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flynn1978
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Posts: 1,009
ATARI TRON remix

on Saturday, January, 01, 2011 10:33 PM
I found a website (virtual Atari) where you can play a large number of Atari games for free, and I took a snapshot of Adventures of Tron!

I know someone who wants to remake that game, and I'm gonna do the same using some of TRON-Sector's Digicons!! (hope that's cool...)

InkyBlinkySue

http://www.virtualatari.org/

http://www.virtualatari.org/soft.php?soft=Adventures_of_Tron




"Happy is the man of reason who can face the world in season."


 
IsoLine
User

Posts: 1,025
RE: ATARI TRON remix

on Saturday, January, 01, 2011 11:36 PM
flynn1978 Wrote: I found a website (virtual Atari) where you can play a large number of Atari games for free, and I took a snapshot of Adventures of Tron!

I know someone who wants to remake that game, and I'm gonna do the same using some of TRON-Sector's Digicons!! (hope that's cool...)

InkyBlinkySue

http://www.virtualatari.org/

http://www.virtualatari.org/soft.php?soft=Adventures_of_Tron


Tron Deadly Discs is also there....They have the Telegames cart version that is only titled "Deadly Discs".

"Word to the Motherboard!" - IsoLine
 
Tron Fanatic
User

Posts: 1,461
RE: ATARI TRON remix

on Saturday, February, 26, 2011 7:23 AM
It's not actually TRON, but you'll also want to check out "Warring Worms."

It's 2-player only. Cursors control one and wasd controls the other. You'll catch onto what it's about really quick.

'>
 
c1
User

Posts: 324
RE: ATARI TRON remix

on Saturday, February, 26, 2011 10:28 AM
I'm sure this has been posted here before, but for those who have not seen the greatest Tron modification before, here it is:


Custom Atari 2600 system


 
Tron Fanatic
User

Posts: 1,461
RE: ATARI TRON remix

on Saturday, February, 26, 2011 10:38 AM
That rocks!!!

It really needs to be made UVreactive though and a couple of cold cathodes put in. That'd give it a real arcade cab feel.

'>
 
Tron Fanatic
User

Posts: 1,461
RE: ATARI TRON remix

on Sunday, March, 06, 2011 1:47 AM
I'm going to take a guess that AoT was originally a standalone game that then just got updated as a TRON game.

'>
 
Tron Fanatic
User

Posts: 1,461
RE: ATARI TRON remix

on Monday, March, 07, 2011 1:41 PM
Limited color palette? I can't rightly remember how many colors ATARI could display at once, and what those colors were, but it was pretty limited.

'>
 
jediknight0
User

Posts: 195
RE: ATARI TRON remix

on Wednesday, March, 16, 2011 5:31 AM


 
7R0N
User

Posts: 26
RE: ATARI TRON remix

on Monday, April, 04, 2011 9:53 AM
@Everyone

What my twin Flynn1978 was referring to, earlier, was me.
I'm a game programmer, CEO & owner of ABOG Games, which has been flying under the radar.

I can include the TRON gamesprites from this board if people WANT them in my remake of Adventures of TRON. I won't included them unless given specific permission.

~~~

Right now I've got 10 freebie mini games & mouse toys I'm actively developing for ppls on another forum entirely.
In between that, my image editor which is at critical mass now, a 2 hour job now takes 5 minutes. I'm developing my own original sprites, using both the arcade sprites as bases.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Think of the size of Flynn, from Discs Of Tron, running around on a remade 2600 Adventures of TRON playfield and levels.
My stuff is Windows EXE files, all the support files such as graphics and sound effects are contained internally, so each mini game or mouse toy I create is very portable.

~~~

Between the 10 mini games I have in production right now, I'm working on the Atari 2600 Adventures of Tron remake in Arcade quality graphics from Discs of TRON.
Also, I'm adding a feature to my custom personal paint program to recreate perfect stand-ins for Atari 2600 game sprites.


@Tron Fanatic
The technical description of a Atari 2600 player missile or ball sprite can be shortened down to this.

4X wide by 1X high pixel
Horizontal resolution : 8 pixels
Vertical resolution : 22 pixels <--------[EDIT]
I looked at the actual disassembly of PITFALL, and it is indeed 8 bits wide, but in fact 22 BITS high! Any Atari-esque sprite can be 8x22 in size, but the pixels have to be 2x1 or 4x1 or 8x1. I forget if 16x1 is a valid size for the INDIVIDUAL pixels. I'll have to do a mock up and see what fits, the research it again all over.

Colors : only one color per horizontal line.
Every scan line, the pixels can only be one color, and it can either be colored, or absence of color, which lets anything behind it show through.
The range of color on the Atari is somewhat limited, but for all intensive purposes you could say any RGB color you wanted, bright dim or colorful.
The Atari has a very clever range of colors which offers the entire spectrum, much like the NETSCAPE WEBSAFE 216 COLORS gives you a whole entire rainbow, so does the Atari in it's own respects.
As long as you follow the pixel size rules, the 4X by 1X, and the fact that each line left to right can only be one color or empty of color, then it will look legitimate.
You can use 2X by 1X, and even 8X by 1X, because the Atari can extend sprites outwards left & right, depending on how it's graphics chip is set.
Alot of times, people would put two atari sprites next to each other, to get an effective 16 x 8 double wide sprite, say in Buck Rodgers, the ship has two pieces which are side by side, but they shift up and down one vertical pixel at a time each of them, so simulate tilting of the ship left & right.



~7R0N!


@JediKnight0

That mod of your Atari Take 2 is so amazing, it's the sweetest thing I've seen. How did you figure out to mold copies of the joystick handles using a translucent plastic?

Do you have tuts built up around how you did yours? I wouldn't mind modding a standard Atari 2600 instead of the Atari on one board newer version you started from.

ICQ: On the mesa, fighting Sark..
 
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