picked up and moved around but they have no function yet because I don't know how to do the code. (I'm a noob) The only thing left to complete my hack is the program code for the Amulet Pieces, and then when that is ready, I will place the objects in specific locations for games 1 and 2. Any help would be greatly appreciated and anyone is more than welcome to use any of my ideas. In the attached file called "Amulet" I describe what I want the objects to do. (In the attached bin file I have placed the Amulet pieces and the completed Amulet in the three rooms just below the Yellow Castle) (I added two new Realms to the game. You get to the 2nd Realm by using the Bridge in the room below the right corridor to the right of the catacombs.) These are some changes that I have made so far: Two new realms with several new mazes, A new Red Castle with a huge 9 room maze, The Forbidden Fortress with another huge maze where the Chalise is being held (You need the Amulet to get in), The Amulet Changed the look of the dragons, Changed the Chalise, Changed the Sword, Changed the look of the Castles, Got rid of the invisible surround, Just changed those mazes to black so you can see the whole room now, Oh... and I deleted the Bat (Sorry... don't be mad ) There are a few other things but you can figure that out if you check out the game. beyond.bin Beyond.asm
  22. Maybe we could extend/include the strip in the RPK format. Maybe like this in the layout file: <strip> <gray> <key1 text="DEL"> <key2 text="INS"> Any emulator could implement the strip if they wanted and as they would see fit. Also, this got me thinking. How about including optional hacks ? It seems we're able to pull off a few with one or a few bytes. Maybe something like this, again in the layout file: <hacks> <socket id="rom_socket" 0x0234="0F 43 22" text="Unlimited lives" state="off"> You'd have to go and change the state to "on" - or an emulator could provide an user interface for turning things on and off.
  23. The Eighth round of the 2013 Harmony Games as suggested by roadrunner is Hell-o-ween. This is Graphical Hack of Pitfall for 2600 so we will basicaly use the rules from Zero's 2600 HSC http://atariage.com/forums/topic/133058-hsc-season-6-week-7-pitfall Game Description: Halloween Pitfall! style! Things look very different in this Nightmarish Pitfall! Hack. All of the sprites have been changed to resemble "spooky" themed objects including bouncing Jack-o-lanterns, tombstones and chomping skulls. Even Pitfall Harry gets a horror make-over. you can d/l the game here in case of tie scores: best time left on the on clock determines ranking Bonus Points: Explorers club: Score 20,000 or more get 10 bonus points ------------------------------------------------------------------------------------- Perfect Game: score 114,000 get 20 bonus points (plus the Explorers club points) -------------------------------------------------------------------------------- this round ends September 21st Good luck (at the end of the round points will be awarded(10 (for first) to 2(for tenth) 1 for everybody after 10 (any scores submitted after this round ends will be given 1 point) any scores for Ultra SScide posted (for those who are not listed) will now count as one point until Sept 7 then no more won't be accepted Next Game is to be chosen by Gorfy as always scores will only be updated on the webpage and AVC Forum(since I have no editing feature here) (you can also post scores on the AVC Forum as well just follow the instructions posted on the harmony games web page)
  24. The Seventh round of the 2013 Harmony Games as suggested by toymailman is Ultra SSCide SCSIcide is an original, fast-paced homebrew game released back in 2001 by Joe Grand of Pixels Past. In SCSIcide you play the role of a hard drive read head. As the different colored bits scroll by on the hard drive platter, you need to quickly read them in the correct order before you suffer a buffer underflow. As you complete each level, the data scrolls by more and more quickly! How far can you go? If you're a fan of Activision's Kaboom!, then you'll love SCSIcide. Joe Grand has spent some time recently updating SCSIcide and has released a new version of the game titled Ultra SCSIcide. This latest version of the game contains many improvements over the original: Added support for joystick controllers. Controller type is automatically detected when you press the paddle or joystick fire button to start the game. Fixed the flicker that used to occur at the beginning of each level. Changed background and data bit color palette to make bits easier to distinguish. Reduced track size from 10 to 8 bits, for a more appropriate one byte per level. Changed speed increase per level - only two random data bits increase in speed each level. Modified the sound and scoring routines to account for longer gameplay and higher levels. Changed title screen text and added GIS and Pixels Past logos. Added a PAL version of the game. (since this game has been used on Zero's High Score contest http://atariage.com/...de/#entry985874 we will use the same rules: Left Difficulty: B / Novice - Smaller Drive Head Right Difficulty: Your Choice Game Mode: Not Applicable) (scoring in this game is done Hexadecimal) little bonus for those who played this in Zero's 2600 HSC: if you beat the score you did in zeros I will give you 5 bonus points (this game is available to D/l http://atariage.com/...areLabelID=2704 or you can purchase it at the atari age store(if you don't have it already) this round ends August 31st Good luck (at the end of the round points will be awarded(10 (for first) to 2(for tenth) 1 for everybody after 10 (any scores submitted after this round ends will be given 1 point) as always scores will only be updated on the webpage and AVC Forum(since I have no editing feature here) (you can also post scores on the AVC Forum as well just follow the instructions posted on the harmony games web page)
  25. Time to announce the Sixth Round of the Harmony games: Pac-man Arcade (as suguested by roadrunner at atari age.com) This is a Functional, Graphical and Audio Hack of Ms. Pac-man to look and feel more like the arcade version complete with music and sounds close enough to midways version. Only rule must play the arcade version you can d/l the game here (it also available at atariage store for 20.00 under hacks as Pac- man Arcade) this round ends August 9th Good luck: (at the end of the round points will be awarded(10 (for first) to 2(for tenth) 1 for everybody after 10 (any scores submitted after this round ends will be given 1 point) (as always scores will only be updated on the webpage and AVC Forum(since I have no editing feature here) (you can also post scores on the AVC Forum as well just follow the instructions posted on the harmony games web page)
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