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Mr SQL

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  1. Like
    Mr SQL reacted to MalakZero in The Guitari 2600   
    You're Welcome.
    https://reverb.com/item/33472722-atari-electric-guitar-atari-electric-guitar-2020
     
     




  2. Like
    Mr SQL reacted to Arenafoot in The Atari 2600 Homebrew Companion: Volume 4 book is now available!   
    My fifth book (four in the "volume" series and a holiday book) was just released yesterday and is available thru Amazon!
    To purchase the $13.99 paperback book in the USA: https://www.amazon.com/dp/B08BDT993Q  It is also available in 7 other countries, just PM me for other countries links.
    To purchase the $3.99 e-book/Kindle version in the USA: https://www.amazon.com/dp/B08BLR45DR  It is also available in 12 other countries, just PM me for those countries links too.
    All previous books are still available at: https://www.amazon.com/author/brianmatherne
     
    Retro Game Network covered the progress of this book here:
    http://www.retrogamenetwork.com/2020/06/24/the-atari-2600-homebrew-companion-volume-4-now-available-with-paperback-and-kindle-editions/
    http://www.retrogamenetwork.com/2020/06/05/the-atari-2600-homebrew-companion-volume-4-aiming-for-physical-digital-release-this-month/
     
    Huge Thanks go out to my readers and fellow gamers, and the Atari Homebrew programmers for making this series a success!!!
    Brian Matherne
    https://www.amazon.com/author/brianmatherne

  3. Like
    Mr SQL reacted to Control Issues in Ralph Baer honored with New Hampshire statue   
    Yep, found it.  

  4. Like
    Mr SQL reacted to Atari Creep in Ralph Baer honored with New Hampshire statue   
    This is only going to be about 1.5 hours away from me. I am going to try to make it to the opening ceremony of the statue but either way I have friends that will be there. Hoping to make a video either way but I will travel eventually to see and document it soon.
     
    https://www.boston.com/news/technology/2019/05/05/video-game-pioneer-baer-honored-with-new-hampshire-statue?fbclid=IwAR2CqaULzFOALX7vu1Tnlwgx5aBwPlEgYO7GrJmED7o6YoICFSBKe41WV9s
  5. Like
    Mr SQL reacted to mmaxfit in 20 Games or Less   
    Someone on Instagram created this tag #20gamesorless - the idea is to pick your 20 must haves or less whether they're great games or meaningful in some way. Or what if you were stranded on a deserted island, with power of course, that sort of thing. You can pick games for any console or mix and match systems but I just went straight up with Atari 2600 today... have you even played Atari today? The guy who started the tag went with 2600 too and some of our titles are the same. These are some of my favorites and I would recommend them to newbies. If I were building an Atari Classic Mini these would be in there. What are some of yours?

  6. Like
    Mr SQL got a reaction from Arenafoot in BREAKOUT studies   
    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...
     
  7. Like
    Mr SQL got a reaction from Arenafoot in BREAKOUT studies   
    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
  8. Thanks
    Mr SQL got a reaction from Marco1019 in BREAKOUT studies   
    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
  9. Like
    Mr SQL got a reaction from Keatah in BREAKOUT studies   
    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
  10. Like
    Mr SQL reacted to Atari 5200 Guy in What Retro Game Defines You...   
    Well, that counts Minecraft out.  Retro game?  Geez.  There's a bazillion of those.  Depends on how I am feeling that day.  
    Pole Position - On days I have road rage LOL 
    Home Alone - For days when I should have listened to instinct and just stayed home
    Video Chess - For days when I don't want to do much but still want to give my mind something challenging
    Galaxian/Life Force - For those times when you try to pay a bill over the phone and the person on the other end don't speak your language
    Those were just for laughs, guys.  In all seriousness, my online name is about how I take life.  I'm down to earth most of the time but when I have a task at hand that needs to be done, depending on the task I don't care how it gets done as long as it gets done.  So with that in mind I'd have to say Adventure would sum me up.  Go in all guns a blazing.   
  11. Like
    Mr SQL got a reaction from slobu in Space Invaders for Girls Plasma HD Retron77 Long Play   
    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
     
     
  12. Like
    Mr SQL got a reaction from Atari Creep in Space Invaders for Girls Plasma HD Retron77 Long Play   
    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
     
     
  13. Like
    Mr SQL got a reaction from MalakZero in New Atari 2600 video mode discovery parallels modern research   
    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!    
  14. Like
    Mr SQL got a reaction from dgrubb in New Atari 2600 video mode discovery parallels modern research   
    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!    
  15. Like
    Mr SQL got a reaction from Atari 5200 Guy in New Atari 2600 video mode discovery parallels modern research   
    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!    
  16. Like
    Mr SQL got a reaction from dgrubb in Contest - write an Atari 2600 game in 10 lines of BASIC   
    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
  17. Like
    Mr SQL got a reaction from dgrubb in Contest - write an Atari 2600 game in 10 lines of BASIC   
    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
  18. Like
    Mr SQL got a reaction from Justin in Contest - write an Atari 2600 game in 10 lines of BASIC   
    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.
     

     
  19. Like
    Mr SQL reacted to Justin in Toys "R" Us Memories   
    I thought this would be a nice time to share this with everybody. When I was in High School and College I worked at Toys "R" Us for a stretch. (I also worked at a new movie theater). Believe it or not I ran the video games department, which was called "R"-Zone. This also included music, movies, and electronics.
     
    I have some pictures from back then that I thought would be good to share. I'm posting a few now, but will have more throughout the week as I find them. Most of these are of my friends and coworkers rather than the toys, but they will give you a glimpse at some of the people who helped create magic. And if you keep an eye out in the background you might catch a glimpse of the video game world transitioning from the PS1 / Saturn / N64 era into PS2 / Dreamcast / GameCube / Xbox.
     
    I grew up going to Toys "R" Us in the '80s and early '90s. I had so many insanely fond memories of going to Toys "R" Us and looking at all the new games and systems from Atari, Nintendo, Sega and TurboGrafx. I've written entire blogs about hunting down Atari Lynx games at Toys "R" Us in the mid-'90s. So many good memories were made here. I chose to work at Toys "R" Us as a high school job to pass on some of that magic to the little kids of that time, and also to experience what it was like to be on the other side of the security cage filled with video games.
     
    I worked at a time during the "transition" between "old concept" (classic Toys "R" Us with traditional aisles that ran the length of the store) and the new floor plan which did away with aisles in favor of breaking up the store into "Worlds". The new store design was a more open floor plan (similar to what we have today) that featured "Worlds" such as Boys World, Girls World, Imaginarium, Wheels, Kids "R" Us (clothes), Babies "R" Us, Seasonal, Board Games, and "R"-Zone. This was also when Toys "R" Us did away with the yellow security tickets for video games, and the big beautiful glass cases that showcased all of the new video game systems and accessories that we'd all press our faces up against looking at the latest and greatest stuff.
     
    Our uniforms also changed at this time. We used to have a "dress code" where we'd wear our own clothes to work, basically a light blue button down shirt, with optional grey undershirt, and khaki pants. This changed to an official red Toys "R" Us shirt with black pants. You'll be able to tell in the photos if they were taken earlier or later on based on the color of our shirts. (red came later). I remember not liking the uniform change. Originally we were wearing our own shirts. It used to be easy to leave work and go do something fun with friends right afterwards without having to change. I'd just take off my name tag and untuck my shirt and go have fun. When the red shirts came in, embroidered with the Toys "R" Us logo on the chest, we weren't able to do that. It meant more laundry and more clothes stuffed into my locker and car.
     
    Working at Toys "R" Us during the transition was kind of a big ordeal. There was major construction going on inside of the store to an extent that I was surprised we were even open. Major chunks of the store were draped off with massive cloudy-clear plastic sheeting, there was dust everywhere and the sounds of construction filled the store. But the show went on, and the holiday shopping season was fast approaching. Within a few months we had converted the store to the new floorpan. 
     
    There were four of us who worked in the video game department at that time. Jared, Jeremy, Trevan, myself, and Justin Teague who we called "The Gooch" after Arnold's nemesis in Diff'rent Strokes. I don't remember why this was but clearly there was only room in "R"-Zone for one Justin 😎
     
    Here are some pictures from Toys "R" Us during this time. More will follow soon.
     
    What are your fondest memories of Toys "R" Us?
     
     
     
     

     
    THE TOYS 'R' US AFFAIR
     
    Pictured is my co-worker Jeremy standing next to a pile of then-current Atari products.
    Believe it or not this site already existed when these photos were taken.
    "The Toys "R" Us Affair" was one of our first blog entires.
    It was an adventure thru Toys "R" Us in 2000, looking for remnants and influences from Atari.
    These photos were originally taken to be on this site as part of that blog entry.
     
     
     

     
    Jeremy unlocking the security cage
     
    Jeremy was my friend and co-worker who worked with me in the video games department.
    He's unlocking the cage where all the video games & expensive merchandise was stored.
    This is where you would take your yellow ticket to redeem your video game after purchase.
    The tall yellow bar to the right is the button you'd press for service. We'd come out with your game.
    Notice the store display for SegaNet sitting on the counter.
     
     
     

     
    Jeremy in the security room
     
    The security room is different than the cage.
    The entrance to the security room had all of the main computers and info
    This opened into the room where money was counted and kept in a safe
     
     
     

     
    PlayStation 2 Pre-Order Display
     
    PS2 pre-order display from Summer/Fall 2000
    This is where you'd pre-order your PS2, games & accessories
    This was at the front of the store in the Seasonal dept, not in the video games dept.
    It had replaced some of the summertime pool toys
     
     
     
    More to come

  20. Like
    Mr SQL got a reaction from Justin in Contest - write an Atari 2600 game in 10 lines of BASIC   
    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
  21. Like
    Mr SQL got a reaction from Justin in Contest - write an Atari 2600 game in 10 lines of BASIC   
    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
  22. Like
    Mr SQL reacted to peteym5 in Secretum Labyrinth: Dark Castles (WIP first look)   
    "Secretum Labyrinth Dark Castles" is a Role Playing Game for the Atari 8-bit, using my Adventure Role Playing Game programming that I started developing around 2011.   I have been optimizing the programming for drawing each screen to open up more room in the RAM to allow more stuff to happen. This game will feature stuff like currency and markets, spells, items to get past points in the game, and many other things. New music is being composed. A new and different interactive story is being worked on. The text you see in the video is of a real early draft. We need to keep this part a secret because there is some proprietary information in there that may be under copyright. We will reveal the final draft when the cartridge is ready.
     
  23. Like
    Mr SQL got a reaction from RickR in Contest - write an Atari 2600 game in 10 lines of BASIC   
    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
  24. Like
    Mr SQL reacted to Atari 5200 Guy in Contest - write an Atari 2600 game in 10 lines of BASIC   
    Wow...10 lines of BASIC code for a 2600 game?  Is that even possible?  It takes a LOT just to get that machine to do a little.
  25. Like
    Mr SQL got a reaction from Justin in Contest - write an Atari 2600 game in 10 lines of BASIC   
    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
     
     
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