Inside the Homebrew Atari 2600 Scene
angryflute writes "'Have you played Atari today?' was an ad jingle for the Atari 2600 VCS game console during its reign in the early years of the video game industry, from the late 1970s to early 1980s. That question that could apply even now, according to an O'Reilly Network article, thanks to the passion of programmers who've continued to make new Atari 2600 games for the past few years."
One game that stood out from the Atari 2600 home brew scene was this 3D maze game called "Skeleton +", which could be best described as something about as close to DOOM as the Atari 2600 was likely to get!
Makes me want to dust off the Commodore 64 classic 3D "Layrinth" game and mod it into a no-frills Doom-like game.
READY.
PRINT ""+-0
i would make it a requirement to code an enjoyable 2600 rom :p :D.
The ammount of work that goes into creating an entertaining title while only working with 4k of rom space and 128 bytes of memory is staggering. Mind you, most of my emails are larger than 4k....
I dunno, maybe im just being sappy, but it really brings a smile to my face to see coders throwing themselves into what i can only characterize as a digital bootcamp, simply for the love of the game.
Long live passionate programmers
What's with people ripping off the first paragraph and submitting it as their text? Do they just assume we're not going to read the article, and are therefore being clever, or are they just lazy? That whole submission, with the exception of six words, is ripped from the top paragraph of the article.
Those were the simple days... here's my first game. I called it "Watch the aliens locking down your Atari" 10 PRINT " -^- " 20 GOTO 10
"The system has no video buffer, the total code size cannot exceed 4K and can only use 128 bytes of RAM"... "the Atari 2600 requires 100 percent Assembler coding".. Wow. You gotta really love it or love challenges in order to constrain yourself so. In the age of bigger and faster machines, I think a lot of the bloat is due to the fact that people never understood or learned the inner workings of the processor and the code isn't as tight as it could be. I'm not recommending that assembly be required, but I think anyone that develops should be cognisant of what happens behind the curtain.
Still- Developing and making fun games from this tiny system is incredible. I have every platform I've ever owned since the 2600/Intellivision era and the 2600 has definately sat unused in the past few years... Maybe it's time to dust it off...
Do they code these games sitting on broken glass whilst being branded with hot pokers whilst listening to Celine Dion?
No accounting for taste, I suppose.
Good Article, seems to be quite accurate on details. And yes, I did actually read it.
I also made some attempts on vcs2600 programming some years ago. It could not be any more different from your daily C/php/... hacking. Think of microcontroller programming with even more demanding timing.
The machine has 128bytes (yes, bytes) of ram and 4-6kb of ROM. No video ram, everything is generated on the fly. The CPU does not support interrupts, all the timing is done by active waiting.
It also has an accurate history of the early days of the MIT AI Lab (where Stallman and others started out), and the early days of BASIC.
It has several chapters about the birth of Sierra (then called On-Line Systems, IIRC). Great stuff, and should be required reading for anyone interested in the early days of computing. Truly great book.
The resolution is great but so flickery bright that it hurts my eyes. I sure would like to have a screen upgrade to OLED so I can play it again, it would also increase battery lifetime.
:-)
Why? Well two-player Lemmings sucked on my Atari ST, it's not available for my 2600. Wait that would also mean that I need a Lynx bluetooth module as I can't be bother to hook up wires
Dennis
I've already moderated some posts here, so I have to post as AC from another machine (or else my moderations are removed)
I've been coding some stuff on the Atari and it's an extremly cool machine.
You can actually build one yourself, if you have a little knowledge in electronics.
Most of my coding is done in the Atari 2600 emulator called "Stella":
http://freshmeat.net/projects/stella/
Worth a try if you love the 6502 and minimalism
Moderators on crack!
How the fuck is the parent off-topic??! For your information, moderators: Sierra made Atari games back when they started.
Get a fucking grip, and stop modding something down you obviously don't know a goddamn thing about!
You would be chapter 11 in 6 months
If a machine has 128 Bytes of RAM, I'm wondering how one can even program a game that is remotely fun by yesterday's (1985) standards. Let's see - 1 frame on TV needs:
- 320x240 pixel or 76800 pixels. Let's say every one of these pixels has 2 bits (acceptable by 'yesterdays' standards. So alone to hold one frame in an accepatble resolution and color depth, one needs some 19200 bytes of RAM. If one looks at the 2600, we're far away from that, even if we say we can divide that by four since the Atari most probably had some area-drawing commands like any other hardware.
I have a C64 which at least capable to display that. OTOH, there are people who are complete minimalists and will be able to think that an Atari 2600 is fun, and since Atari games look even worse than C64 games and have less gameplay, they can live with even less resolution.
I know the 2600 market collapsed in the eighties but there is a bright light on the horizon. If you read the article you'll learn that in 2003 they found a way to display color pictures on a 2600! By flickering three dithered bitmaps your eyes will blend the the red green and blue lines into a color picture. Do you know what that means? Strippoker could be released on the 2600, and we all know which industry drives sales of computer inovations!
Color pictures will revolutionize the 2600 market. I can't wait for the Hilton Cartridge, this will be so much better than that hentai stuff on the NES.
Dennis
Here are some of the challenges that you will encounter:
All in all though, it is a rather ingenious system. Considering when it was made, and the maximum cost of each unit, I'd say kudos to those engineers! I hope to do some more meaningful stuff with it once I have more time. I've plans to hack hardware for it as well!
-Bob
I am the penguin that codes in the night.
Speaking of good Atari games, wasn't there a Slashdot story about a Strong Bad Atari game recently?
:]
What ever happened with that? Last I knew they were still only a demo...
Heh, I still remember that Mario game on Atari where you hit that POW! block to knock enemies over and there was a 2-player mode vs. each other. That was always one of my favorites (at least, among the original non-homebrew games). Ironically, when I got it, I thought that it was the same Mario game as on the NES (which I didn't have yet) and so I was surprised...
AtariAge.com
by TheSpoom (715771) Uncaring Linux user here. I have nothing to add to this but please continue. *munches popcorn*
I've been waiting for this article for years and now it is finally up, i am at a loss for words *sniffle*
I thought the 2600 had a line buffer. Basically a 40 or 80 bit shift register into which the pixels are written and then they are written to the video screen. This is my recollection from a presentation that the creator of the 2600 (the same guy who did the Amiga I think) had on the hardware internals.
"There's nothing like playing a game on the real hardware using real controllers -- emulators can only get you so far," says Grand.
Get you so far where? ? ? ?
I mean, I'm a guy who owns a damn apple newton and a next cube (anyone wanna buy a next cube?) and at least i had minorly practical reasons for getting each way past their prime, and have even gotten some use out of the newton (cube is a Damn Fine Paper Weight)
sorry, but if it sounds to me too much like the geek version of sucking a tit, so sue me.
i'm really not trying to troll, and this is my first post to /. in a few months, but come on guys! I even agree that gameplay suffers when games have more eyecandy than fun, but. . . . . . . . . .
"You never want a serious crisis to go to waste." - Rahm Emanuel
Development of both hardware & software simply continues as time goes on, no matter what. If an original manufacturer pulls the hardware of the market, and games go off the shelves, development slows down, but continues anyway. If the manufacturer/copyright holders try to prevent remakes, emulators, don't release ROMs, hardware info, schematics etc, that slows things down. But they can also promote this, and enjoy having an active community further developing these old designs, like in the Sinclair ZX Spectrum case. Given enough time, all there is to know about the inner workings of these old machines becomes known, and new things are done with it.
I think the appeal to enthousiasts results from the simplicity of these old systems. If you put in enough time, you can write code that uses every single part to the max, doing incredible things with minimal hardware.
One of my favourites is the Sinclair ZX81. 1 KB of RAM, no sound, no colour, and: no videoprocessor. About 3/4 of CPU time is spent on directly writing black&white dot patterns to the TV screen, using some simple logic to turn it into a video signal. With only the remaining 1/4 CPU time left for doing useful things.
With the arrival of quickly reprogammable hardware like FPGA's, the border between hardware and software blurs further, nice example is FPGA Arcade, where old games are rewritten in hardware circuitry. So instead of having a CPU eat through instructions coded in ROM, your joystick input directly affects the logic programmed into a FPGA. Very cool!
I actually made (and published through AtariAge) my own Atari homebrew, JoustPong -- Pong with a Flap Button. I kept a developer's journal of the experiece.
I also made a newbie's tutorial, linked to at the end of the O'Reilly article: 2600 101. And currently I'm (slowly) working on 2600 cookbook...O'Reilly fans should find the format very familiar.
Overall, that's a great techie introduction to the hobby.
SO YOU'RE GOING TO DIE: The Comic for Dealing with Death
I was in the Office Depot in the Jerusalem Mall the other day, and I saw what looked like an original 2600 joystick. It appears like they took an old 2600 system put it on the joystick base with a few of the old games and are selling them as is. I think it was about 150 NIS (~$3) but as I don't have TV to hook it to, and don't play many games anyhow I didn't look to closely/
Erlang Developer and podcaster
Now, what is a joystick, really? It's two potentiometers: one for horizontal (x-axis), and one for vertical (y-axis.) Atari 2600 joysticks aren't built like this, instead having on/off contacts only. But joysticks aren't the only controllers available for the 2600: there are also the paddles (and the keypads and the driving controller, but I digress.) And what is a Paddle? It's a potentiometer. And the Atari paddles are only available in PAIRS, which share a common connector to the 2600. This makes it possible to have four-player games like "Warlords" or "Video Olympics" by using two sets of paddles. Why did no one ever build the two potentiometers from the paddles into a single joystick? All of the necessary functionality is present on the 2600 side for analog 2D controls, so why not? (I'll grant that writing analog-control software on such a limited platform would be taxing, to say the least, but surely it's POSSIBLE.)
Heck, I've even soldered together a pair of capacitors into an adaptor-plug that lets you use PC joysticks on an Atari 5200 (using plans from the online Atari 5200 FAQ and an old Texas-Instruments calculator with the clicky keys for my keypad), surely such a project for the 2600 wouldn't be any harder?
So THERE's a challenge for the modern 2600 hacker: build a game that uses an analog joystick! (for a REAL challenge, make it two-player!) Heck, I'd even be willing to build a joystick adapter for the programmer who did it! (and gave me a ROM cart of it.) (OK, that's setting myself up, I know.)
Any takers?
What is the difference between a small revolutionary change and a large evolutionary change?
When would I get my cartridge with Doom III?
sheesh!
don't you already have it??
I don't know if it's emphasized clearly enough in the article, but Homestar Runner has commissioned a few homebrew 2600 coders to make their own game... Imagine the precedence that this could set, IMHO, this is along the same lines as the Counterstrike modders getting published by Sierra (err Valve?)..
Imagine... homebrew people getting paid for their hobby... I think that wired magazine's mention of this makes it a little more interesting: homebrew games are becoming available on a grander scale than just for those in the scene.
.: 2+2 = PI SQRT(1+N)
sitting on broken glass whilst being branded with hot pokers.
--
The trouble with pedants is that they're always right.