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Showing content with the highest reputation on 09/07/2019 in all areas
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Classic99 v399.008 - updated fbForth and replaced XB256 with Isabella - CF7 emulation updated - gigaflash emulation (disabled, for the most part) - Many 9901 fixes: interrupt status bit, clock registers, wraparound from zero, and proper reset behaviour. This makes both CamelForth and cassette work with the same code, finally. - fix high-DPI scaling for heatmap - fix GPU instruction fetch, was buggy - add drag and drop support for cartridges - just drag the file onto the window and it will load and reset - F18A features added: text mode attribute colors, second tile layer, sprites per line, text mode sprites - VDP now resets differently for warm start vs cold start (mostly to preserve F18A palette on warm) - fix disk path history by allowing longer entries in the edit box - fixed a typo in the audio volume table http://www.harmlesslion.com/software/classic9910 points
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8 points
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8 points
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Hey guys, here is release candidate 1 Popeye Hack (RC1).xex done: new shorter and bouncy Popeye, new bulkier and menacing Brutus new thin as a coat hunger Olive new bottle/spinach/Swea'pee/Wimpy various little tweaks here and there to do: Still not 100% satisfied with Popeye's walk.. but I believe the ultra fast speed of the animation has something to do with it. Still trying to find the bottle for level 2 Brutus staying 1 pixel higher from the ground drives me crazy ! (problem of the original game)5 points
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4 points
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Pc was fuzzy draw, ps1 were just transparent. What's to say the Jag ones can't be transparent blue? ? This is our current version, it's a minor tweak with minimal impact to the rendering performance. Its certainly better than original Jag doom where they just show as normal pinky demons.4 points
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4 points
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4 points
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4 points
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assuming you've navigated to folder where your source is in (*) and its in, say, a single C file, then use: cl65 -t atari -O -o <filename>.xex <filename>.c The '-t' tell us the system we are targeting, '-O' is optional but good to have, it tells the toolset to use the optimzer. We can specify the output filename with '-o', useful to have the xex extension so it can be opened in Altirra by association. Finally the files to build from are listed, so in this case just "<filename>.c" (*) A useful tip for windows command boxes is to type "CD" then a space and if you have your source folder opened in an explorer window, you can drag-drop the folder into the command box and it will paste the path onto the command line. Hit 'Enter/Return' to effect the change of directory. Note, if your source is on a different drive you'll need to change to that before/after the CD. Do that by, for example, typing "D:" and return.3 points
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Hard to say, but "Atari" owns them every day that passes without any real information about their un-console.3 points
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Here it is... With source! (Lol don't look inside... it is a rat's nest). ULTIME.ATR.zip3 points
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So the final competition entry is this one. Thanks for label to @KevinMos3 The LYX version for AgaCart (Sorry no saves) onduty.lyx The LNX version for SD cart and real carts with 93C46 eeprom (128 bytes) onduty.lnx There is some new music, easier end boss encounter, smoother movement and more fun! I take the liberty to tell a little background about this game. The starting scenario I got from @marss is actually in the game as a mission to search for Dr Krill. As the Lynx RAM is pretty tight I found out that this is also the maximum map size I can use for a two level scenario (inside + outside). The tune at the intro was supposed to be morse code. You may make out the pattern -.-. --.- This translates to the letters CQ which is an international abbreviation for "seek you". I am a ham radio operator that has not been active lately but I still have my morse key that I inherited from my grandfather. In the past I started my calls with -.-. --.- -.. . --- .... ..--- -... . -.- -.- So that was the little nostalgia trip that made its way to the game. During the development phase I coded 18 levels. After some testing Leo accepted 9 levels for the final release. Tonight he tested the final code. You may see that sometimes the score is red on the mission screen and sometimes it is white. The red colour means that you killed someone during the mission. The white one means that you did the mission without killing anyone (pacifist mode). Leo finished the entire game in pacifist mode (including the end boss). I did not believe it would be possible - but it was! If you ever manage to clear the level in pacifist mode then the score will be white until you reset the eeprom. So playing the level again may give you a new high score. The first level is intended to be a tutorial. You should take your time to learn - to pick up a key to open a lock - avoid spear traps - heal yourself with a health pack (you can only heal yourself if you have taken damage) - pick up bullets, bombs and a device - choose your active weapon by pressing B - shoot/open by pressing A - check how close you can get to an enemy before the enemy notices you - your weapons range is the same as the enemy notice range - open metal doors with the device - throw a bomb to break almost anything - shoot barrels to cause explosions After this brief tutorial you have the skills required for the game. Good luck!3 points
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3 points
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Atari 2600 Air Sea Battle: 9 min Dragonfire: 7 min Enduro: 10 min PC (DOS) Historyline: 184 min Something above detection limit for a change. Played some Atari with my son and a friend, and replayed one of the more challenging maps of Historyline.3 points
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3 points
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That is absolutely correct. The Happy 810 is essentially just a ROM and RAM upgrade, with some extra logic to allow a larger address space for each. The original WD1771 controller remains, which is limited to single density. (FM) The 810 Turbo replaces the controller chip as well to gain DD (MFM) capability.3 points
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I've attached 2 versions: _c00 is org at $c00... I don't know if that high enough. _800 is org at $800 which we already know doesn't work BUT it's exomized so in theory it should work ( tip mentioned by Wrathchild) Could you test both ? I have no idea how the blackbox works... do you press reset to get back to the menu ? Ok so the problem with NTSC is that it goes over a frame so you only see the bar at the top. Btw you are watching it at 30HZ, so it's not as smooth as it should be. So I've added a key for you NTSC fellas: space bar to change the sub count .Keep pressing to increase it up to 8. Now you'll be able to see how smooth it really is. subh2_c00.obx subh2_800exo.obx3 points
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We finally have the materials and are assembling the games. We expect to start shipping mid-late next week and will start invoicing in a few days.3 points
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Hi! On FastBasic, you can do A$ =+ B$ to copy B$ at the end of A$. I did not implement the easier to read " A$ = A$ + B$ " because it would need a temporary string (being slower), and normally you need just to concatenate and not to create an arbitrary string. Have fun!3 points
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It's tacos we are eating. Not burritos. They really aren't very observant. They even referred to this as the taco thread. Funny thing is they are paying attention to this thread as much as we do. You know since they seem to know everything about us. If Atari had actually not goofed everything the entire way I don't think this would have become the taco thread. I think both sets of groups are Atari fans. This one is just tired of seeing something they love dragged through the mud. The other one wants to put their head in the sand to ignore any criticisms. But even with that some of them are starting to get vocal about their lack of communication. Summer is almost up if we go by the equinox. If they don't get any news I wonder if they will start to get more vocal about that. Some will go. Uh it has 100 games (ignoring you can get more on a Flashback). I really do hope they can deliver something for the backers and give them a little more for their money than they have so far.2 points
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2 points
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I don’t think you can rely on the screenshots on the system box, if you go by what is in the blue catalog and the red catalog there are 22 games only, though cmart has discovered some variations of course. i thought I completed my collection recently but then he showed me this. if you have seen any others send pictures2 points
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The game is pretty frustrating. If I can move up the ranks or score over 10k I will post another score. Otherwise on to more Vectron. I am really enjoying that game,and Shark!Shark! was fun developing skills for!?2 points
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I was hunting for nice screen colours (again), and decided just for the fun of it to choose three random colours at runtime. For those who don't know, the screen is composed only of single-colour scanlines, but the colour is varied on each scanline so that successive scanlines display A, B, C, A, B, C... where A and B and C are different colours. This "Interleaved Chronocolour (TM)" blends the colours and pixels on consecutive scanlines to give the impression of way more than the single colour that is actually on each scanline. 8, actually. Well anyway, A, B and C have to be very carefully chosen. Or... do they? I was extremely surprised after this experiment to see how many decent-looking screens actually came out of the random colour selection. And some quite suprising ones, too! For example, see 3:26. I'm going to have to figure out if I can get some of this randomness in the game. I might release the next binary with the randomness in, even though some of the levels may look poor. You can always hit reset to restart the level with new colours, i suppose colour.mp42 points
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2 points
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Thanks to a epiphany I've made a few adjustments that mean the NTSC version now runs as fast as the PAL version. I'm targeting 30/25 FPS as it is because there's just a lot to process each frame, but the NTSC version was getting slow down on top of that so the actual speeds were closer to 15/25 FPS. There's a big chunk of code I've not changed for a long time that runs each frame to check the players position and direction then get the relative wall and enemy positions ready for drawing, but if the player isn't moving or turning it doesn't need to check the walls or change which map locations are being checked. I was already keeping track of a 'redrawWalls' flag to avoid copying the wall graphics each frame so I added a check in the 'checkMap' code too. I was reusing RAM for the checkMap code for temp variables throughout the rest of the game, but as I freed up some RAM back when I shrank the amount needed for the map (and then added sound buffers in its place) I was able to separate the temp data from the checkMap data meaning I can assume that it's correct without re-running a load of calculations. I'm planning to make a few small rewrites in assembly for efficiency which should save a few extra cycles and hopefully reduce the chance of slowdown elsewhere.2 points
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It's funny those loonies have no choice but to acknowledge that Atari's lack of information and pathetic brand pandering is a problem (exactly as all the "haters" have) yet the exponential growth of critical feedback for Atari's ongoing charade is all from a couple "trolls". These whack noodles are going to cling onto their rendered plastic crosses until death. They can't help but comment now on the same things irritating everyone else, but they're better than everyone else because they're still true believers. Will someone sacrifice them to Kali please. Note:The time of your human sacrifice is a good faith estimate and subject to delay due to unforeseen circumstances.2 points
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boo! I missed out on the poll. ? I'd probably vote 'No' just to be contrary, though, lol. (I really wouldn't, but the idea is funny) Well deserved, Tursi!2 points
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2 points
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2 points
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2 points
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So... oddly, 399.007 works here, which makes me wonder if I just never released the fix. I'll publish 399.008 tonight just to be sure (there was a bug in the history dropdown for disk paths anyway ). (Edit: confirmed. I fixed it in April but never published it...)2 points
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Well, no, you're using the hardware, and that is supposed to work. I can't fix problems I don't know about, so please, when you find issues, let me know, don't just roll back to the older version. It's way easier to tell what I broke shortly after breaking it than a year later. Let me grab the info you posted there and see what I can do.2 points
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For the cat owners on here: https://www.youtube.com/watch?v=mo4NTalDzBQ2 points
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I can answer some: 3. POKE 559,0 will speed up CPU operations but "using VBXE for video output" is an open ended statement - you can have Antic only graphics going on in that case and you'd not want to turn off DMA. If e.g. using the VBXE text mode for 80-cols then yes, you could turn off DMA - it's only really of use if you're using IDE class devices which benefit from more free CPU cycles. 1, 2 - the colour thing. The OS is the problem here in that the shadow registers during VBlank have the attract mode EOR, AND operations performed on them. DRKMSK ($4F) has $FE stored to it when attract mode is inactive which means the lower bit gets omitted when the colours are copied during VBlank. Workarounds could be to use a custom OS which sets it to $FF instead (and $F7 instead of $F6 when attract mode is on) or a custom VBlank routine.2 points
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I remember when the Intellivision ESC came out I bought it like 2 weeks after it was released and I paid $169..I would call Toys R Us every week to see what games it had for it and I would get the same Scooby Doo,Mind Strike,Jetsons every time I would call..thats when I realized nothing new was coming out and I basically wasted $169 lol2 points
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Our living room layout didn't really allow for that (narrow, with the TV on one short end, love seat on the other, and a couch and recliner opposite each other on the long sides). I have very fond memories of the console being about 3 feet from the TV on the floor, while me, my mom, my uncles, brother, and friends (whoever was over at the time) all took turns playing Coleco, Intv, and 2600 while laying on our stomachs on the floor.2 points
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The RAM cart design is good for 512kB RAM (AS6C4008 or similar) with 16 banks of 32kB RAM). If there is interest, I can make a design with a soft banking scheme, so you can use all 512kB at one time from program control Jim2 points
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2 points
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This looks a lot like how I remember playing too... on the floor, right in front of the console TV, with the system and games also on the floor. Except I remember having either a giant stack of games and other crap, or having them all spread out so I could easily pick and choose among them One thing I think was different about gaming in those days is that it was both easier to switch between games (modern games often require you to learn the intricacies of how to play them well, and I always forget where I even am if I don't play for a couple weeks) and the games stayed fun in short bursts for longer. I was still playing Horse Racing and MLB Baseball, which were two games I got with the system or shortly after, in 1983. I'd just go back and forth between all my games. Regarding the controller, I never had a problem with it. All the controllers back then sucked in some way, and it was just a question of what you were used to. Modern controllers are all pretty good and we just argue over dumb stuff like whether one's slightly too small or another has the thumbstick in the most ergonomic position. But back then, every system's controllers had significant problems. Between the Atari 2600, Intellivision, ColecoVision and Atari 5200, I'd put the Intellivision's controllers at or near the top of that list. The discs made it possible to do smooth movements and had 16 possible directions, the keypad made more complex, computer-style games possible (and the overlays were actually useful), and they were very light. They were uncomfortable after long periods of gameplay but so was every other controller at the time. The Intellivision II controllers were slightly worse but they were also detachable, which was a plus. The big negative to the Intellivision II controllers for me was always the keypad, which had zero tactile feedback to tell you that you'd pressed the right key, or any key. The original controllers had a "dome" for each key that worked just like a rubber dome keyboard, so you could at least feel when you'd pressed a key.2 points
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Limiting programs to console memory seems so "1981" to me unless there is a reason for the constraint, such as a personal challenge or specific use case.2 points
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2 points
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Looking forward to hearing your progress. I have a friend here locally who has some pretty nice 3D printers as a hobby/side business, including one that does very high-resolution resin printing (look at the buttons on this 5200 controller case he designed). If the resin is tough enough for use on a plunger, it might be ideal. Probably expensive though, but maybe worth it. Note the surface finish on the (resin) buttons, and the detail on in the printed-in numbers as compared to the more usual PLA used for the majority of the shell.2 points
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Wow that atarivcs facebook page is a dumpster fire. It is entertaining to say the least. I love being called a troll for pointing out the obvious though. Always a good time2 points
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2 points
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First time seeing the 32X game Kolibri at a local game store over the weekend and was kind of wowed by the box screenshots as well as the asking price of $97. Found a video and while still nice looking, noticed that it's not nearly as sharp as it appeared to be on the box. But the 32X doesn't seem like better hardware, especially considering the cramped RAM and limited color output. They didn't make the window of 32X Doom small just because. Sure, it had music but it has now been proven the Jaguar was certainly capable of offering so much more in that regard, full-screen even. With that said, the chances are zero. Call me an optimist.2 points
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P2/P is interesting from a historical perspective. Beyond that, I'm not sure how well it will go over in the current era. It was the second bB game to make it to the AA store (Solar Plexus was the first). It was written with one of the earliest versions of bB. None of the fancy stuff was available back then, so it is very 70's looking. P2 is B&W because the arcade game was. I made color an unlockable feature but some people just couldn't understand, so I made it a game variation also. Hit fire 3 times on the P2/P game select screen to get to the hidden Easter Egg game.2 points
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You can't imagine ordering a game without a fancy piece of paper that doesn't affect the performance of said item at all? Huh. (that being said, I love Marc O's art design)2 points
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2 points
