Category: Atari 2600
Squish Em (10-12-2007) (A2600 Game)

You are climbing a building, trying to reach the suitcase of cash at the top. Watch out for all the nasty critters that are trying to knock you off, and watch out for the falling bricks as well. If you can’t avoid the critters, or you need to relieve a little stress, you can always Squish ‘Em instead!

A PAL and NTSC version is available!

http://www.atariage.com/forums/index.php?showtopic=117452&st=0

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Atar v0.3 (A2600 Application)

Atar is some music application for Atari 2600 written by Fort Apocalypse.

Changes:

0.3 more instruments… (all may change)

http://www.atariage.com/forums/index.php?showtopic=117671

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Atar v0.2 (A2600 Application)

Atar is some music application for Atari 2600 written by Fort Apocalypse.

Changes:

0.2 can select instrument by pressing down on joystick. Then hit reset to play instrument

http://www.atariage.com/forums/index.php?showtopic=117671

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Squish Em (09-12-2007) (A2600 Game)

vdub_bobby has updated “Squish Em”.

Release notes:

Hi folks. Sorry, Manuel, I couldn’t find time to get online over the weekend and upload a PAL60 binary.

And you’re right – it’s no game yet! But soon, soon…

Big, big changes over the weekend! I worked hard.

Here’s a list:
-All music is done.
-Enemy movement routines are done. All enemies move properly and at the correct speed.
-All sound effects save one (game over SFX) are in and done. For me, the sounds (music and effects) are at least half the appeal of this game, so I am very pleased with how well they translated. Let me know what you think!
-Unsquishing timing is correct now.
-Color change upon level change is done.
-Extra life display is fixed and done.
-Score flashing during music is in and done.
-Crazy flashing screen when you grab a bonus item is in and done. See if you can spot the difference between this version and the A8 version. When I’m done I’ll post somewhere a list of differences – it’s already bigger than I hoped it would be, but most things are so minor it doesn’t really matter.
-Fixed (crosses fingers) a weird bug when you died and started to climb a girder on the same frame. (It would reset the game.)
-New enemy generation is done; you shouldn’t see weird things after level 15 (like Manuel mentioned above) anymore.
-Kernel is done.
-Fixed movement-speed error (you moved sideways to quickly).
-Created PAL60 version. I would appreciate input on this. The colors look mostly OK, though maybe the players shirt could be darker.

Known bug:
-Sometimes it will display two bonus item floors in a row. I *think* this happens when you die one floor before the bonus item will appear. Then when you restart it goofs up.

Yes, I only am aware of one bug. Please let me know if you see any others!

Next on my list:
-Finish brick-falling routine. I was able to finally disassemble that part of the A8 code and figure it out – it is rather odd how it’s set up, but pretty simple once I figured out what was going on.
-Finish death routine.

That will wrap up the gameplay elements, after that it’s just game-state and interface stuff. I’m hoping to finish by Friday! We’ll see…

Source, NTSC binary, and PAL60 binary in the zip file.

http://www.atariage.com/forums/index.php?showtopic=117452&st=25

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Atar v0.1 (A2600 Application)

Here is a new release from Fort Apocalypse:

You may have played a guitar, but have you ever played the Atar?

The Atarinstrument is currently fairly basic, but supports 2 instrumentalists (2 joysticks). Have fun!

I’m thinking I’ll probably change the button to be a sharp instead of a flat in the next version and add some more instruments. One instrument I really want to add is the drum kit (down=bass, up=snare, button=hi-hat). The biggest question is how to make the choosing of the instrument intuitive, whether layered instruments should be allowed (via setting sound and doing drawscreen more than once per main loop). I’m thinking of just showing the letters “ATAR” on the screen while you play that are maybe different colors based on the instrument you are playing. Let me know what you think.

http://www.atariage.com/forums/index.php?showtopic=117671

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GoSub2 (Build 80) (A2600 Game)

atariland2600 has updated his game GoSub2.

Changes:

+Added 3 new mazes.
+Changed the title screen so the pfblocks spell out “GOSUB 2”.
+Changed the way to get to the Easter egg. Now you hold down the select switch until you see an arrow. Then use the arrow to ‘click’ on the shark using fire. By the way, if you click on the octopus, something else will happen. Right now, the ending shows up, but I’ll change it to another Easter egg.
+Also, if you get over 9,990 points, 4 submarines will show up where the score is.

http://www.atariage.com/forums/index.php?showtopic=111854&st=100

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Squish Em (06-12-2007) (A2600 Game)

vdub_bobby has updated “Squish Em”.

Release notes:

Update!

Biggest change is the music! All four musical cues are in: beginning a game, starting a new life, reaching a new level (i.e., every 16 floors), and grabbing a suitcase. Though the new-level music comes in one floor too early. Also got the background wah-wah-wah-wah sound in as well. These sounds translated very well from the A800, I think they sound pretty good.

I played around with the pocka-pocka sound for when you are moving/climbing, but I couldn’t get it to sound right and I can’t quite figure out how they get that exact effect in the A800 game – I found the notes for that but I can’t find where or how they vary the volume (or?) to get the “pocka” sound. I’ll keep digging.

I also fixed the collision detection, now you won’t die if you hit a suitcase/bonus item from underneath.

Source and binary are attached in the zip file.

EDIT: I almost forgot! The legs-up and dying/falling sounds are in as well. They also translated very well, especially the legs-up sound. The dying one not so well, though it’s close enough that I’m cool with it.

Basically, I’m running into two problems with translating the sound: First, the Atari 800 pure tones are divided down from 64 KHz (is that exact?) while the 2600 pure tones are divided down from 31.44 KHz. So it’s sort of close to half the frequency, so if I divide the frequencies in half then the result is pretty close. Of course, when I divide the frequencies in half I also lose a bit of precision, so it I’m losing accuracy in two ways. The other problem is that the A800 can divide it’s base frequency by 1-256, while the 2600 only can divide by 1-32. This hasn’t been a problem as much as I thought but, for example, the falling/dying sound is not nearly as smooth on the 2600 since if I change the frequency as fast as the A800 does I quickly run out of frequencies! I might look into some trickiness with switching to a different AUDCx value to get some lower frequencies, but I think it sounds OK right now so it isn’t a priority.

http://www.atariage.com/forums/index.php?showtopic=117452

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Squish Em (03-12-2007) (A2600 Game)

vdub_bobby is working on a new game for Atari 2600 – this time “Squish Em”.

http://www.atariage.com/forums/index.php?showtopic=117452

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George (Build 2) (A2600 Game)

atari2600land started to work on a new platformer called “George”.

Release notes:

Here’s a game I’m working on called George. It’s basically a platformer game, and, IMHO the best one I’ve made so far. I think I’ll keep working on this alongside GoSub 2. You get infinite lives because there’s 8 levels, each with about 30 screens. Press down to crouch and up to jump. Haven’t found a use for fire yet (maybe pause perhaps?) All the levels will be based on various bodily functions (Mountain of Poop, Phlegm Phorest, Sea of Pee, etc.) This version only goes to screen 6 of level 1. I hope you like it. Level 1 has a rolling smiley face which you can hop on for a ride (in some cases you need to get on it), but don’t let it mow you down or else you’ll start at the beginning of the level.

http://www.atariage.com/forums/index.php?showtopic=117504

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GoSub2 (Build 78) (A2600 Game)

atariland2600 has updated his game GoSub2.

Release notes:

Latest changes:
+ Changed the title screen a whole lot. The shark and octopus are swimming in it.
+ Centered the “GoSub 2” sprite better.
+ Added 4 mazes.

I’ll think about implementing what Gambler suggested (I’m not promising anything. It’d have to be a lot more mazes to make, though. I kind of want a steady stream of mazes without having to change the stream (which would take more time to program.)

http://www.atariage.com/forums/index.php?showtopic=111854&st=100

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