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Showing content with the highest reputation on 11/01/2022 in Posts

  1. We're proud to announce the immediate availability of three new games for the Atari Jaguar - Gods, The Chaos Engine, and Stormbringer! You can now enjoy these three classic computer games on the Jaguar with new soundtracks and no slow floppy loading! Gods and The Chaos Engine were developed by The Bitmap Brothers and were popular and well-reviewed back when they were released. Stormbringer is the fourth game in the Magic Knight series created by David Jones. Click on the images below to jump straight to each game to learn more about them!
    10 points
  2. What is "preliminary FCC testing"? Is that like "a little bit pregnant"? You could theoretically do in-house testing, but I seriously doubt intellivision was set up to do any kind of testing. It takes a lot of specialized equipment and a faraday cage wouldn't be a bad idea, either. All the testing equipment tommy loved to show off was not RF testing stuff. He showed off battery testers and button testers and tumble testers. While the latter two are good for testing durability, the FCC testing doesn't care if it breaks like wet newspaper or if it can withstand a nuclear blast. It just has to not emit radiation outside of where it's supposed to. Also, there's no point in testing anything if you are not testing the final, production ready design. We know they have not had a production ready design since 2020 or so, because everything in their BOM's probably EOL, has 60+ week lead times, or are otherwise unavailable. They don't have engineers on staff any more, so getting the design redone isn't going to happen. They won't be paying outside consultants for this- that takes money. Before the design was ever laid out, several design reviews should've been done to reduce the cost and increase manufactureability. From how it looks, they didn't do this. Tommy wanted 65 LEDs, so by god we have to include 65 LEDs. It truly is the "homer" of video game designs. All it's missing is a horn that plays "charge!". I can just see tommy's "design" for the amico- some 5 year old crayon drawing with "LOTS OF LIGHTS!" scrawled near the edges. Those super expensive LEDs should've been the first thing that was dropped from the design, and a redo of the PCB so that everything would fit on 1 board without all those cables and connectors and separate boards.
    10 points
  3. Hey, they only have 41 of those babies on the main amico unit, and 12 in each controller. No big deal. 65 of those $4.50 LEDs, that's $292.50 in LEDs at those prices. Realistically, you can probably get them for 25 cents each, which is still $16.25 in LEDs. That's obnoxious. They should've just driven standard RGB LEDs themselves instead of using those high-falootin' ones that cost a lot more. But what do I know, I don't have 600 years of vidya game 'gineerin' experience. Why oh why did no one tell tommy that 65 freaking LEDs was way too many, and that 2-3 on the main system and some clever light pipes would've worked just as well? No one on the team had any DFM (design for manufacturing) experience what so ever. This is clearly evident looking at their build videos and the sheer amount of PCBs and parts in these things. Ark probably game them some clues, but they aren't going to sit there and redesign their product for them to make it easier/cheaper to manufacture. There's four PCBs and a ton of ribbon cables and things hooking it all together in the case unit, which is obnoxious. They could've gotten away with two PCBs easy, and some light pipes. Ditching or changing the charging setup would've let them get it down to 1, like having the controllers nest farther down on the connector end so that the contacts could be on the main board. During production, you have to think about how long it takes to put everything in there, and even if you can speed it up by a few seconds, it adds up over a run of thousands of units. Reducing the part count and assembly points is how you do that.
    10 points
  4. It has everything to do with you, because you consistently take their statements at face value and give them the benefit of the doubt. The rest of us realize that: 1. Most of the things they've said were outright lies and 2. The things that weren't outright lies were them being ridiculously, stupidly optimistic because they had no idea what they were doing. Not willful deception, but extreme incompetence. Stop assuming anything they say is true. If they're not lying directly, which is rare, there's a better than average possibility they simply have no idea what the hell they're talking about.
    10 points
  5. 1 CALL CLEAR::CALL MAGNIFY(4)::CALL SCREEN(2)::FOR Y=18 TO 24::FOR X=1 TO 32::CALL HCHAR(Y,X,INT(RND*8)+72)::CALL HCHAR(18,X,64+INT(SIN(X/3)*4)+4)::NEXT X::NEXT Y 2 CALL CHAR(136,"000306060627FFFF7F7F270707030000C0E3AFBFBFFC74F0F0E0C080C0E060C0",128,"60F0F060",132,"101",41,RPT$("0",48),40,"3C7E7FFFFFFF7E36") 3 P=150:: DEF K=ASC(SEG$("FHGGHWEMNCJDFCLGNLHHCIHCJECKCN",O,1))-65::FOR L=1 TO 10:: O=O+1::S=K::O=O+1::X=K::O=O+1::Y=K:: IF L>3 THEN CALL COLOR(S,X,Y) ELSE GOSUB 300 4 NEXT L::H=5::DEF F=INT(RND*12)::FOR I=104 TO 111::D$=D$&"FF"::A$,B$,C$=""::FOR J=1 TO 16::A$=A$&STR$(INT(RND*9))::B$=B$&STR$(1+INT(RND*6))&"F"::C$=C$&"F"&STR$(4+INT(RND*3)*2) 5 CALL SPRITE(#1,136,16,152,128,#J+12,132,8,1,5+(F*22),120,-F*2)::NEXT J::CALL CHAR(I-40,D$,I-16,B$,I-24,C$,I-32,A$,I,A$,I-8,A$)::NEXT I 6 ACCEPT AT(1,1) BEEP :A$:: CALL COLOR(5,5,11)::CALL CHAR(140,RPT$("F0",8))::CALL SPRITE(#2,140,2,156,141) 50 G=RND:: IF U>H THEN CALL SPRITE(#M+3,128,9,50,P,5,0)::U=0::H=H-.2::M=(M+1)*-(M<9):: IF G<.5 THEN P=P+32 ::P=MIN(200,P) ELSE P=P-32 ::P=MAX(30,P) 51 U=U+1::CALL JOYST(1,X,Y)::X=X*3::CALL MOTION(#1,0,X,#2,0,X)::CALL POSITION(#V+3,D,E,#1,XX,YY)::IF G>.9 THEN CALL COLOR(1,2,16,1,16,2) 52 CI=E-YY::IF D>152 THEN CALL DELSPRITE(#V+3):: V=(V+1)*-(V<9):: IF CI>-2 AND CI<32 THEN CALL SOUND(50,-7,0)::GOTO 50 ELSE PRINT" GAME OVER, SCORE ";(5-H)*100 ::END ELSE 50 300 FOR I=0 TO S:: FOR J=0 TO 6.3 STEP 0.05 ::PX=X+COS(J)*I+RND:: PY=Y+SIN(J)*I+RND::CALL HCHAR(PX,PY,((104+INT(RND*8)+(I=S)*7)))::IF RND>.9 AND I<S THEN CALL HCHAR(PX,PY,40) 310 NEXT J:: NEXT I::FOR I=X TO X+S::DISPLAY AT(I+S+1,Y-2) SIZE(2): CHR$(INT(RND*8)+88)&CHR$(INT(RND*8)+82)::NEXT I::RETURN videoplayback.mp4
    9 points
  6. It's a terrible take on it, why are people so generous with it? Here's a walkthrough for the entire game: - pick up the joystick - hold right and fire If it doesn't crash, you will complete all the levels in sequence. On the very rare case that you die, you'll have plenty of lives to continue. Their ad for it was "pushes the TI to its limits!". It pushes your PATIENCE to its limits with the 2-3 minute load time. I'm still bitter that Micropendium gave it four stars when it looks awful and crashes all the time, and my game only 2.5 because it didn't support two players.
    9 points
  7. I see you have made 149 total posts, were 148 of these in the Amico subforum, by any chance?
    8 points
  8. Thank you to everyone who tuned into the Halloween Homebrew Stream tonight! Here's a screencap from the show and some photos of our full costumes, plus bonus Sprite cat, who's always in costume! - James
    8 points
  9. 1 DIM O(50,2)::L$=" R2@2a2R2@2a2@(R2a2R<@2R(@2R2a2R.@<@.@<"::T=0::FOR I=2 TO LEN(L$) STEP 2 ::O(I/2,1)=ASC(SEG$(L$,I,1))::O(I/2,2)=(ASC(SEG$(L$,I+1,1))-50)*3::NEXT I 10 DIM W(3)::W(0)=2::W(1)=13::C$=RPT$("0",16)::CALL CHAR(132,"FFFF7F7F27000000"&C$&"FFFFFEFEFCFC7810"&C$,136,C$&"000000277F7FFFFF"&C$&"1078FCFCFEFEFFFF") 12 W(2)=3::F$=RPT$("F",16)::CALL CHAR(104,F$,112,F$,120,F$,140,"000043633F3F0E00"&C$&"0000C0E0FEF00000"):: CALL COLOR(10,13,2,11,3,2,12,4,2) 15 CALL CHAR(124,"FF9CB9F3E7CE9CB9F3E7CE9CB9F3E7FFFFE7CF9D3973E7CF9D3973E7CF9D39FF",128,"F0F0F0F00F0F0F0F",129,"CCCC3333CCCC3333") 16 CALL SCREEN(2):: MP=14::CALL CLEAR::S=24::FOR Y=0 TO 2:: CALL HCHAR(1+Y*2,1,104+Y*8,64):: CALL HCHAR(23-Y*2,1,104+Y*8,64)::K=-(Y=2)*10 17 FOR I=1 TO 4:: CALL SPRITE(#S,132,W(Y),1+Y*16,K+I*29,0,-55+Y*16,#S-1,136,W(Y),161-Y*16,I*32,0,-45+Y*15)::S=S-2:: NEXT I:: NEXT Y 19 CALL MAGNIFY(4)::CALL SPRITE(#28,140,16,84,32):: CALL HCHAR(7,1,128,320+64)::CALL HCHAR(8,1,129,320)::CALL HCHAR(9,1,32,320-64) 30 CALL COLOR(13,13,4)::CALL JOYST(1,X,Y):: CALL MOTION(#28,-Y*2,X):: IF K=19 THEN K=1:: D=D+1.1::T=T+1::MP=MP-2 34 CALL COLOR(13,4,13)::T=T+1::IF T=7 THEN T=0:: K=K+1 :: CALL SPRITE(#Z+25,124,MP,O(K,1),256,O(K,2)*D,-9)::Z=(Z+1)*-(Z<2) 35 CALL POSITION(#28,XX,YY):: CALL COINC(ALL,B):: IF B OR XX<57 OR XX>120 OR YY<0 THEN CALL SOUND(100,-5,0)::DA=DA+1:: IF DA=10 THEN PRINT "SCORE ";(K*10)+(D*1000)::END ELSE 30 ELSE 30 videoplayback.mp4
    8 points
  10. 10 DIM TR(3)::DIM T$(5):: T$(1)="7252720027252700"::T$(2)="C949C9009C949C00"::T$(3)="2725270072527200"::T$(4)="9C949C00C949C900"::G,L,TS=0::S=36 20 CALL SPRITE(#28,128,7,50,50):: CALL CHAR(128,"18BCFEFDFDFEBC08"&RPT$("0",48)):: CALL CLEAR :: SC=1::CALL HCHAR(1,1,128,29)::V=29::SR=0 30 FOR I=1 TO 3 :: CALL VCHAR(1,I,129,24):: CALL VCHAR(1,33-I,129,24)::NEXT I:: CALL MAGNIFY(4)::R1,R2=8::CALL SCREEN(2)::FOR C=36 TO 108 STEP 4 40 A$,B$="":: FOR I=1 TO 16:: R1=R1+INT(RND*3)-1::R2=R2+INT(RND*3)-1 ::IF R1>7 THEN R1=7 ELSE IF R1<0 THEN R1=0 ELSE IF R2>7 THEN R2=7 ELSE IF R2<0 THEN R2=0 50 A$=A$&SEG$("0102050A1F2F5FAF",1+R1*2,2)::B$=B$&SEG$("80C0E0F0F8FCFEFF",1+R2*2,2):: NEXT I:: CALL CHAR(C,A$&B$) :: NEXT C:: CALL COLOR(1,8,3,13,15,2) 60 FOR X=1 TO 3::TR(X-1)=3::FOR I=1 TO 6:: CALL SPRITE(#I+L,S,2,8+(I-1)*32,I*2+X*64,0,-5)::S=S+4::NEXT I::L=L+6:: NEXT X :: CALL COLOR(#3,1,#9,1,#15,1) 70 CALL MOTION(#28,G,0)::CALL JOYST(1,X,Y):: G=G+5-(Y*3)::Q=TR(TS)+(TS*6)::CALL POSITION(#Q,Z,X,#28,Z1,X1)::IF G>60 THEN G=60 ELSE IF G<-60 THEN G=-60 80 IF (X>40 AND X<56) AND (Z1<Z-4 OR Z1>Z+20) THEN CALL HCHAR(1,V,129)::V=V-1::CALL SOUND(100,-6,0)::IF V=3 THEN PRINT "GAME OVER, SCORE:";SR;" Kb"::END 90 IF (X>245) THEN CALL COLOR(#Q,2) ELSE CALL CHAR(32,T$(SC))::SC=SC+1:: IF SC=5 THEN SC=1 ::SR=SR+1 :: GOTO 70 ELSE 70 100 IF SR>512 THEN PRINT "WIN! AMIGA REBOOT ! "::END ELSE K=INT(RND*4)+2::CALL COLOR(#K+(TS*6),1):: TR(TS)=K::TS=TS+1::IF TS=3 THEN TS=0:: GOTO 70 ELSE 70 videoplayback.mp4
    8 points
  11. 7 points
  12. Seems to be a *thing* with the TI community, but really any long-lasting community will have similar traits I suspect. Ignore those people, or ask them "oh yeah, what did you make?" It is a rhetorical question because most people don't make anything, they only consume and bitch. As mentioned, do it because *YOU* want to and are having fun, and not for, or because of, anyone else. This is a hobby, so find your fun and enjoy yourself. The same thing happened with the F18A. Some love it, some have written software to use features, some hate it, some will absolutely not write software for it, some are indifferent, some always compare it to the 9938 and state all the things the F18A can't do, etc.. I made the F18A because I dislike composite video and wanted nice crisp pixels, more colors, and hardware scrolling. I try to make it available (when I can get parts) for others, but it does not bother me one way or another if someone does not want one. I played Parsec BITD but not very long, it is very shallow and quick to grok. Due to the way scrolling was done, the CPU cycles and memory to make a more in-depth game were burned, which is why I have a dislike of technical effects, for the sake of technical effects, in general. They are good for a demoscene, but not much else. Sadly, once people see something solved, like the way Parsec did the side scrolling on the 9918A, people think "well, that's the best you can do, 4 tile-lines, and not much CPU time for much else". We now know that is not the case, and you can have full-screen scrolling *and* an interesting game. If you find those kinds of technical challenges interesting and fun, I would encourage you to continue to explore that. I like a good retro side scroller, bonus if it has some nice depth of play and randomness. I would certainly enjoy watching the progress of your game, having conversations here on the forum about assembly language and the VDP, how to solve the various technical challenges, etc.. Enjoying yourself is the primary directive, but having a community to share with can be very rewarding. Don't let a few random people ruin your fun, or the enjoyment for the rest of us in seeing and experiencing what you make. I only understood it when I learned how the VDP creates the raster screen. It is essentially lack of time. Yes and no. The way the 9918A was designed, yes, it is a function of time. But it also has to do with money, i.e. TI being cheap even with the chip design. There are video designs of the era that put more than 4 sprites on a scan line, which could have been incorporated into the 9918A. Lots of coin-op games from the same time period do so with only TTL ICs, which map nicely into microcircuits. The 9918A design also pays a heavy time-price for the flexibility in various VDP table's size and placement. Removing the 4-sprite limit is one of the best features of the F18A, IMO, so please use that to your advantage and enjoy a slightly less annoying 99/4A.
    7 points
  13. Hello everbody, here are the official results of this years' ABBUC Software Contest: Congratulations to the team of BUNNY HOP for winning the first prize! ..and thanks to everyone who has participated in the contest! We have many new great programs for our Ataris! Best regards Holger / ABBUC software ressort
    7 points
  14. Nice! Running it on my 3DS using NINTV-DS, an Intellivision emulator for the DS/DSi. If any other Nintendo DS/DSi or 3DS owners are interesting there's info in this topic about StellaDS on what you need to do to install it.
    7 points
  15. 1 Z$="C0CE8F0630783307"::CALL CHAR(120,"8587FD858587FD85FFC3FD858587FD85",116,Z$&Z$&RPT$("0",32)):: CALL COLOR(12,2,11)::CALL MAGNIFY(3):: CALL CLEAR::B,SC=0 2 Z$="003E7FFFFFFF7E3C"::CALL CHAR(128,"FF010101C3E77F1F0101000003000000FF80F0F8FCE2E2FFFFFFFE24FF",112,"007E3C183C3C1800"&RPT$("0",48),132,Z$&RPT$("0",16)&Z$) 3 D=28::LV=LV+1::DISPLAY AT(1,1):"LEVEL";LV;RPT$(" ",8);"SCORE ";SC::INI=0::DIM A(32)::I=3::CALL SCREEN(5)::TP=17 11 IF I<31 THEN A(I)=23-INT(RND*7):: CALL VCHAR(A(I),I,121):: CALL VCHAR(A(I)+1,I,120,24-A(I))::G=I/4::CALL SPRITE(#16+G,132,16,G*9,I,0,-5):: I=I+1:: GOTO 11 ELSE 14 14 CALL POSITION(#27,X,Y):: IF B=1 THEN CALL SOUND(1,900-Z,0)::CALL POSITION(#28,Z,W):: P=A(INT(W/8)+1)*8::IF Z>P-32 THEN CALL DELSPRITE(#28)::B=0::IF P<>200 THEN 50 15 CALL KEY(0,K,S):: IF K=32 AND B=0 THEN CALL SPRITE(#28,112,14,X+16,8+INT(Y/8)*8,20,0)::B=1 ELSE IF Y>220 THEN CALL LOCATE(#26,X+9,1,#27,X+8,1) 19 IF INI=0 THEN CALL SPRITE(#27,128,2,17,1,0,5+LV*2,#26,128,4,18,2,0,5+LV*2):: INI=1::GOTO 14 ELSE IF X+16>TP*8 THEN END ELSE GOTO 14 50 CALL SOUND(150,-7,0)::S=1::SC=SC+100::M=6::D=D-1::DISPLAY AT(1,17):"SCORE ";SC:: A(INT(W/8)+1)=25::FOR I=P TO 192 STEP 8:: CALL HCHAR(I/8,1+W/8,32)::M=M-.5 61 H=2-RND*3::CALL SPRITE(#S,116,15,I,W,M,H,#S+1,116,2,I,W,M,H)::S=S+2:: CALL POSITION(#27,X,Y):: IF Y>220 THEN CALL LOCATE(#26,X+9,2,#27,X+8,1) 62 NEXT I :: FOR I=16 TO 1 STEP -1 :: CALL DELSPRITE(#I):: NEXT I:: FOR I=3 TO 30 :: TP=MIN(TP,A(I)) :: NEXT videoplayback.mp4
    7 points
  16. You are aware of Kev's credentials, right? Why are you trying to explain stuff to him he already knows and practices?
    6 points
  17. Now you are making an assumption that there are ding-a-lings lurking about. That's an insult to the true King of Rock n Roll, the late great Chuck Berry, who wrote a song about his ding-a-ling. Blasphemy!
    6 points
  18. I am pleased to share a disk image with Arcadia. This is the exact version which I posted to the contest. I tested it using my Atari 130XE (PAL) with SIO2SD, Altirra v4.0 and Atari 800 v5.0 emulators on PAL and NTSC systems. Game does not require any additional hardware or extensions, the stock 64kB Atari should be enough. If you have any comments or questions, feel free to write here. I hope you enjoy the game 🙂. arcadia_abbuc_2022.atr arcadia_abbuc_2022.xex
    6 points
  19. Okay Carl Sagan, the absence of evidence is not evidence of absence. Just because there’s no FCC listing for Intellivision Amico doesn’t mean they don’t have 300,000 of them in an American warehouse, all set to deliver to all the true believers on Christmas morning. Nobody has proven this to be false!
    6 points
  20. Exact! Let's move on to FCC certifications, then. 🙂
    6 points
  21. In the last week I received copy of Hell's Halls. I waited for the cassette to arrive and use it to load up the game for the very first time. I ordered the Heel Red cassette to add to the atmosphere 🙂 It loaded on the very first try! Not bad for a 40 year computer and TI cassette player 🙂 I was killed about 15 minutes into my first game and was smiling the whole time. Thanks @pixelpedant for a good, fun, and entertaining game! I encourage everyone to give the game a try and if possible support the effort in some way. It's nice to see people's effort and dedication come to flurition and be rewarded. It's halloween so it's the perfect day for a game. Good luck to all you willing to try to escape HELL'S HALLS! Mark
    6 points
  22. 1 Z$="KKJMMNMMPPPNSKKJPMLNPPLQMiKKLKMKQOMOQNQ7KJKMLOMQNSNKK#JKMKRMMMRLN#_KKLLMMNNOLK"::DIM H(78),M(26),N(26)::FOR I=1 TO 78::H(I)=ASC(SEG$(Z$,I,1))-75::NEXT I 2 CAll CLEAR::CALL COLOR(1,16,2, 2,10,2, 3,9,10, 4,7,9):: CALL CHAR(33,"1"):: FOR i=1 to 50::CALL HCHAR(INT(RND*23)+1,INT(RND*32)+1,33):: NEXT I:: L=1 3 FOR I=0 TO 7 :: A$=RPT$("00",I)&RPT$("FF",8-I)::CALL CHAR(40+I,A$,48+I,A$,56+I,A$):: NEXT I:: Z$="084C2A6E195D3B7F"::Y$="0123456789ABCDEF"::S,P,C=64:: CALL SCREEN(2) 4 FOR J=1 TO 4::READ A$::FOR I=1 TO 32 STEP 2::B$=B$&SEG$(Z$,POS(Y$,SEG$(A$,I+1,1),1),1)&SEG$(Z$,POS(Y$,SEG$(A$,I,1),1),1) ::NEXT I::CALL CHAR(C,A$&B$)::C=C+4::B$=""::NEXT J 5 Y=150::FOR J=40 to 56 STEP 8::FOR I=1 TO 32:: X=INT(Y/8):: C=Y-(X*8):: Y=Y+INT(RND*3)-1::CALL VCHAR(X,I,J,24-X)::CALL HCHAR(X,I,C+J)::NEXT I::Y=Y+4::NEXT J::CALL MAGNIFY(3) 6 CALL DELSPRITE(ALL)::CALL SAY("SCREEN "&STR$(L))::L=L+1:: CALL SPRITE(#28,64,12,134,1)::Z=Z+1::S=H(Z)::Q=H(Z+1)::W=H(Z+2):: Z=Z+3::F=INT(RND*4)*4::FOR I=1 TO 4 7 CALL SPRITE(#I,64+F,16-L,H(Z)*32+16,H(Z+1)*32)::Z=Z+2:: NEXT I::FOR I=1 TO 26:: T=INT(SIN(I/2)*H(Z+1))::M(I)=T*(H(Z)<>1) :: N(I)=T*(H(Z)<>2) ::NEXT I::I=0::Z=Z+1 8 I=I+1::CALL MOTION(#1,Q+M(I+3)*W,S+N(I),#2,Q+M(I+6),S+N(I+3),#3,Q+M(I+9)*W,S+N(I+6),#4,Q+M(I+12),S+N(I+9))::CALL COINC(ALL,P)::IF I=13 THEN I=0 9 CALL JOYST(1,Y,x)::SX=MIN(SX+2-X,16)::SY=SY+Y:: CALL MOTION(#28,SX*2,SY*2):: CALL POSITION(#28,Y,X)::IF X>225 AND L<8 THEN SX,SY=0:: GOTO 6 ELSE IF P=-1 OR L=7 OR Y>150 THEN END ELSE 8 10 DATA 0010080403070F7F0F07030408100000,010103070F0F0703070F0C3C38383030,00000000073F64FFFF643F0700000000,44AA110044AA110044AA110044AA1100 videoplayback.mp4
    6 points
  23. 10 A$="D2FE9EFBFFBF5B4FF":: B$="66283A7E7E3A2866"&RPT$("0",48) :: CALL MAGNIFY(4) ::CALL CLEAR::CALL COLOR(4,13,3,2,5,6,12,16,15) :: L=3:: X=16:: Y=1 20 D$=RPT$("3F",5)&RPT$("7F",3)::E$=RPT$("FE",4)&RPT$("FC",4) :: CALL SCREEN(15) ::CALL VCHAR(1,32,132,L):: CALL CHAR(63,A$,132,B$,128,D$&D$&E$&E$)::S=15 30 FOR I=2 TO 25:: DISPLAY AT(I-1,1) :RPT$(".",12)&"??"&RPT$(" | ",3)&"??":: IF I<14 THEN CALL SPRITE(#I,128,11,1,1) ELSE IF I<23 THEN CALL SPRITE(#I,132,INT(I-12),1,1,S/2,0) 40 CALL LOCATE(#I,Y,X) :: Y=Y+64:: IF X<128 AND Y<>97 AND Y<>193 THEN Y=Y-32 ELSE IF Y=193 THEN Y=1:: X=X+32:: IF X=112 THEN X=X+17 50 NEXT I:: FOR I=2 TO 13 STEP 8:: CALL MOTION(#I+1,S,0,#I,S,0,#I+3,S,0,#I+2,S,0)::NEXT I:: CALL MOTION(#17,-S,0,#18,-S,0,#19,-S,0,#6,-S,0,#7,-S,0) 60 SC=SC+PT::PT=100::CALL MOTION(#8,-S,0,#9,-S,0):: XX=1::YY=1::CALL SPRITE(#1,132,2,XX,YY) :: D=0:: IF L=0 THEN PRINT "BYE, YOUR SCORE:";SC ::END 70 IF JX<>0 OR JY<>0 THEN CALL POSITION(#1,YY,XX) ::XX=XX+(JX*4) :: YY=YY-(JY*4) :: IF XX>0 AND YY<192 AND YY>0 THEN CALL LOCATE(#1,YY,XX)::CALL SOUND(1,910,0) :: IF XX=225 THEN D=2 80 CALL COINC(ALL,A) :: PT=PT-1 :: IF A=0 AND (XX=113 OR XX=1) THEN CALL MOTION(#1,0,0) ELSE IF (A=0 AND XX<113) THEN D=D+1 90 P=INT((XX-8)/32)+1 :: IF A=-1 AND P>3 THEN D=D+1 ELSE IF A=-1 AND P>0 AND P<4 THEN IF P=2 THEN MY=-S :: CALL MOTION(#1,MY,0)ELSE MY=S :: CALL MOTION(#1,MY,0) 100 CALL JOYST(1,JX,JY) :: IF D=0 THEN 70 ELSE IF D>0 AND D<3 THEN CALL HCHAR(L,32,32)::L=L-1::CALL SOUND(10,110,0)::GOTO 60 ELSE CALL SOUND(10,2000,0)::GOTO 60 10LINERS FROGGER TI99 EXTENDED BASIC.mp4
    6 points
  24. Mine just arrived and I look forward to putting them to good use this coming weekend.
    5 points
  25. Time as passed, now nothing in the TI-99/4A annoys me, I ended to like its lacks and failures. However, if I had to mention one annoying point it should be the VDP 4 sprites per line limitation.
    5 points
  26. Concerts dictate there should be than many lights on a console. When the games you have are so boring people need something else to pay attention to!
    5 points
  27. Technically, since it's all quoting.... ....it has.... Already Been Discussed™️
    5 points
  28. This is great! Okay... we are currently compiling everything and will reach out to any members if we are missing any information.
    5 points
  29. 1 CALL CHAR(112,"001E3369737F7777007777777F7F7F3E003CE6D3E7FF777700777777FFFFFF3E")::CALL SCREEN(2)::W=1::FOR I=2 TO 10::CALL COLOR(I,I+2,2)::NEXT I 3 CALL CHAR(58,"0000FFFFFFFF",108,"071F3F3F7E7CF8F8F8F8FC7E7F3F1F07C0C0C0C03F3E3C00003C3E3FC0C0C0C0",128,"FFFF",130,"FFFF",42,"000000007E7E7E7E")::L=3 4 CALL DELSPRITE(ALL)::V=V+1::SC=SC+(V*L)::CALL CLEAR:: CALL MAGNIFY(4):: DIM P(22,34):: CALL SPRITE(#9,112,16,161,50):: DISPLAY AT(24,1):"LEVEL";V;" LIVE";L;" SCORE";SC 7 FOR I=5 TO 24 STEP 5 :: CALL HCHAR(I,1,58,32)::FOR X=3 TO 31 STEP 2::CALL HCHAR(I+2,X,46)::CALL HCHAR(2,X,46)::NEXT X::CALL HCHAR(I-3,3,42)::NEXT I 10 FOR I=1 TO 4::CALL SPRITE (#10+I,128,2,-5+I*40,I*60,0,I*4,#2+I,108,9+I,1+(I-1)*40,I*50,0,(V*10)*W) :: W=(W=1)-(W=-1)::NEXT I 51 CALL JOYST(1,X,Y):: IF Y<>0 THEN CALL POSITION(#9,X1,Y1)::S=(X1/40)-(Y=-4)::CALL POSITION(#10+S,X2,Y2):: D=Y2-Y1:: IF D>-20 AND D<30 THEN CALL LOCATE(#9,X1-(40*(Y/4)),Y1) 53 CALL MOTION(#9,0,X*4)::CALL POSITION(#9,X,Y):: X1=INT(2+X/8):: Y1=1+INT((Y+16)/16)*2::Y1=MIN(32,Y1)::CALL HCHAR(X1,Y1,32,4) 80 IF P(X1,Y1)=0 THEN P(X1,Y1),P(X1,Y1+2)=1::CALL SOUND(20,800,0,1600,2)::M=M+1::IF Y1=3 AND ((X1=17) OR (X1=12) OR (X1=7)) THEN K=1 ELSE IF M=49 THEN SC=SC+(V*L):: GOTO 4 90 CALL COINC(ALL,A)::IF A AND K=0 THEN CALL SOUND(150,-7,0)::CALL LOCATE(#9,161,50)::L=L-1::CALL HCHAR(24,18,ASC(STR$(L))):: IF L=0 THEN END 100 IF K=0 THEN 51 ELSE K=K+1::IF K=2 THEN CALL COLOR(#3,14,#4,14,#5,14,#6,14):: GOTO 51 ELSE IF K=10 THEN CALL COLOR(#3,10,#4,11,#5,12,#6,13)::K=0:: GOTO 51 ELSE 51 videoplayback.mp4
    5 points
  30. 1 CALL CHAR(136,"0001030301090E061B191F1F08000000F0BCEECEFE9C7870FEFEE7F360787870",140,"2F7F3F2FFFFF33073D3F1D0903030F0F008080C08098FCFCC0E0FEFE86068080") 2 CALL CHAR(128,"0F3D77737F391E0E7F7FE7CF061E1E0E0080C0C080907060D898F8F810000000",132,"0001010301193F3F03077F7F61600101F4FEFCF4FFFFCCE0BCFCB890C0C0F0F0") 3 CALL CHAR(120,"0000000100011978F97F01065FEBFF7C03009EFFD7EBF7FFDFFFFEF070808000",124,"FFFFDE78B0606080",126,"E0C",33,"FF101010FF808080",125,"")::L=10 4 CALL COLOR(1,9,16)::CALL CLEAR::CALL HCHAR(11,1,33,448):: CALL HCHAR(15,1,32,160)::CALL VCHAR(1,9,32,128)::CALL VCHAR(1,20,32,128) ::Z=3 5 DIM U(2),A(2),X(32),B(32),Q(16):: U(0)=49::U(1)=121::S=1::A(1)=1::SC=0:: CALL SPRITE(#27,120,2,81,43,#28,124,2,81,75) 6 CALL MAGNIFY(4) ::FOR I=1 TO 8 ::X(I),X(17-I)=(I*32)-31:: B(I),B(I+8)=2^(I-1):: CALL SPRITE(#I,128,2,192,256,#I+8,128,2,192,256):: NEXT I 7 FOR I=S TO S+7 :: T=1-T::IF (A(P) AND B(I))>0 THEN Q(I)=1::CALL PATTERN(#I,(P*8)+128+T*4)::CALL LOCATE(#I,U(P),X(I) ) ELSE Q(I)=0:: CALL LOCATE(#I,192,256) 8 NEXT I :: A(P)=A(P)*2 ::A(P)=A(P)+(((A(P) AND 8)<>8)*((INT(RND*L))=1))::CALL SOUND(20,960,0)::CALL JOYST(1,XX,YY)::IF A(P)>255 THEN A(P)=A(P)-256 9 IF XX<>0 AND YY<>0 THEN Y1=81-((YY=-4)*72)::X1=43-((XX=4)*90)::CALL LOCATE(#27,Y1,X1,#28,Y1,X1+32)::Z=3-((YY=-4)*11)+((XX=4)*3)*(-YY/4) 10 P=1-P::S=(S=1)*-8+1:: QT=Q(S+2)+Q(S+5)::IF QT>0 THEN END ELSE IF Q(Z)=1 THEN CALL SOUND(50,1300,0)::Q(Z)=0::SC=SC+4::L=MAX(2,L-.1)::DISPLAY AT(2,20):SC::GOTO 7 ELSE 7 videoplayback.mp4
    5 points
  31. Take a look at the original proof of concept demo. I don't have a video online anymore, but you can run the ROM or look at it in this video around 11:03: https://youtu.be/LOBZ6nf7QlM?t=663 See the black speckles? That's caused by updating the color table and the pattern table separately, and a large color change occurring. So, I used the F18A to create an alternate mode. Using the GPU, I could upload both the color and pattern table updates offscreen, then write them together, very very fast. The odds of such a glitch in this mode approach zero. (As in it's still technically possible, but good luck seeing it.) The F18A was never required and it was never a goal, I just really wanted to use it in some way. I didn't have quite enough ROM space for an alternate color palette, but the GPU was always my favorite part. As I got further along, I noticed that one of the reasons for the speckles was a "flip" in color order. IE: on one frame a color was red on black, but on the next frame it was black on red. This is because my converter chooses the foreground color by whichever one has the most pixels (this in turn is intended for software sprites to be drawn on top - if you replace only the foreground color you are guaranteed to affect the fewest number of pixels. I haven't used this yet). For video I realized that wasn't needed, so I wrote a separate tool, "despeckle", which compared each frame to the previous one. If the colors were swapped between frames for the same byte, it swapped them back. In practice, IIRC, this reported swapping a good 40% of the pixels in the average video - that's really significant. And you can see it in the final result. This video doesn't use the F18A: https://youtu.be/QB3oHdSjfCE?t=306 If I'd had this earlier, I would have tried to use the F18A in other ways. One thing I thought about a lot was using compression and the F18A's GPU to decompress it in order to get full screen video at the same frame rate. But I didn't have any time to experiment with that. All audio/video conversion was handled using the video converter toolchain that I released a couple years before. Audio is extracted from the video using ffmpeg, then converted to the correct playback rate using SOX. The playback rate is calculated based on the video data, but is roughly 13khz. It's then converted to volume levels. The conversion is non-linear in order to emphasize softer sounds and try to balance the center-balanced PC audio. This introduces some extra noise, but overall the result is better, IMO. Having some sort of auto levels might have helped in places, but I don't have that knowledge. If we could figure out how to convert the signed audio to positive-only levels cleanly we could get better fidelity, but all my experiments in this area sounded worse. https://harmlesslion.com/software/vidconvert
    5 points
  32. What about their $1,350,000 financing put toward Ark Electronics in Sept. 2020 for manufacturing (press release)? Didn't they have the financing back then? What about their $150,000,000 manufacturing line of credit? Has the "smoke & mirrors" comment by Tommy below not aged gracefully? Tommy: Just wondering if anyone out there thinks we didn't show the machine working over a year ago when we took our first 100,000 purchase orders without breaking a sweat. Wondering if people out there think we were able to secure a $150 MILLION manufacturing line of credit with smoke & mirrors. Please. To those folks, spare us the drama and stupidity at this point. E3 - June, 2019 was to SHOW buyers the system behind closed doors for the first time. We knocked it out of the park and achieved every goal we set out to. We've hired at least 30+ new people since then. Funny that people would think we're going backwards over a year a half.
    5 points
  33. I have never needed the ISR for anything. Disabling it gives you full control over the machine and the scratch pad memory.
    4 points
  34. NEVER make things for other people.. always make them because it is what you want to do.. I am always looking forward to anything you write dude.. and don't ever think it's not appreciated
    4 points
  35. They indicated they "only need to sell 180,000 units to break even." This was years ago before all of the loans and investment commitments. Nick Richards said that figure is obviously out-of-date given the newly added costs and expenses as of last year. Even if we give them the maximum benefit of doubt and assume they still have 100,000 purchase orders locked in, and that each of those units will sell at $300+ each, they'd still be around 75,000 units behind their original baseline "break even" point. I can think of no plausible way the company will ever be out of the red in debt even if they were to secure enough money to mass produce the number of break-even units. Despite the promoted billions in potential users, the last three years have made it clear this will always be a very niche console even compared to others that have been announced and subsequently released in the same timespan. And 1.5 years later we still have not seen a single one of those small batch productions locally. The two test units we've seen sent recently don't use the pilot plastics they said last year would be used for their first small batch run. Their CFO also said in an interview in summer 2021 when asked about FCC certification: "we expect to have that filed and everything done you know probably within weeks." I can't put much credence to other statements from them if we have documented proof that other claims never panned out either.
    4 points
  36. Sure, maybe 95% of the things they have said were lies or hilariously exaggerated/twisted/taken out of context with proof for most of them, but we should still give them the benefit of the doubt for the other things they said for some reason.
    4 points
  37. Stormbringer is now available for purchase in the AtariAge Store!
    4 points
  38. Gods and The Chaos Engine are now available in the AtariAge Store! Click on the images below to jump directly to each game: Stormbringer is also now available! ..Al
    4 points
  39. I'm one of those rare guys that isn't a big Pitfall fan... but I've happily donated $5 because I am: a) A big fan of Rev b) Want to encourage more $5 price-point ROMs for those of us that enjoy emulation
    4 points
  40. I was still rather inexperienced, it's true. There's no score because I hadn't yet thought of loading character patterns to the VDP dynamically, or separate character sets for sprites and characters... and there were no patterns free for the 10 digits. I'll eventually get the update done, the Coleco version is looking way better. Mind you, a friend of mine has prophesied that the completion of Super Space Acer (started in 1988) is a mark of the end of the world. I know I considered two player, but only simultaneous. But again, I had no sprites free and didn't think about how to flicker. Besides, I didn't have any friends, what did I care for two player?
    4 points
  41. Mine was Super Space Acer. It's in Classic99. Here's the review (right beside RXB! )
    4 points
  42. Any new high scores in Solar Fox Atarian7? Times for the week are: Atari 2600 Alien 27 Eggomania 16 Kaboom 10 Solar Fox 44 all fun
    4 points
  43. Great game... over here in the US it is known as Super Spy Hunter... Also has one of the most distinct soundtracks of any NES game, though a few other Sunsoft games have similar sounds in the music.
    4 points
  44. For me, yes. I wrote a BBS that I first ran on my VIC-20, migrated to a 64, and finally the 128. I was writing a version for my Amiga when I gained access to the internet and realized that was the future. Here's a blog entry about my BBS, which featured realtime music at 300 baud, on-the-fly font control, sprite support, and even joystick support for online games. Main benefit for the BBS was significantly faster disk performance. This was not only for data, but also programs as my BBS was comprised of multiple BASIC programs - you could load a BASIC program from another BASIC program while preserving all the variables. The 128's drives also held more data. Other benefits were faster performance (2 MHz vs 1 MHz) and 80 columns. I had a 14" TV with CGA input that worked great for the 80 column output. CP/M support was also interesting - a friend used CP/M on a TRS-80, we put one of his disks in my 1571. The programs loaded and ran just fine, though were a little slower than on his system. I also wrote one of the ~30 games that used the 128's 80 column display.
    4 points
  45. It's not exactly working out for them shipping 0 units either, far as I can tell.
    4 points
  46. wow! this was totally unexpected! 😲 It was a thrill this morning to have learned this news!I feel really gratified by this award and at the same time honored to have been included in this historic award.Many thanks!
    4 points
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