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Showing content with the highest reputation on 03/14/2023 in all areas
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Stress test of my latest sprite engine Theoretically I can use up to 100 sprites on screen. 857038699_A7800_Atari7800(PAL)Coola7800p2023-03-1323-45-29.mp410 points
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so it came today, i just unpacked it and i went thru self test... it works perfecty, memory, sound ... just two keys need to be pressed more strong, but i think it is just dirt... it is in perfect state for my purposes... so i go to order u1mb from lotharek... i already ordered PCP for THT baased fujinet. i am very happy today...7 points
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I have been focusing on the end of the 3DS eShop/online service so classic gaming took a beating. Arcade: Blockout - 75 minutes Zero Wing [International Version] - 25 minutes Genesis: Zero Wing - 25 minutes NES: Yoshi - 15 minutes I hate hate hate this game. I played it to make sure it was worth deleting to make room on my 3DS homescreen, and never has a puzzle game deserved deleting more. Nintendo Game & Watch: Carrera - 25 minutes Spider-Man - 65 minutes Basically a riff on DK Jr. Pretty fun! Super Mario Bros - 20 minutes Sega 32X: World Series Baseball starring Deion Sanders - 45 minutes. I am so bad at this it's farcical. I don't think it's just me, fielding controls really suck.5 points
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5 points
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A little late the party, but I did a good bit of both classic and modern gaming this past week! For my classic gaming time I did a playthrough of Castlevania for the NES on the Powkiddy V90 and a playthrough of Contra: The Alien Wars for the Game Boy on the Anbernic RG35XX (Excuse the cruddy picture quality, for some reason my camera just absolutely does not like trying to take pictures of the ultra bright and sharp screen on the RG35XX) NES Castlevania - 103 minutes Pac-Man Championship Edition - 15 minutes Game Boy Contra: The Alien Wars - 54 minutes5 points
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CoCo2 Dragon Slayer - 110 min Neutroid 2.015 - 47 min Radio Shack MC-10 Aerial (Inufuto game) - 65 min TRS-80 Model 1 Donut Dilemma - 18 min Gem Hunter - 14 min5 points
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It looks like this thing is ready for prime time. I spent sometime yesterday and this morning to create a variant of the TKII firmware that is flashed into the PIC16F1847 chip on the 576NUC+. Although the memory upgrade will work with the existing firmware, it'll now be a little less clunky. Let me explain why... Because of what needed to be done to double the extended RAM from 512K to 1024K, when in 1MB mode the 4 language slots are no longer present. However when in the normal 576 mode everything is as it was before the upgrade. So with the old firmware in play, If you were to switch to 1MB mode via the CTRL+ALT+X toggle function, the languages would not work correctly, and furthermore if one of the language slot activation key sequences was pressed (ALT+1-4) it would simply dump you into the operating system without a language. So with the new TKII firmware I've eliminated the RAM mode selection toggle (CTRL+ALT+X) and have put RAM selection into an automatic mode. So now if you press ALT+~ (tilde) you will boot with 1088K and no language support, whereas if you select a language slot (ALT+1-4) 576K of RAM will be invoked with the language that matches your selection. That's it -- very straight forward and simple. So I highly recommend upgrading the firmware if you decide to also upgrade the memory. Here's everything you should need to get you going (contains new JED file, new TKII firmware, and instructions): 1088NUC+ Upgrade.zip Contains Updated TKNUC1MB Firmware now at Version 2.1 compiled on March 14th 2023 -- NOT FOR USE IN THE ORIGINAL 576K SYSTEM.5 points
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Today's (03/13/2023) totals: NES/Famicom 1) Motor City Patrol - 10 minutes 7800 1) MotorPsycho - 10 minutes5 points
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The end of the 3DS as a living platform is here and I have been playing almost nothing but. Thankfully it keeps a detailed log of everything you play! Apple iOS: Duolingo - 59 minutes Pikmin Bloom - 462 minutes I am almost done with the monthly challenge for four leaf clover pikmin so I am going to take a break from this once that is done. Game Boy Advance: Reaxion - 5 minutes Nintendo DSi: Get all of the ArtStyle games if you can if you’re into aesthetically pleasant and mentally taxing games. ArtStyle: Base 10 - 7 minutes ArtStyle: DigiDrive - 27 minutes ArtStyle: Zengage - 23 minutes Retro Pocket - 23 minutes Nintendo 3DS: Bloody Vampire - 16 minutes Did not care for this five years ago when I bought it. Since then, I have reconciled myself with bump combat and now really enjoy it. Don’t miss it if you want a Castlevania-styled Ys III! Bomb Monkey - 9 minutes Played it to make sure I was okay with deleting it since I maxed out my 3DS homescreen. I was. Not terrible but not interesting. Chain Blaster - 15 minutes It is an abject knockoff of Every Extend Extra but I'm not complaining. The Delusions of Von Sottendorff - 45 minutes It might be a bit pricey and has some rough edges but this game is very fun, with excellent 3D, and does not deserve the absolute silence with which it was received. Somebody is going to be posting hidden gem videos about it in ten years, mark my words. Drancia Saga - 9 minutes For such a simple concept it is still extremely addictive. Infinite Golf - 3 minutes Yep, still boringly infinite. Deleted. IronFall Invasion - 54 minutes I think this is basically Gears of War on 3DS. Not my thing typically but the production values are through the roof and I had a lot of fun. KAROUS - THE BEAST of Re EDEN - - 44 minutes This game is not good but it is strange enough that I keep coming back to it. Ketzal's Corridors - 14 minutes Essentially an update/streamlining of Blockout. Beautiful presentation and well thought out controls. If you like 3D at all get it. Kersploosh!- 9 minutes Who knew that dropping rocks in wells could make for such a fun game? Kokuga - 6 minutes Fun update of Granada/Metal Stoker. Metroid Prime Blast Ball - 4 minutes. A cut-out portion of the Federation Force minigame collection. I am dreadful at it or the computer is too good. Moonbound - 116 minutes Beat the game. I like it but it needed polishing. Noah's Cradle - 20 minutes Very much like Karous, this is not really a good game but it is weirdly addictive. Pazuru - 11 minutes I disliked this when I first bought it five years ago and didn’t bother redownloading it. Well, I was wrong. It’s great. Pokemon Picross - 63 minutes Don’t believe that it’s free to play, but put five to ten dollars into it and it’s great. Massive quantity of good picross puzzles. Severed - 15 minutes Revisited this old weird favorite dungeon crawler. Make sure you play this one way or another. Shift DX - 16 minutes Another game I thought I didn’t like but I do. It’s just really hard. Steel Diver: Sub Wars - 185 minutes I always wanted to play this more but never got around to it. Now there are no more new players and I am getting my ass handed to me playing against the Lv99s. Oh well, it's still really fun. I am trying to collect as many of the secret crew as I can as half of them are only obtainable through online play mode. Streetpass Mii Plaza - 287 minutes Yes I am streetpassing myself from my array of 3DSes. Don't judge me. Tokyo Crash Mobs - 11 minutes It’s just Mitchell’s Puzzloop/Ballistic with a FMV skin, but it’s worth playing for just how strange that FMV skin is. Wakedas - 10 minutes It’s very slow, but pleasant. ZARA the Fastest Fairy - 4 minutes It’s definitely worth the 98 cents just for the theme song. I may have overdone it slightly.4 points
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Nice demo of Forth/fbForth. The thing that makes Forth (IMO) isn't so much the use of words/subroutines. We can do similar stuff in XB with SUBs. For example, you can define multiple SUBs and they can call each other, myuch like your PAY word calls BREAD and BUTTER etc. We can also do it in XB with GOSUBs. Each GOSUB calls a subroutine at a specific line number, and you can nest them, and when a subroutine sees a RETURN command it returns to the line that called it. This is the same as Forth. Each word is effectively a GOSUB, and each ; (semi-colon) is a RETURN: : TOM CR ." I AM TOM" ; : DICK CR ." I AM DICK" ; : HARRY CR ." I AM HARRY" ; : SAY-HELLO TOM DICK HARRY ; 10 GOSUB 100 20 GOSUB 200 30 GOSUB 300 40 END 100 PRINT "I AM TOM" 110 RETURN 200 PRINT "I AM DICK" 210 RETURN 300 PRINT "I AM HARRY" 310 RETURN These two programs do the same thing, in the same way. Lines 10 to 30 are the equivalent of the word SAY-HELLO. The RETURN statements in lines 110, 210, and 310 are the equivalent of the semi-colons at the end of the words TOM DICK and HARRY. So, in this respect, the two languages are conceptually very similar, despite having totally different syntaxes. What makes Forth REALLY different is that fact that you have to manage the data stack in addition to program flow. In most 'traditional' languages, we only manage the flow of our program. We say "goto this line, run that, then go here, and if this condition happens then do this" type of stuff. Our program state is stored in variables. In Forth, in addition to managing our program flow, we also have to manage our stack. The stack is the interface between words. Words can take data from the stack (parameters), do something, and leave something on the stack for the next word in the sequence to use. It's this aspect that makes Forth very different to pretty much any other programming language, and it does take a lot of getting used to. Keep at it!4 points
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If, and I say IF, this is just TT in a wig, it WOULD be the best wig ever, he'd get a world record for it, and his mother would be very proud.4 points
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I ran my primary system in the manner described (12v to the 5v/12v lines and -12v to -12v line) for 20 or more years, pretty much 24x7x365. I took it offline to replace the ancient power supply with something from this century, though I haven't finished the project It is important that the regulators can handle the higher input voltage, that you have heat sinks installed with thermal compound where needed, and that you keep watch and/or periodically replace electrolytic capacitors that are subjected to the higher heat. This last item can depend on how the card is installed in your box of choice; heat radiates and rises, so if you use a PC tower and mount the cards sideways, it could change the heat transfer direction for better or for worse. There are a few threads where this topic has been discussed that may have further how-to instructions. There have also been a few conversations about replacing the 5v regulators with DC-to-DC converters and buck converters. These devices run "cool to the touch" at 12v input. I opted for the CUI DC-to-DC converters for a few of my high heat producing cards 4-5 years ago with success. Whatever path you decide, be careful to review specs and expectations. Don't mistakenly install a 12v regulator in place of a 5v regulator, and if you decide to remove regulators and jumper the power, double and triple check your work and be sure not to place that card in a standard box. Like Tursi said, you'll almost certainly destroy the card if you make that mistake.4 points
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Intellivision Demon Attack 125 Mission X 35 Star Wars Empire Strikes Back 45 DOS Leisure Suit Larry 1: in the Land of the Lounge Lizards 2954 points
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Sorry for the crappy pics, but this gives you an idea. This binder has my 2600, 5200 and 7800 homebrew manuals, and my AtariAge magazine collection. I've tried to get a manual for all of my 2600, 5200 and 7800 OG carts, but of course I'm missing some. Those manuals are in another binder. There's also a binder for all of my owners manuals (consoles and accessories) and patches/letters. It's all neatly maintained in one of the book shelves in my Atari room. You can pick up the clear sheets at Office Max. They come in various sizes. We briefly touched on this subject in this thread.4 points
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Hello everyone. During my coding break, I decided to learn Forth. That's right. So I am starting a little project called "Schooner" ... nothing ambitious ... it's really just going to be a program that displays a little Tombstone City Schooner character on a yellow screen and lets the player move it around, and eventually fire a missile. Anything else more than that will depend upon whether my head has fried or not. So I started using Camel99 Forth and that's what my project runs on. So far, I've managed to make the screen do this .... it wasn't intentional though. Don'cha think it looks nice!3 points
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Since some time, I have in mind a function that could be implemented into XB256 or TiCodED, if it is considered interesting. TI Basic offers the TRACE function that, in theory, is very useful to detail the behavior of a program when running and to catch possible bugs, unexpected routes. But TRACE has a big default that makes it unusable in most of the time: the listing of the lines in execution destroys the screen content that often makes graphical programs impossible to run correctly. Could be possible to make a sort of TRACE that creates a log file on a disk that contains all the lines executed until the program stops? I think that this log would be rich in information for any XB developer. Has my proposal some sense?3 points
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Here's the summary for Week 10, running from March 6 - 12. We logged 4645 minutes of eligible play, playing 79 games on a total of 23 systems. Top 10: 1. Final Fantasy VII (PlayStation) - 1280 min. 2. Solar Fox (Atari 2600) - 403 min. (#3) 3. Leisure Suit Larry 1: In the Land of the Lounge Lizards (PC DOS) - 295 min. 4. Super Mario Bros. Deluxe (Game Boy Color) - 269 min. 5. Tony Hawk's Pro Skater 2 (PlayStation) - 186 min. 6. Kaboom! (Atari 2600) - 171 min. (#9) 7. Phantasie II (Commodore 64) - 145 min. 8. Dave Mirra Freestyle BMX (Dreamcast) - 136 min. 9. Demon Attack (Intellivision) - 125 min. 10. Dragon Slayer (CoCo 1 & 2) - 110 min. Pre-NES top 10: 1. Solar Fox (Atari 2600) - 403 min. (PN#1) 2. Kaboom! (Atari 2600) - 171 min. (PN#3) 3. Phantasie II (Commodore 64) - 145 min. (PN#8) 4. Demon Attack (Intellivision) - 125 min. 5. Dragon Slayer (CoCo 1 & 2) - 110 min. 6. Aerial (TRS-80 MC-10) - 65 min. 7. Neutroid 2.015 (CoCo 1 & 2) - 47 min. 8. Moon Patrol Redux (Atari 8-bit) - 46 min. (PN#4) 9. Commando (Atari 7800) - 45 min. 9. Star Wars: The Empire Strikes Back (Intellivision) - 45 min. Top 10 systems: 1. PlayStation (3 games) - 1511 min. 2. Atari 2600 (18 games) - 728 min. (#2) 3. PC DOS (2 games) - 390 min. 4. NES/Famicom (16 games) - 273 min. (#1) 5. Game Boy Color (1 game) - 269 min. (#10) 6. Arcade (7 games) - 231 min. 7. Intellivision (3 games) - 205 min. 8. Dreamcast (2 games) - 180 min. (#3) 9. CoCo 1 & 2 (2 games) - 157 min. 10. Commodore 64 (1 game) - 145 min. (#9) Despite 403 minutes, Solar Fox is Forbidden to grab overall first place, as it is awarded to Final Fantasy VII by over 14 hours margin. Solar Fox however is the most played pre-NES game. Again the Playstation illustrates that it is not the number of different games that puts it in the systems top, but how long you played each game. Speaking of how long a game is played, Zero Wing (Genesis) enters the 1000 Minute Club as member #521 with a total of 1009 minutes.3 points
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This is not exactly what you want, but it is a compact 1 line program. It might work for you until something better comes along: 10 INPUT A$ :: OPEN #1:A$ :: ON ERROR 10 :: FOR I=1 TO 10000 :: LINPUT #1:A$ :: I=I+EOF(1)*10000 :: PRINT A$ :: NEXT I :: CLOSE #13 points
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Added a second prototype of Looking Glass Software's Graphic Arts Department, this time from 1985!3 points
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3 points
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I see that you are doing some basic game engine for text-based adventure games, however the code is a total mess (how it's written and structured). If your expectation is that some developers will take it and use it as a base for a game then I'm afraid it's a wasted effort.3 points
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A fun week for gaming this past week! I did a fair bit of classic gaming, continued playing Darkwood on the Switch, and also did a full play through of Castlevania: Aria of Sorrow for the GBA on the Powkiddy V90. For the first time ever I finished the game with 100% completion! Game Boy Advance Castlevania: Aria of Sorrow - 662 minutes Nintendo Switch Darkwood - 425 minutes3 points
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Here's the latest WIP build. Variable speeds fully implemented for tanks, soliders, and missiles. Missile sprites and movement/repositioning code updated. Difficulty progression updated - progessive speed increases with each level now. Drone sprite animation updated, it now leans left and right when you move. Added drone "shake" when you are hit by a missile or the defense beam Limit set on how long you can fire the laser while holding the button down. City defense beam no longer fires or makes sound effects when it's off screen. Lots of bug fixes behind the scenes after play testing. There's still a graphical glitch early on, especially if you fire immediately when the game starts. Working on that. drone_patrol_v36.a783 points
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This is coming to Evercade soon! Very neat and ahead of its game for the NES even if it’s a little finicky.3 points
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I have discussed this with many people and the Shift838 P-box card with the Shift838 replacement for the Firehose card with a PC case works great. Very quiet with 4 120mm fans running from the Shift838 P-box card fan jumpers. And you can hardly hear it running. The Regulator are warm to touch but not so hot you can not hold them, much improved over normal P-Box.3 points
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3 points
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I haven't played in a while. Getting DESTROYED on Ace: Endorian Falls; Jump 1, A short two minutes.. All the "fancy trick shooting while spinning fiercely to take out incoming missiles" has become "Hold thrust a little too long, overcompensate egregiously then crash into a rock." 😄😳 Ahh, back to practicing..3 points
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3 points
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3 points
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You know I realized I don't think I mentioned it, but I guess it's two weeks ago now but I came across an immaculate copy of The Simpsons Hit and Run, and at the louisville arcade expo I got a decent deal on Sonic Gems Collection as well, both origina release copies. I've owned Sonic before so it was a return (just need DX and Mega back.) Simspons though I've read, seen (not video watch), and heard so many positive comments before so I when I saw it, and thankfully a bit undervalued too, I grabbed it fast. The game shocked me just how well to encompasses the town of Springfield, characters, and jokes of the peak Simpsons era of the 90s before it kind of got watered down, a bit santized, played out, and samey as it just has been on going ever since. The game handled amazing, this weird bastardized hybrid of crazy taxi and gta3 really and works it like it was always meant to be.3 points
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I am hoping we can release both GPL V7.40 and ABasic 4.09 this weekend. I have been out of town for work for the past 8 days, and looks like I will not get home until Wednesday night. Then, Friday is my local job/work and my daughter is flying in from Dallas in the evening for a late Christmas celebration and leaving Tuesday next week. I should be able to find some free time in there somewhere. MDOS 7.40 will come a bit later as Insanemultitasker and myself have a few things to resolve. I discovered about 2 weeks ago some behavior in some new opcodes I added to the TIPI XOP I need to verify work as expected in some other test code. I am hoping my test code is where the problem is and not the opcodes itself. When MDOS 7.40 is released, there will be addendums to the GenProg manual as well as a new TIPI XOP section to cover the use of the routines. CYA for MDOS 7.40 has already been updated, and hopefully, barring any significant changes in the future, it will be smart enough to update itself in future MDOS revisions. This has been accomplished through a built-in table with memory locations and offsets for CYA to modify. Later folks. It has already been a 16+ hour day for me and need to get up in less than 8 hours. At least the new product startup at the plant has been going well. So well, the business manager wants to continue producing more product before switching back to one of our other core products. Later.3 points
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3 points
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3 points
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Since we are doing a bit of teaching in this thread here is a thought for all those patterns. Naming the strings is fair ball in BASIC or Forth but it's not as obvious in Forth. (Ok I know. Nothing is in Forth) In BASIC you might do: BLOCK$="FFFFFFFFFFFFFFFF" Then use it later for different characters. CALL CHAR( 121,BLOCK$) In Forth the S" word parses a string up to a final ". If we are interpreting, S" leaves the address of the string and the length on the data stack. If we are compiling in a colon definition, S" compiles the string into the colon definition and when you run that new word it return the address and length. Like this : BLOCK$ S" FFFFFFFFFFFFFFFF" ; Now in a similar manner we could say this in our program. BLOCK$ 121 CALLCHAR dirty little secret CALLCHAR is part of the words I call "training wheels" that I added so people could move from TI BASIC to Forth in more comfort. The truth is that keeping the data as a string uses 2x more space than if we stored the actually integers that need to go into VDP RAM. There are a couple of ways to do this differently that we can demonstrate once @Retrospect 's program is running.3 points
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3 points
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3 points
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Here is what we have courtesy of @CPUWIZ MCP Dev Cart (Thanks @RevEng for the idea): Control Notes: Controller 1 - No response. Controller 2 - Pressing Up, results in the animation scroll with "123456 C EF" shown at the bottom. Pressing Down, results in the animation scroll with "8 A" shown at the bottom. Left, Right, and buttons have no impact.3 points
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3 points
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Yes, and it won't end up with a 'friendship'. Probably a 'babality'. 😔3 points
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PC drm (death ray manta) 17 Dog Sled Saga 85 Galactic Lords 27 Non-Stop Raiders 15 Princess Remedy in a World of Hurt 32 Super Hexagon 29 Uplink 68 Zzzz-Zzzz-Zzzz 40 PS4 Dreams 250 Pixel Ripped 1989 47 Playstation VR Worlds 7 Race the Sun 27 Shovel Knight 412 Xbox Series S/X Hogwarts Legacy 90 A bit more time in games <120Mb in Steam. I also finished the original quest in Shovel Knight and dinked around with some VR titles. Hogwarts Legacy is me helping my wife solve puzzles and find collectibles. She has MUCH more time in it.3 points
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Today's (3/13/2023) totals: GBA 1) Punch King - 15 minutes Android 1) Horizon Chase - 25 minutes 2) Trials Frontier - 15 minutes 3) Pinball Deluxe: Reloaded - 40 minutes 4) Vector Pinball - 20 minutes 5) Retro Bowl - 30 minutes3 points
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Looks like I'm adventuring through Metal Arms on the weekends and having bedtime stories with Steamworld Dig 2. It's funny that I ended up playing two titles side by side which involve droids with upgradable equipment. GAMECUBE Metal Arms: Glitch in the System - 388 min NINTENDO 3DS Steamworld Dig 2 - 97 min3 points
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Very sorry to hear that Kurt. Week of 3/6/23 - 3/12/23 Commodore 64 Phantasie II - 145 PC DOS Jill Of The Jungle - 95 Total time = 240 Finally had a decent amount of free time to spend gaming. Getting back into Phantasie II has been fun though at one point my dungeon disk became corrupt. Fortunately I was able to download a new one and continue with no problem. I had completely forgotten about Jill Of The Jungle until it came up in the female protagonists thread. I hadn't played since college so it's been exciting to revisit that and find all the little secrets.3 points
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This week I played: Disney Dreamlight Valley for Switch - 8 minutes Dragon Ball Z: The Legacy of Goku for Game Boy Advance - 75 minutes Sonic Advance for Game Boy Advance - 48 minutes Super Mario Advance for Game Boy Advance - 161 minutes Progress: Dreamlight Valley - just did a bit more testing while cleaning up more of the beginning area in the process. DBZ Legacy of Goku - made it to King Kai's planet after getting past HFIL and Snake Way. Sonic Advance - got through the game as Sonic, collecting just one emerald along the way. I don't remember all the special stage locations it's been so long since I replayed this game regularly unlike the Genesis ones. Super Mario Advance - completed Super Mario Bros. 2 as all Mario, then went back to collect a few missing Advance coins Mario couldn't reach as easily as Peach and Luigi.3 points
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This is really weird: It tries to UNLOCK an already unlocked file and if it succeeds, it behaves erratically but does not harm the disk in any way. Write-protect it (again) and it works (again). @SoulBuster You should set Altirra's default disk mounting mode to R/O (Tools->Options...->Media->Default write mode: Read only).2 points
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Ultimately, not very. However: The major difference is that Nintendo, Sega, et. al. aren't depending almost completely on rehashed IP. Releases are available for their systems that are completely unrelated to anything they (or another company) released in the past. In other words, there's no blatant nostalgia grab. That's not to say that they aren't appealing to nostalgia, but rather that a new Mario or Sonic game doesn't have the overplayed, "Remember When..." vibe to it. These are also franchises that have essentially had continuous development since their inception. Sure, there were occasional gaps - but, by and large, they've progressed steadily over the years. They've adapted to attract younger players while still retaining the interest of some who grew up with them. But what they aren't doing is putting all of their eggs into the middle-aged nostalgia basket, which has an overwhelming tendency to feel like pandering by the time the final product is on sale. Agreed. And much of the sentiment in that arena derived from the company making absolutely idiotic, directionless, and clueless business decisions which came from the Chesnais School of Corporate Management. Things appear to be a bit different under Rosen, and I suspect that a good chunk of the folks who were displeased with the previous iteration of the company - myself included - are now watching to see where it goes under his leadership. Personally, I couldn't care less if the company ever makes hardware again - and not because of the getting-the-VCS-to-market debacle, but rather because it's a space so heavily dominated by three massive companies that anyone who tries to operate in it will be relegated to being a niche player, which, in turn, is a traditional money-loser. What I would like to see is a company with, at a minimum, a strong portfolio of software. If Atari SA can compete in the online space with compelling games that have appeal beyond our increasingly-aging group, great! If that means that they can someday release a niche hardware device that doesn't require crowdfunding to build or that eats the company finances to the bone, great! But more over-reliance on nostalgia won't do it. Agreed. Those are some points that are very key to the success of companies like Nintendo, Sony, Microsoft, and Sega. When Sega exited the hardware business, there were predictions of their immediate death. 'Can't compete without a console' was essentially the proposition that that prognosis was built on, and, to some extent at the time, was true. But the market changed, and Sega adapted themselves to it well. That's not to say that it was easy for them to do so, but they did it. Steam is a good example of that predicate being incorrect. Sure, you can have it as a hardware platform if you want, but Valve understood that the value was in getting the software in front of as many eyes - and thus wallets - as possible. But they were able to do this through a broad gaming portfolio and existing brand recognition. Atari has small amounts of the latter and virtually none of the former. Everything is still in transition for them, but there's more than one way it could end up. We'll see.2 points
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Thanks to everyone for all the information. I have a pretty fair idea of what needs to be done, but being a slow learner in matters circuit-wise, I want to be sure I’m being careful. Jedimatt42, your links to the datasheets should be very helpful. My fantasy that someone could make a step-by-step tutorial or video (similar to the 12v cooling fan instructions) is part of my insecurity but I may just need to trust myself and jump in. I have a spare 32K card and disk controller card that I can try first before I risk anything from my main setup with the TIPI and SAMS card.2 points
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After finding two bugged version of Nerm of Bemer in gamebase. I typed it in and it works unless I messed a bug somewhere. Compute! issue 47 bradley.dsk2 points
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Here are my times: Atari 2600: Vanguard- 6 minutes Time Pilot- 10 minutes Dodge'em Dodger cars- 6 1/2 minutes Sadisteroids (Homebrew hack)- 3 minutes Pole Position- 2 minutes Taz- 4 minutes Tapper-8 1/2 minutes Spiderman- 2 minutes Super Breakout- 7 minutes Star Wars- The Empire Strikes Back- 14 minutes NES: Abadox- 3 minutes Choujin Sentai Jetman- 3 1/2 inutes Marble Madness- 6 minutes Baby Boomer (Unlicensed)- 5 minutes Batman- 4 minutes Battle Chess- 8 minutes Castlevania- 6 1/2 minutes Burgertime- 6 minutes NARC- 5 minutes Tetris- 8 minutes Burai Fighter- 5 1/2 minutes Sega Master System Aladdin- 5 mintues Sega Genesis/MegaDrive: Batman- 6 minutes2 points
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Finally remembered to write down times. Gotta get back in the habit. Only one modern game again this week. XBox One Forza Horizon 5 - 780 min (Played this Sun, Mon, and Tues. The rest of the week was all FF7. See the Classic Game Tracker for that info. This was split between working on Rivals and collecting more Accolades. There's a third person from Twitch in on the races now, too. It's fun to see them streaming and trying to beat your times. The Accolades are like in-game achievements... stuff like Own These Five Cars or Drive from Point A to Point B in 1 min 30 sec... You can unlock some cars from them, but mainly it's just in game points for... um... I dunno actually...)2 points
