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peteym5

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  1. Like
    peteym5 got a reaction from Justin in A look at VENTURE for Atari 7800 - Work in Progress   
    Here are some more work in progress screen shots for Venture. I am starting to work on the individual dungeon rooms where you need to go in and get the treasures. I am sure I can make things multicolored at 160 resolution. 



  2. Like
    peteym5 got a reaction from Justin in A look at VENTURE for Atari 7800 - Work in Progress   
    Here are some work in progress screen shots for Venture on the Atari 7800 I have the first 3 map screens put together. I am planning to make this more like the arcade verses the 2600, Coleco, Intellivision, or even my 8-bit/5200 version. It may have several modes, default being arcade, other modes being home console, 8-bit challenger mode, and 7800 challenger mode. The issue I had with the 8-bit version was I could only dedicate 6 sprites for the enemies inside of each room. 7800 that can be extended to 8 or 10 maybe, or have something else like flames or energy bolts bouncing between walls. Many ideals are being considered. 



  3. Like
    peteym5 got a reaction from MalakZero in A look at VENTURE for Atari 7800 - Work in Progress   
    Here are some work in progress screen shots for Venture on the Atari 7800 I have the first 3 map screens put together. I am planning to make this more like the arcade verses the 2600, Coleco, Intellivision, or even my 8-bit/5200 version. It may have several modes, default being arcade, other modes being home console, 8-bit challenger mode, and 7800 challenger mode. The issue I had with the 8-bit version was I could only dedicate 6 sprites for the enemies inside of each room. 7800 that can be extended to 8 or 10 maybe, or have something else like flames or energy bolts bouncing between walls. Many ideals are being considered. 



  4. Like
    peteym5 got a reaction from Atari Creep in A look at VENTURE for Atari 7800 - Work in Progress   
    Here are some work in progress screen shots for Venture on the Atari 7800 I have the first 3 map screens put together. I am planning to make this more like the arcade verses the 2600, Coleco, Intellivision, or even my 8-bit/5200 version. It may have several modes, default being arcade, other modes being home console, 8-bit challenger mode, and 7800 challenger mode. The issue I had with the 8-bit version was I could only dedicate 6 sprites for the enemies inside of each room. 7800 that can be extended to 8 or 10 maybe, or have something else like flames or energy bolts bouncing between walls. Many ideals are being considered. 



  5. Like
    peteym5 got a reaction from Atari 5200 Guy in Tile Smashers Available from Atarisales   
    Tile Smashers is my latest Retro Video Game release for the Atari 8-bit computer. This is a combination of Breakout, Pinball, and even a little Pong thrown in there. Have to smash all the tiles on both the upper and lower sections to open up the top to get to the next level. 16 Different Tables, Power Ups, Obstacles, and fast action to challenge you.
     
    Paddles are the default controller, but can be played with joystick, trackball, and 2600 driving controller.
     
     
    Available on Cartridge from Video61 www.atarisales.com
     
    http://members.tcq.n...1/whatsnew.html
     
    I created this thread to answer any questions you may have for the game. The game runs on any Atari 8-bit computer, works with either the 400/800 OS to XL/XE. Does not use the RAM under OS or extended RAM. There is no known issues with other hardware modifications, however as usual modifying the Atari is always at the end users risk. 
     
    I know there is demand for games to support different controllers, but since Tile Smashers is a paddle game, that is the recommended controller for this game. Joystick and other controllers can be chosen, but you need to be more careful following the ball. 
       
  6. Like
    peteym5 got a reaction from Justin in A look at MOONBLASTERS X for Atari 7800 - Work in Progress   
    Here is a Video showing the latest work in progress for Amok Bots, Delta Space Arena, Laser Blast X, Putt 18, and Venture. It took me awhile to figure out a way to multiplex 8 sprites within a horizontal zone. Keep in mind I am forcing more sprites than usual to one horizontal zone, so for the most part, you will not likely see much flickering with my games ported onto the 7800. Some games have the character set written over several times in the background. This is to test to see how many sprites can be displayed over a background. The Multiplexing manager routine prevents crashes or the graphics becoming corrupted if too many sprites are displayed in the same horizontal zone.
  7. Like
    peteym5 got a reaction from Starbuck66 in Atari 8-bit ports to 5200 in the works   
    Here are some updated screen shots of Secretum Labyrinth Xenogenesis. I have been working on this game Xenogenesis for the last few months. This will be a new and exclusive game for the 5200. Video 61 originally wanted to call it "Secretum Labyrinth X" to reflect the the 5200 was originally called Video System X. I suggested maybe a word the starts with an X or an X in the word. Figured Xenogenesis was fitting because we had these mad magicians doing crazy genetic engineering to make these monsters that inhabit the dungeons.
     
    I altered the dungeon map, scroll texts, and item placement, from Kings Gold, so this game will have a new solution. There are also new tasks you need to do to get past certain points inside the dungeon. Of course I am not going to tell you what they are or how to get past them. That challenge will be for you to play the game and figure out.




  8. Like
    peteym5 got a reaction from AtariHero in A look at MOONBLASTERS X for Atari 7800 - Work in Progress   
    Here is a Video showing the latest work in progress for Amok Bots, Delta Space Arena, Laser Blast X, Putt 18, and Venture. It took me awhile to figure out a way to multiplex 8 sprites within a horizontal zone. Keep in mind I am forcing more sprites than usual to one horizontal zone, so for the most part, you will not likely see much flickering with my games ported onto the 7800. Some games have the character set written over several times in the background. This is to test to see how many sprites can be displayed over a background. The Multiplexing manager routine prevents crashes or the graphics becoming corrupted if too many sprites are displayed in the same horizontal zone.
  9. Like
    peteym5 got a reaction from RickR in A look at MOONBLASTERS X for Atari 7800 - Work in Progress   
    Here is a Video showing the latest work in progress for Amok Bots, Delta Space Arena, Laser Blast X, Putt 18, and Venture. It took me awhile to figure out a way to multiplex 8 sprites within a horizontal zone. Keep in mind I am forcing more sprites than usual to one horizontal zone, so for the most part, you will not likely see much flickering with my games ported onto the 7800. Some games have the character set written over several times in the background. This is to test to see how many sprites can be displayed over a background. The Multiplexing manager routine prevents crashes or the graphics becoming corrupted if too many sprites are displayed in the same horizontal zone.
  10. Like
    peteym5 got a reaction from greenween in Atari 8-bit ports to 5200 in the works   
    Here are some updated screen shots of Secretum Labyrinth Xenogenesis. I have been working on this game Xenogenesis for the last few months. This will be a new and exclusive game for the 5200. Video 61 originally wanted to call it "Secretum Labyrinth X" to reflect the the 5200 was originally called Video System X. I suggested maybe a word the starts with an X or an X in the word. Figured Xenogenesis was fitting because we had these mad magicians doing crazy genetic engineering to make these monsters that inhabit the dungeons.
     
    I altered the dungeon map, scroll texts, and item placement, from Kings Gold, so this game will have a new solution. There are also new tasks you need to do to get past certain points inside the dungeon. Of course I am not going to tell you what they are or how to get past them. That challenge will be for you to play the game and figure out.




  11. Like
    peteym5 got a reaction from MaximumRD in Atari 8-bit ports to 5200 in the works   
    Many of the monsters require multiple hits to kill. I am working out a system of what damages each weapon causes.
  12. Like
    peteym5 got a reaction from MaximumRD in Atari 8-bit ports to 5200 in the works   
    Here are some updated screen shots of Secretum Labyrinth Xenogenesis. I have been working on this game Xenogenesis for the last few months. This will be a new and exclusive game for the 5200. Video 61 originally wanted to call it "Secretum Labyrinth X" to reflect the the 5200 was originally called Video System X. I suggested maybe a word the starts with an X or an X in the word. Figured Xenogenesis was fitting because we had these mad magicians doing crazy genetic engineering to make these monsters that inhabit the dungeons.
     
    I altered the dungeon map, scroll texts, and item placement, from Kings Gold, so this game will have a new solution. There are also new tasks you need to do to get past certain points inside the dungeon. Of course I am not going to tell you what they are or how to get past them. That challenge will be for you to play the game and figure out.




  13. Like
    peteym5 got a reaction from TrekMD in Atari 8-bit ports to 5200 in the works   
    Here are some updated screen shots of Secretum Labyrinth Xenogenesis. I have been working on this game Xenogenesis for the last few months. This will be a new and exclusive game for the 5200. Video 61 originally wanted to call it "Secretum Labyrinth X" to reflect the the 5200 was originally called Video System X. I suggested maybe a word the starts with an X or an X in the word. Figured Xenogenesis was fitting because we had these mad magicians doing crazy genetic engineering to make these monsters that inhabit the dungeons.
     
    I altered the dungeon map, scroll texts, and item placement, from Kings Gold, so this game will have a new solution. There are also new tasks you need to do to get past certain points inside the dungeon. Of course I am not going to tell you what they are or how to get past them. That challenge will be for you to play the game and figure out.




  14. Like
    peteym5 got a reaction from RickR in Atari 8-bit ports to 5200 in the works   
    Here are some updated screen shots of Secretum Labyrinth Xenogenesis. I have been working on this game Xenogenesis for the last few months. This will be a new and exclusive game for the 5200. Video 61 originally wanted to call it "Secretum Labyrinth X" to reflect the the 5200 was originally called Video System X. I suggested maybe a word the starts with an X or an X in the word. Figured Xenogenesis was fitting because we had these mad magicians doing crazy genetic engineering to make these monsters that inhabit the dungeons.
     
    I altered the dungeon map, scroll texts, and item placement, from Kings Gold, so this game will have a new solution. There are also new tasks you need to do to get past certain points inside the dungeon. Of course I am not going to tell you what they are or how to get past them. That challenge will be for you to play the game and figure out.




  15. Like
    peteym5 got a reaction from The Professor in SECRETUM LABYRINTH: XENOGENESIS - Work in Progress for Atari 5200   
    "Secretum Labyrinth Kings Gold" is a freeware/demoware game I made for the 8-bit a few years ago so people get a taste of what I am developing.
    "Secretum Labyrinth The Legend" is a 64K ROM cartridge that uses the 64K of RAM on the 8-bit, that is has a much larger dungeon to explore, and many more things to do.
    When it came time to port some games to the 5200, I decided, why not also attempt to port the Secretum Labyrinth engine over also. I started with porting using the database from "Kings Gold" so I have some test data to compare it to. But later in the process I decided to come up make something new I can add to this series of games. I had all this stuff I was experimenting with for optimization, improving the graphics, game play, and fitting more into a smaller space. So I applied that to this 5200 cartridge.
    I have been looking to add other RPG (Role Playing Game) and Adventure like elements into this. So this will have some things we had not yet seen in the prior Secretum Labyrinth games.
  16. Like
    peteym5 got a reaction from RickR in Atari 8-bit ports to 5200 in the works   
    Here is a Work-in-Progress video for Secretum Labyrinth Xenogenesis that will be a game within the Secretum Labyrinth series. It will be an Atari 5200 specific game because it is geared toward using 32K ROM + 16K RAM, instead of 64K ROM + 64K RAM on the 8-bit versions.  It is set up to use the controllers, joystick + keypad. I have considered 64K to 512K ROMs, but from what I understand, that extra logic chip may up the price of the game. So I tried to make more extensive use of Deflate/Inflate compression, and other optimization techniques so there is more going on with the game.
     
    Like the other Secretum Labyrinth games, this is Role Playing Game inspired. If anybody wants to see more RPG like features added, let me know. Work on this game is on-going for probably until October 2017. Then we start working on making  the cartridge and make sure it works correctly.
     
    I wanted something with X in the title since the Atari 5200 was also known as Video System X.
  17. Like
    peteym5 got a reaction from Ballblaɀer in Atari 8-bit ports to 5200 in the works   
    I managed to convert 9 different games I have the rights and make them playable on the 5200. Amokbots, Delta Space Arena, HeliCommander, Laser Blast X, Megaoids 2016, Putt 18 Miniature Golf, Surround'Em, Tile Smashers, and Venture.
     
    The only game that is still in the process of being ported is a version of Secretum Labyrinth. I originally wanted to port "Secretum Labyrinth Kings Gold" over. However since that game was a free download for the Atari 8-bit area, I decided to make it worthwhile for people to purchase and change things around inside its realm. It will have a new room map, and stuff moved to all new locations. A new store is being written with a new sub title. Include a few features I had been developing for next cartridge game for the 8-bit. 
  18. Like
    peteym5 got a reaction from MaximumRD in Atari 8-bit ports to 5200 in the works   
    I managed to convert 9 different games I have the rights and make them playable on the 5200. Amokbots, Delta Space Arena, HeliCommander, Laser Blast X, Megaoids 2016, Putt 18 Miniature Golf, Surround'Em, Tile Smashers, and Venture.
     
    The only game that is still in the process of being ported is a version of Secretum Labyrinth. I originally wanted to port "Secretum Labyrinth Kings Gold" over. However since that game was a free download for the Atari 8-bit area, I decided to make it worthwhile for people to purchase and change things around inside its realm. It will have a new room map, and stuff moved to all new locations. A new store is being written with a new sub title. Include a few features I had been developing for next cartridge game for the 8-bit. 
  19. Like
    peteym5 got a reaction from greenween in Atari 8-bit ports to 5200 in the works   
    I am currently working on learning how to port my prior Atari 8-bit releases to the Atari 5200. The possible games include: "Amok Bots", "Delta Space Arena", "Laser Blast X", "Megaoids", "Secretum Labyrinth Kings Gold", and "Venture". I have to remind everyone this is a work in progress as I learning what is going with the game running on the 5200. Crashes often and tracing what is going on can be frustrating. I am trying to figure out how to read IRQ keypad. First thing I did was get it to the point of getting the games own title screen to come up on screen so I know the program is set up to all the 5200 memory address correctly. There  will be announcements when the game is done and beta tested. We have my own trusted beta testers. Chances are these games will not be available for awhile so I ask everyone to be patient. I will post updates and announce when the games become available.
     
    "Secretum Labyrinth Kings Gold" will be an enhanced version of the freeware/demo that was released on the Atari 8-bit. I am going to put in a few extra things that are not in the 8-bit version to make purchasing it worthwhile. "Secretum Labyrinth The Legend" required a 64K ROM and a 64K Atari Computer. From what I can see, there is not any bank switching cartridges available for the 5200. I know about the 40K Bounty Bob cartridges, but no one has those anymore.
  20. Like
    peteym5 got a reaction from MalakZero in Laser Blast X cartridge new game for Atari 8-bit now available $39.95 from Video 61   
    Laser Blast is now available for sale for the Atari 8-bit computer. This is a port of the Activision 2600 game. Requires 16K of RAM so it will run on any stock Atari 8-bit computer.
     
    I did my own version from scratch and Instead of just doing an exact port of a 2600 game, I wanted something that will take advantage of the Atari 8-bit features like having 4 independent player sprites on a line and higher multicolored resolution for the ground, mountains, and star back ground. This does a parallax effect with back ground and foreground scrolling at different rates giving a nice 3D effect when scrolling between each level. Several variants you will be able to play include 3, 4, or 6 tanks on the ground, alien fighter crafts are also flying above the tanks, and enemies can either shoot lasers or "little bolts" up at your ship.
     
     
    The release date is Monday, November 28, 2016 that is CyberMonday in the United States.
     
    The game is available here.

    http://members.tcq.n...deo61/main.html
     





  21. Like
    peteym5 got a reaction from DegasElite in Atari 8-bit ports to 5200 in the works   
    I am currently working on learning how to port my prior Atari 8-bit releases to the Atari 5200. The possible games include: "Amok Bots", "Delta Space Arena", "Laser Blast X", "Megaoids", "Secretum Labyrinth Kings Gold", and "Venture". I have to remind everyone this is a work in progress as I learning what is going with the game running on the 5200. Crashes often and tracing what is going on can be frustrating. I am trying to figure out how to read IRQ keypad. First thing I did was get it to the point of getting the games own title screen to come up on screen so I know the program is set up to all the 5200 memory address correctly. There  will be announcements when the game is done and beta tested. We have my own trusted beta testers. Chances are these games will not be available for awhile so I ask everyone to be patient. I will post updates and announce when the games become available.
     
    "Secretum Labyrinth Kings Gold" will be an enhanced version of the freeware/demo that was released on the Atari 8-bit. I am going to put in a few extra things that are not in the 8-bit version to make purchasing it worthwhile. "Secretum Labyrinth The Legend" required a 64K ROM and a 64K Atari Computer. From what I can see, there is not any bank switching cartridges available for the 5200. I know about the 40K Bounty Bob cartridges, but no one has those anymore.
  22. Like
    peteym5 got a reaction from MalakZero in Jungle Quest new Platform game Work in Progress for Atari 8-Bit Computers   
    Jungle Quest is a Platform Game for Atari 8-bit computer.  I am working on resurrecting this program that I started ten years ago. I was very far along with the game when I accidentally erased a partition on my hard drive. I had to recover a less complete copy from an old back up disk. It originally started writing the game MAC/65, then I ported it over to Mad Assembler so development can be done on my Windows PC and emulators.
     
    I was originally making this game before I knew Video61 and Kjmann. It started as being a TurboBasic XL game with ML routines, the Turbo Basic  parts got translated to full assembly. It originally was going to be a 130XE/Extended RAM Game. Then this guy Video 61 knew texted me, and asked if I can do this "Battle Squadron" game and see if we can make it on cartridge. I was still doing games with MAC/65 at the time, and barely knew how full executable and cartridge games were put together. Later we dropped Battle Squadron to do Tempest. I was talking about doing the game on AtariAge and some like the ideal of extended memory, but many still want to play on a 64K machine, stated why I don't do the game on these 128k Cartridges. Now I am still figuring out what I did ten years ago and adapt more modern programming techniques into the game like multiplexing, compression, RMT music and sound, etc.
     
    I also made this game more colorful and pushed the Atari to its limits in response to the whole "Commodore 64 vs Atari 8-bit" feud that went on for 464 pages and over 11,000 posts on AtariAge back in 2008 through 2009. Wanted to put something together that can show what our great Atari does over the Commodore 64.



  23. Like
    peteym5 got a reaction from The Professor in TEMPEST ELITE for Atari 400/800 XL XE   
    Now that Tempest Elite is available for Sale and being shipped. We decided to make this a technical support thread. Tempest Elite is set up to by default to run on a stock Atari XL/XE computer with 64K RAM with standard 6502. We are not taking responsibilities for program conflicts caused from custom hardware upgrades other than VBXE or Stereo Pokey. Makes use of the RAM under ROM ($C000 to $CFFF & $F800 to $FFFF). Does not make use of extended RAM over 64K, like 130XE, RAMBO, etc. Does not take advantage of any 65816 upgrades or issues undocumented (illegal) 6502 instructions.
     
    On Startup Tempest Elite checks for VBXE present in the $D640 or $D740 memory areas, if not detected, it will continue to load the standard Atari graphics and Player/Missile multiplexer sections into RAM. If detected, a VBXE blitter is loaded into RAM instead. The VBXE can be bypassed by holding down option key when the cartridge when turning the power on.
     
    Stereo Pokey is checked in the $D210 memory area. Majority of the 2nd Pokey Chip upgrades use this area. I am aware of some custom upgrades that placed the 2nd pokey at $D280, or Quad Poker, or with COVOX chip. Tempest Elite does not support Pokey chips mapped between $D220 to $D2FF.
     
    "CONTROLLER" + "JOY+UP" or "CONTROLLER" + "JOY+DOWN" is for joystick and the direction you need to press for the "super zapper." If your joystick works with standard Atari Games, it will work with Tempest Elite. Tempest Elite does not support extra fire buttons.  When the title splash title is on your screen. You can use the joystick to choose game options or use the console SELECT & OPTION buttons. However the joystick will only select "JOY+UP" or "JOY+DOWN." to choose other controllers, you will need to use the OPTION button to choose these other controllers. Space Bar or Escape Key toggles the pause. When using alternate controllers, Space Bar triggers the "super zapper" and only the Escape Key toggles the pause. Paddle Controller option moves the ship depending on how far the paddle knob is turned.
     
    Trackball controller is based on CX-80 and WICO Command Trackball based on that 2bit code. Some of these have "joystick mode" also. Some people managed to hook up an Atari ST track ball that uses "gray code", which may work with the (Indy 500) Driving Controller option. If a trackball or driving controller is causing the game options to cycle through a rotation on the title splash screen, move the controller until it stops, or unplug the controller and plug it back in.
  24. Like
    peteym5 got a reaction from The Professor in TEMPEST ELITE for Atari 400/800 XL XE   
    Some people had been asking about what the game looks like while playing on standard Atari-8-bit hardware vs playing on an Atari with VBXE. That along with differences between Tempest Extreme and Tempest Elite. I have attached some screen shots of the same level. In addition, I am including a screen shot from Tempest Xtreme. All from Web Number 6. Some differences between Xtreme and Elite are the scoreboard icons for Warp Keys and a Bigger Ship. Also I chose this particular web. The Xtreme version was 5+5+6 (16) to make up a triangle. Elite has 6 lanes to make up an 18 lane triangle.



  25. Like
    peteym5 got a reaction from The Professor in TEMPEST ELITE for Atari 400/800 XL XE   
    I am glad that you like the VBXE support ideal. Now I am awaiting for feed back on the game play from real customers. We will answer any technical concerns about the game.
     
    Here on some more screen shots. The levels with finer lines and sprites are what the game looks like while playing on a system with VBXE.
     
    A few of the screen shots were taken from earlier development of the game. The ones with a narrower colon between the V and number are more recent. The yellow ship was also enlarged. This was so we can do the 3 green triangles in a row to indicate the Warp Keys.











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