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Tempest Elite coming soon to Atari 8-bit


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37 replies to this topic

#1 peteym5

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Posted 20 December 2016 - 02:09 PM

This is a game we have been working on for almost 5 years. Tempest Elite runs on a standard 64K Atari computer and has the ability to detect VBXE and Stereo Pokey. When detected it loads the subroutines (drivers) to take advantage of the upgraded hardware in 320x192 256 color mode. If not detected it will run with original Atari 8-bit Antic GTIA player/missile graphics in 160x192 4 color mode.

 

 


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#2 RadioPoultry

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Posted 21 December 2016 - 12:09 AM

That's the Tempest 2000 music!  :spot:


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#3 kamakazi20012

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Posted 21 December 2016 - 03:52 AM

I'm in!


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#4 The Professor

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Posted 21 December 2016 - 05:56 PM

That looks like a fantastic port to the A8! The 7800 could really use a Tempest release too.
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#5 peteym5

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Posted 21 December 2016 - 09:21 PM

I am looking for an Atari 7800 programmer to assist with development. Trying to figure out to set it up with 4k of RAM. Tempest Xtreme and Tempest Elite uses lots of pre-calculated tables, will graphics 15 screen, and player-missile RAM. So it would be a different game almost written from  scratch.


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#6 kamakazi20012

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Posted 27 December 2016 - 06:07 PM

Part of it would have to be written from scratch but it is highly possible that some of the main CPU code could be reused since both systems use a 6502 variant processor.  Since the 7800 is a raster machine (and a very good one I might add) it would be able to handle all of the Tempest characters easily.  You might be able to bring those over as well since the MARIA chip handles sprites in a similar fashion as GTIA...just turn the images in an upside-down order.

 

I'm still learning how to program the 7800 but I would need aide in understanding, in dummy terms, how the DLL and DL are made up.  That is my only block.  Everything else I can figure out.


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#7 peteym5

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Posted 03 January 2017 - 12:14 AM

Well doing the ship and objects coming up the web should be easy with the 7800. I am wondering what would be a good way to do the web graphics itself.


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#8 RickR

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Posted 04 January 2017 - 01:31 AM

Which controllers will it support?  Please say driving controller or Trakball!


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#9 MalakZero

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Posted 05 January 2017 - 01:20 AM

So much want!

"Mmmrrrrrrhhhh.....game.....gooooood....."


#10 peteym5

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Posted 05 January 2017 - 09:41 PM

Which controllers will it support?  Please say driving controller or Trakball!

Joystick will be default controller. I am waiting for reports from beta testers that are testing it with the Trackball and Driving Controller.


Edited by peteym5, 05 January 2017 - 09:44 PM.

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#11 correagonzalez

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Posted 17 January 2017 - 02:48 PM

Would definitely purchase this if it came out for Atari 8bit, love it on Atari 5200, and would like to see in other consoles, especially vectrex, unless there's a version out there that I don't know of.
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#12 TrekMD

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Posted 12 February 2017 - 01:14 AM

That looks very nice and it would be great if it could be done for the 7800 as well!


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Going to the final frontier, gaming...


#13 kamakazi20012

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Posted 12 February 2017 - 01:38 AM

Well doing the ship and objects coming up the web should be easy with the 7800. I am wondering what would be a good way to do the web graphics itself.

 

Hmmm...you should be able to treat the "web" like a "maze" in Ms. Pac-Man.  And knowing the cart sizes available for the 7800 it should be able to easily hold 100 or more webs.  But it all comes down to the skill of the programmer(s).

 

The sounds would be the trouble spot.  Unless Lance would be willing to place POKEY chips on the carts I don't believe there would be much of the music intact knowing the 2-channel limitations of TIA.  Although some games pulled the TIA sounds off really well I don't think it would be able to handle the music in Tempest Elite by itself.  Maybe if there was a way to combine the TIA sounds with POKEY music but you risk slowing the CPU down when accessing any TIA functions.


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#14 TrekMD

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Posted 12 February 2017 - 10:51 AM

Sound would definitely be an issue if only the TIA is used.  Adding POKEY would definitely be better.  I think if both TIA and POKEY are used, though, sounds get much better. 


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#15 peteym5

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Posted 12 February 2017 - 02:59 PM

We are getting ready to release the Atari 8-bit cartridge and I hope there would be enough cartridges available for immediate sales. We thought we had enough for Tempest Xtreme, We found someone that sold us parts to make more for both games. 


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#16 Yo-Yo

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Posted 12 February 2017 - 03:01 PM

Thats good news. Looks like a cool Tempest game. It'll give me a good reason to pull out my Atari XE again. Nice programming skills dude, good luck w your project!


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Welcome to the short bus.

#17 peteym5

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Posted 12 February 2017 - 10:23 PM

Sound would definitely be an issue if only the TIA is used.  Adding POKEY would definitely be better.  I think if both TIA and POKEY are used, though, sounds get much better. 

TIA and Pokey would give you six voices. We use a program called RMT to generate the Music on the 8-bit. Not sure how Pokey is mapped on those cartridges. Don't have a ton of information on those. I had given thought about trying that 7800 Basic to see if I can port my Adventure/RPG project over. 


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#18 Justin

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Posted 13 February 2017 - 01:59 AM

Does this work with Paddles?



#19 Video 61

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Posted 12 March 2017 - 07:52 PM

i sent out yesterday for review from my team, all of the artwork and documentation for review. we made a film with commentary. and it shows us playing the game with a joystick, a 2600 driving controller, with paddle controllers, and a trak-ball.

 

its been a long haul for the guys who made this possible, but it looks like we are about there.


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#20 peteym5

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Posted 25 March 2017 - 11:33 PM

 

We Finally have unlocked the video with commentary with people playing the actual game with different controllers. I know when people were asking about these controllers, I pointed out various issues with using those controllers like needing to constantly moving your hands or not having a separate direction for the SuperZapper. So the Space Bar acts as the switch to activate the superzapper, and escape acts as pause when using something other than the joystick. When joystick is selected as the game controller, Space Bar will just pause the game. You also need to use SELECT and OPTION to cycle through the controller options on the title splash screen as someone will need to plug in another controller before starting the game.

 

Please stand by for the official announcement about the release of the Cartridge Game as we are hard at work preparing everything.


Edited by peteym5, 25 March 2017 - 11:34 PM.

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