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Mr SQL

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  1. BREAKOUT never gets old, having a lot of fun with this rendition Button control is reversed and reserves the laserbeams which run out before the end of each level...
  2. EDIT: New version BREAKOUT2002 LASERBEAMS! Can you make it to the playable green treasure room ending scene on level 10? Button control reversed; reserves finite LASERBEAMS that run out before the end of each level. BREAKOUT2002_LASERBEAMS_NTSC.bin BREAKOUT2002_LASERBEAMS_NTSC.wav BREAKOUT studies A collection of seven BREAKOUT stories featuring an inspired new rendition, BREAKOUT 2002 with a 10 level quest and a harmonized sound that is different. Breakdown of the studies Five stories of the continued evolution of Atari Breakout design with examples of games and links to prototypes Stories of old and emerging technologies for creating more dazling and colorful retro videogames! Party Gameplay instructions for BREAKOUT 2002 Printing it out To create a 4-page mini book, print the PDF on one piece of double sided paper and fold it in half. Best play experience Use either classic hardware or full screen settings if you are running an emulator and turn off phosphor/merge frames. BREAKOUT discussion Hope everyone enjoys! Share your thoughts and ideas about BREAKOUT on this thread! BREAKOUT 2002 Party Games Manual.pdf
  3. Space Invaders for Girls Plasma HD Retron 77 Long Play Space Invaders for Boys and Girls is an upgrade to SuperCharger Space Invaders which is included with the new Hyperkin console and requires the Community 6 upgrade to the consoles firmware for audiovisuals matching the video, a Plasma display is also suggested but it's tremendous fun on any display even without the firmware upgrade, and also on the Atari Flashback! Features soft synth music and Fx that change with the gameplay and level progression to draw you into the game. Gameplay - This time the Space Invaders have the shields, game pink screens when you get hit and red screens when you di but it is possible to come back twice by playing your way through abstract and ethereal cut-scenes to reach the bonus levels. Beat both come back rounds to make it to the final ending cut-scene animation! This game is an audio visual odyssey that takes 15 minutes to complete. Both versions can also be played online in Javatari: Space Invaders for Girls Space Invaders for Boys
  4. Is cutting edge modern research possible on the Atari 2600? Yes, the TIA chip has such open ended arcitecture there is still room for experimentation and discovery; my research on Atari 2600 Motion Blur Reduction technology parallels modern research with advanced display technologies! Unintentional discoveries: This technology was discovered while the researcher was working on advanced 3D displays. Similarly, I was working on an advanced blitter chip for the Atari 2600 that would be capable of high FPS output when I encountered the effects. The researcher and I are having an interesting discussion on the technology here, and the Atari community has been invited to participate: https://forums.blurbusters.com/viewtopic.php?f=7&t=4135 There are both Atari examples (3 fun games!) and tons of examples from the researcher to try out and experience the effects with really clear explanations of the technology. The potential to enhance modern 60 FPS animation for gaming on 120 Hz monitors and produce perfectly clear 60 FPS animation on 480 Hz monitors is amazing. Hope everyone enjoys!
  5. Here's the updated version of GATES (still in 10 lines), and a high score contest! Share your gameplay footage to compete, if you play in Javatari or Stella you can record your game with WINDOWS+G to bring up the built in game recorder.
  6. Here's another 10 line game GATES, just wrote it on Sunday, it's in the 10x120 character category but has space for more features still (about 60% full): 0 if joy0up=1 then player0y=player0y+1:t=1-t else player0y=player0y-t:t=1-t: rem ** GATES, Atari 2600 10 lineBASIC Game! 1 if joy0left=1 then player0x=player0x-1 else player0x=player0x+2 2 if g=0 then BYTErowoffset=120:for j=0 to 3:player0(j)=pl(j):player0colors(j)=p2(j):next j:g=1 else goto 4 3 for x=20 to 70 step 10:for y = 0 to 19:vwpixel(x,y,on):next y,x:player0x=52:player0y=50:data pl 240,255,127,240 4 if e>7 then e=0:BITIndex=BITIndex+1:missile1x=missile1x+3:missile1y=missile1y+1 else e=e+1:return 5 if l<20 then l=l+1 else l=0:data p2 $36,$64,$76,$36:data R 3,8,2,0,3,8,8,5,3,0,3,5,8,8,5,5,8,5,3,0,2 6 scrollvirtualworldtoggle=1:AUDV0=0:COLUBK=0:x=BITIndex/10:rem get remainder! 7 if b=0 then x=x*10:x=x+10:vwpixel(x,R(l)+10,flip):vwpixel(x,R(l)+11,flip) 8 if CXP0FB>127 then CXCLR=0:COLUBK=$34:AUDC0=4:AUDF0=l:AUDV0=31:g=0:BITIndex=0 9 if BITIndex>71 then BITIndex=0 else for j=0 to 9:rowcolors(j)=rowcolors(j)+2:next j Here are the binaries for the SuperCharger and the Flashback Portable, also check out the incredible Defender II clone a few posts above in the 10x256 character category: http://atariage.com/forums/topic/274782-basic-ten-liners-are-back-for-2018/page-3?do=findComment&comment=3978826
  7. Yes, BASIC is so simple it makes it easy to write a fun Atari game in just 10 lines of code! Flashback BASIC and SuperCharger BASIC have familiar classic BASIC graphics commands including semigraphics and sprite commands and also a soft blitter chip like the Niintendo PPU that you can use to scroll the screen around. Take a look at my entry in the 10 lines x 120 characters category from 2016, 9lineBlitzII: 0 data city 1,4,2,5,3,2,3,1,4,1,1,1,5,2,2,3,1,4,1,4,3,1,4,4,1,1,2,2,3,1,3,4,5,4,4,3,4,5,1,2,4,1,5,2,2,3,1,3,1,1,4,1 1 if g=0 then for j=0 to 7:player1(j)=189:player0(j)=pl(j):next j:BYTErowoffset=120:COLUPF=$50:COLUP0=$b4 else goto 3 2 for j=20 to 71:k=j-20:k=city(k)+14:for i=k to 19:vwpixel(j,i,on):next i,j:player0y=96:player0x=84:COLUP1=$74:y=21:g=1 3 COLUBK=0:AUDV0=0:scrollvirtualworldtoggle=1:BITIndex=BITIndex+1:missile0x=missile0x+2:data pl 0,224,127,231,252,192 4 if joy0fire=1 and y>18 then AUDF0=6:AUDC0=8:AUDV0=15:x=BITIndex+9:y=11:i=96-player0y:i=i/10:y=y+i:data P 128,0 5 if y<19 then vwpixel(x,y,bindplayer1):j=y-10:y=y+1:COLUP1=M(j) else player1y=0:data M $64,$54,$b4,$a4,$32,$44,$c4,$94 6 if y<20 and vwpixel(x,y,poll)>0 then vwpixel(x,y,flip):player1x=0:player1y=0:AUDC0=y:y=21:AUDF0=4:AUDV0=15:data N $f4 7 if BITIndex>71 then BITIndex=0:player0y=player0y-2 else missile1x=missile1x+1:missile1y=missile1y+3:data O $54,66,$42 8 if CXP0FB>126 then CXCLR=0:g=0:for i=0 to 255:AUDF0=i:AUDV0=i:COLUBK=$34:next i else missile0y=missile0y+2 9LineBlitzII.bin https://www.youtube.com/watch?v=s79yguBa0FU
  8. The classic home computer BASIC programming contest is accepting entries for the Atari 2600 again this year! Eligible categories are 10 lines of 120 characters and 10 lines of 256 characters. Atari Flashback BASIC and SuperCharger BASIC both support an old-school mode where you can write classic BASIC programs, hope some retro gamers are inspired to write a BASIC 10 line game! There's more info and an example of my entry last year into the 10x80 category (that category has stricter entrance guidelines this year that exclude the VCS) along with the Flashback BASIC manual and download link. The contest deadline is in 3 weeks! BASIC is cool because of the amazing things that can be done in just 10 lines of code; check out some of the some of the amazing 10 line BASIC games from last year: http://gkanold.wixsite.com/homeputerium/games-list-2017
  9. Looks like Microsoft has better player AI than the last company that tried this with Atari games.
  10. Loved the book! The Capsule Edition doesn't sound as interesting, has anyone seen the Poster Edition? Atari was still making posters recently - I recieved a Pong Poster signed by none other than Nolan Bushnell in 2012 for competing in the Pong Challenge Contest for the iphone, was supposed to be a lithograph initially.
  11. Thank you TrekMD! I just found the Atari Artwork & Industrial design forum following this thread link from the 2600 forum - awesome art forum! Thanks MaximumRD for mirroring this thread
  12. I was inspired by Tim Lapetino's awesome book, The Art of Atari, and the online Javatari emulator to create a live Atari Box using a variety of cover art, screenshots and images. The live Atari Box is a work in progress and now sports 20 games - 19 new classic Atari games (6K and 8K) and Tod Frye's classic 4K Pacman:
  13. Posted the wrong file, that one won't run on the Portable - this is the one, patched for the Sega Pad: KC_Beta2.bin
  14. KC_AFP_Beta2.bin Fixed it! - Beta2 works great on the Flashback Portable and on full size consoles even with a Sega pad plugged in! Planning to add a second monster maze with another color palette once the first board is cleared... Fun facts: palette data is stored in the top row of the maze; the ever changing maze changes some of it periodically and when it does the palette colors of the ghosts and the maze ebb and flow; one ghost stays a solid color and changes color to let you know when the other ghosts are edible, along with the powerup melody.
  15. Awesome video! The petscii graphics reminded me of the c64 boards bitd - it really wasn't too different than the internet but not centralized; we had to hang up and dial the next address to follow a link. Forums, Email, chat (usually just with the sysop), playing online text games, simple online graphics games and of course downloading all the warez GPAC Defender (with the cracktro of course, probably a view different cractros - the different boards really liked to personalize) would have been on many of those 80's boards if you could send it back in time! I liked the red C64c too - I only remember ever seeing those in white, is it a custom job?
  16. Thank you! Tracing the bug I've found it's the same one that shows up on full size consoles when a sega pad is plugged in instead of a Joystick. There's no way to detach the Sega pad from the portable, so I've got to figure a workaround...
  17. Thanks! Here is the Beta, works great in Stella and Javatari but one of the Ghosts flutters around and vanishes.... must be loading a memory location somewhere instead of a number, I remember having to find something like that in Pixels. KC_AFP_BETA.bin
  18. Hello Atari IO community! I'm working on converting this SuperCharger game to run on the Atari Flashback Portable! KC was an incredible classic game that took Pacman to the next level with moving game character dots and an ever changing maze; KCMM builds on these new Pacman mechanics by constantly morphing a large portion of the giant 4-way scrolling maze, like the Jr Pacman mechanics but in 4 directions. KC Monochrome dreams was approved by KC's Dad, Ed Averett and I think it would be awesome to see it running on the new portable Atari! Even cooler if Atari does a 180 and endorses KC for the next release - would you like to see this game included as one of the built-in games in future Flashback editions?? It should be pretty easy to convert the game to the AFP because while the game is written in Assembly, it uses a compatible BASIC runtime to Flashback BASIC. I might add a second monster maze too since the AFP runtime can support multiple virtual worlds while the SuperCharger only has one! The game PIXELS (like the movie) also incorporates Pacman and KC elements and has already been patched for the AFP, the game ROM is attached along with a pic of the tiny cart with tiny label artwork. Pixels.bin There is an awesome play through review of PIXELS on the AFP by Doctor Clu here and an equally awesome review of KC by Metal Jesus and John Hancock here.
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