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Showing content with the highest reputation on 03/18/2023 in Posts
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Since nobody has posted this here yet... https://collectorvision.com/store/shop/intellivision/mr-turtle-intellivision/8 points
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Just few enemies left to add. Weapon up, bottom scroll slow down. Every object in code has his own colour/trajectory/energy level et. Need to redraw some gfx, will try new level tomorrow and add jeep logic (it's done just need copy/paste from my old code) 623517631_A7800_Atari7800(PAL)Coola7800p2023-03-1723-00-26.mp48 points
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8 points
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7 points
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Full props to "damianvila" for the Atari ATASCII font used herein. https://github.com/damianvila/font-atascii SUMMARY I recreated the ANALOG Computing Pocket Reference Card to make it cleaner and more accessible. It's only a tiny bit of Atari history, sure, but one that I found invaluable as a BASIC programmer back in the day. I'm providing everything you need to create one of your own. HISTORY I don't remember if I got my original card included with a subscription to ANALOG magazine or if I had paid for it and gotten it in the mail. Either way, my copy of the ANALOG Computing Pocket Reference Card was an indispensable part of my BASIC programming experience on my Atari 400 and, later, 800XL. Over the years (now decades) my copy has gotten noticeably dog-eared, stained, and torn. I am awaiting the day when I unfold it and the crease finally gives out. But, since I'm fluent in Adobe Creative Suite I decided to recreate the card from scratch. The obvious pain was typing everything in. I'm PRETTY SURE I've got everything accurate, but by all means if you find a typo or other error please let me know and I'll update the files accordingly. I noticed a few things about the original card that only someone with an anal-retentive attention to detail and/or a graphic design background would notice. Most of these things are inherent in print media produced before the days of desktop publishing. For example, panels aren't aligned quite right on the page, spaces between sections aren't exactly equal, various alignments are off here and there, and there are all kinds of often-arbitrary inconsistencies in line spacing, font sizing, alignment, leaders, and more. (And don't get me started on that ANALOG Computing logo. Apparently nobody over there had a protractor in the 1980s.) One of the goals I wanted to achieve is consistency throughout the card. While in this case 100% consistency is impossible due to the quantities and arrangement of the various sections, I think I managed to get it as consistent as possible while still keeping that original 1980s retro feel intact. I also (re)discovered a few things that I disagreed with and subsequently changed. Most of these are simple layout adjustments, line break changes, and things of that nature, but I did make a (very) few informational changes. The biggest of these is the "Color Register Values" section which never sat well with me, mainly because it used different color names than every other resource I used back in the day. So I renamed the colors according to these "consensus standards". For example, the original card listed the first four colors as "gray, light orange, orange, and red-orange" while my equally-dog-eared copy of De Re Atari and every other source out there that I've found more accurately lists them as "black, rust, red-orange, and dark orange". Also, in the "Code Translation Table" I opted to use damianvila's "Atari ATASCII" font for all of the characters. On the original card, the inverted characters are listed in ATASCII but the standard characters listed in Helvetica. This made no sense to me, so my card everything is properly ATASCII. I also realized that printing the complete card would be difficult for most people. While the original card was 8 3/8" tall (easily printable on every printer today), it was also 30" long (eight panels at 3 3/4" wide apiece). As most people don't have access to printers of that nature I realized I had to do a layout adjustment to make it more accessible to everyone. By reducing the panel width slightly (from 3 3/4" to 3 2/3") and increasing the panel height slightly (from 8 3/8" to 8 1/2") I was able to fit three panels on one side of a page. This means anyone with a printer capable of printing on letter-size paper will be able to create a card that's close enough to the original. DOWNLOAD My original PRC, for reference: https://www.dropbox.com/s/oqc5qg7uhy8ml7e/original-scan.pdf My recreated PRC (v1.0): https://www.dropbox.com/s/7rwenwgog8gyvny/analog-prc-v1.0.zip Inside the ZIP file you will find three (3) sets of files grouped in folders. The respective contents of each file is identical to the others; only the layout varies. "INDIVIDUAL PAGES" contains sixteen PDF files, one for each panel of the card. Each panel is 8 1/2" tall by 3 2/3" wide. "FULL CARD" contains one PDF file containing two pages with eight panels on each page, laid out as the original card was laid out. Each page is 8 1/2" tall by 29 1/3" wide. "SOME ASSEMBLY REQUIRED" is my workaround solution for people who want to print this at home. This contains six pages, four with three panels on them and two with two panels on them, laid out in such a way that it can be printed at home with a minimum of fuss. Each page is standard US letter (8 1/2" by 11"). ASSEMBLY INSTRUCTIONS If you're using "INDIVIDUAL PAGES" or "FULL CARD" then it's up to you how to do it. Good luck. If you're using "SOME ASSEMBLY REQUIRED" here's what you'll need: A printer. A laser printer will work better for this given the small size of the fonts being used, but if you want to try it on an inkjet good luck. Three (3) sheets of letter-sized paper of your choice, more if you think you might make some mistakes. I recommend 80 lb bristol or equivalent. The original card was printed on ivory stock so if you want to keep that original look, that's what you want. A metal straight-edge. A SHARP cutting instrument (single-edge razor, XActo knife, etc). A scoring wheel, available anywhere crafts are sold except don't buy from Hobby Lobby as they actively support hate groups. An appropriate surface to cut on. Strong paper glue of your choice. I strongly recommend Scotch "Permanent Tape Runner" which rolls out a 7mm wide double-sided permanent adhesive and works ridiculously well for this project. NOTE: For common reference, "sheets" are pieces of paper, "pages" refer to the layout of the document within the respective PDF files, and "panels" are each section of the PRC (e.g., 1/3 of a page). The panels are designated as: PANEL 1: Cover PANEL 2: BASIC INSTRUCTIONS PANEL 3: BASIC INSTRUCTIONS (continued) PANEL 4: XIO COMMAND CODES, JOYSTICK MOVEMENT, SOUND COMMAND PITCH VALUES, PLAYER/MISSLE AREA LAYOUT PANEL 5: SYMBOLIC DEVICE NAMES, 6502 ASSEMBLER LANGUAGE MNEMONICS PANEL 6: PEEK/POKE ADDRESSES PANEL 7: PEEK/POKE ADDRESSES (continued), ERROR MESSAGES PANEL 8: ERROR MESSAGES (continued), COLOR REGISTER VALUES, REFERENCE CARD LEGENDS & ABBREVIATIONS PANEL 9: CODE TRANSLATION TABLE (dec 0-59) PANEL 10: CODE TRANSLATION TABLE (continued, dec 60-119) PANEL 11: CODE TRANSLATION TABLE (continued, dec 120-179) PANEL 12: CODE TRANSLATION TABLE (continued, dec 180-239) PANEL 13: CODE TRANSLATION TABLE (continued 240-255), KEYBOARD INTERNAL CODES, HEXADECIMAL COLUMNS PANEL 14: DEFAULT CHARACTER SETS PANEL 15: GRAPHIC MODE SPECIFICATIONS (0-5) PANEL 16: GRAPHIC MODE SPECIFICATIONS (continued, 6-11) Load ONLY three sheets of your paper into your printer. If you have a printer that DOES support duplex printing (can print on both sides of the page at once) then open the PDF file "prc-duplex". Verify that your page setup and print settings are correct; you should be printing on US Letter sized paper, scaling should be disabled (print at 100%), and duplexing should be enabled for "Short Edge Binding" or equivalent. Print the document. When finished you should have three correctly collated double-sided printed sheets. Sheet 1 should have panels 1-3/14-16, sheet 2 should have panels 4-5/12-13, and sheet 3 should have panels 6-8/9-11. If you have a printer that DOES NOT support duplex printing then open the PDF file "prc-simplex". Verify that your page setup and print settings are correct; you should be printing on US Letter sized paper, and scaling should be disabled (print at 100%). Print the document. Sheet 1 should have panels 1-3, sheet 2 should have panels 4-5, and sheet 3 should have panels 6-8. Put those three sheets back into the printer in the correct orientation so that the blank backs of the sheets will be printed on next. IMPORTANT: Load the sheets in the reverse order, so the sheet with panels 6-8 goes on the bottom of the tray, the sheet with panels 4-5 goes on top of that, and the sheet with panels 1-3 goes on top of that. During the second go-around, you want the sheet with panels 1-3 to be printed on FIRST. When finished you should have three correctly collated double-sided printed sheets. Sheet 1 should have panels 1-3/14-16, sheet 2 should have panels 4-5/12-13, and sheet 3 should have panels 6-8/9-11. Using your metal straight-edge and a scoring wheel, score the sheets at the designated scoring lines (dashed lines on the sheets). Make sure you score on the correct side of the sheet or the card will not fold properly! The side you press down on with the scoring wheel will be the "inside" of the fold. The finished card folds accordion-style so you will be scoring on both sides of the card in an alternating pattern. Again, follow the scoring lines to be sure. Sheets 1 and 3 do not get trimmed, but sheet 2 requires trimming. Using your metal straight-edge and your sharp cutting instrument, trim the edges of sheet 2 according to the trim lines (solid black lines on the sheets). Apply a bead of adhesive on one edge of the designated area of sheet 2. Carefully line up the adhesive edge of sheet 2 with the matching edge of sheet 1 (or 3); the edge of sheet 1 (or 3) should butt up against the score you created in step 4. Apply pressure to smooth out and confirm the bond. If you're using an adhesive that requires drying time, take a break until the adhesive has fully dried. Apply a bead of adhesive on the other side of the designated area of sheet 2. Carefully line up the adhesive edge of sheet 2 with the matching edge of sheet 3 (or 1); the edge of sheet 3 (or 1) should butt up against the score you created in step 4. Apply pressure to smooth out and confirm the bond. If you're using an adhesive that requires drying time, take a break until the adhesive has fully dried. Fold the card according to the scoring marks you made earlier. Your card will undoubtedly be stiff and crackly; this is normal. Place your card under a heavy flat object (like, a stack of books) for a couple of hours to "lock it" into place. That's it. Your card should now be complete. Feedback is appreciated. I'll update the files (and this post) as needed.6 points
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6 points
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Here you go - give this a try. DV80VIEWER This is an XB program, so just OLD DSK1.DV80VIEWER and RUN The assembly is loaded to low memory, then you are prompted with a question mark. Enter a file name such as DSK1.TEXT The screen goes to 40 columns and the file is read from disk and printed on the screen. Press any key to pause the listing. Press any key to resume. When done reading the file, it pauses and you just press a key to return to XB Press Fctn 4 to end the listing, then press any key to return to XB Enter a null string to end the program. Once this has run, the assembly code loaded to low memory and you can use XB normally. If you want to view a DV80 program you can CALL LINK("VIEW","DSK1.TEXT") CALL LINK("VIEW80","DSK1.TEXT") will display the file in 80 columns if you have a way to view in 80 columns. In Classic99, under Video you can enable the 80 column hack. in XB 2.9 G.E.M., the screen will be displayed in the same colors used by the editor. CALL LOAD(9456,foreground*16+background-17) can be used to change the screen colors in any flavor of XB. 244 is white on dark blue, and 17 is black on cyan. You may need the CALL SCREEN to set the desired screen color when returning to XB. 1 !DV80 viewer for XB 10 CALL INIT :: CALL LOAD(8192,255,172):: CALL LINK("X") 20 CALL CLEAR :: CALL LOAD(9456,78) 30 CALL SCREEN(8):: INPUT A$ :: IF A$="" THEN END 40 CALL LINK("VIEW",A$):: GOTO 30 The code interferes the advanced graphics modes in XB 2.9 G.E.M. (The pauses are from me pressing a key.)6 points
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And mainly for posterity, I've put up a 1.4a nightly build at https://github.com/wavemotion-dave/DS994a This corrects two small problems reported from the field. Long filenames were not scrolling in the correct position on screen - fixed. A typo in the code for 1K (I had typed 1014 instead of 1024) caused the emulator to come up just short of the promised 512K max ROM support. This would only affect a few very large games - fixed.6 points
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Don't worry, mermaids don't have toes. I have absolutely no problem with you releasing the ROM files whenever you feel the time is right. I'm just glad our game will be available to those who want to play it, and that Andreas' work will live on. Also, a massive thank you for publishing the Atari VCS version of Splorf! You made a dream come true.6 points
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Almost ready with a nice, compact one that lets you read a file, then goes back to XB like you would expect. All that is left is a little work on the error checking and some general polishing.5 points
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but he had the DATA! you know, the focus groups! of course we never did see it. I suspect the "focus group" was atariage itself.5 points
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I think this bears repeating and deserves an “amen, brother Matt.” AtariAge of all places should have seen thru the promise of “like Chameleon and Atari VCS 2020, but with more has-beens” and laughed them off the stage from the start.5 points
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My all time favored video game ever that would be Atari's 1982 Berzerk for both the 2600 and 5200. I love playing this game both at the arcades and at home at one point I played the 2600 for over 17 hours none stop. I got both these games at NYC Woolworth store.5 points
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Hi all. I've wrote a new game just in time for the St. Patrick's Day ? You are a leprechaun and you need clovers!!! But the only way at this time of the year is to fly with a balloon. The only problem is that you are flying over the sea, but what could make you to fall? For example anything touching your balloon: Triangles, pelicans, big fishes, and foxes inflating their own balloons!!! Move with the disc. Avoid pelicans, fishes and triangles. Kick the fox's balloon in order to make it to explode! If you advance enough in the game, you'll get an extra life. Each clover is valued in 10 points, dropping a fox into sea gives 50 points. Credits: Game, graphics, and sound effects: Oscar Toledo G. (nanochess) Music: Adan Toledo G. (nyuundere) Don't count on me making these each year, but I enjoyed coding this one. Enjoy it! Edit: Mar/17/2023. I've added a polished version of The Leprechaun's Flight. I've replaced triangles with moons, added stars and hearts (extra life and clears screen), allows to play as Lucky or Darby, and added easy difficulty. leprechaun.zip leprechaun_2.zip4 points
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For that matter, I'm sure some of the other talented developers here on AtariAge would love to work with you to accomplish the games you had planned, but never got to finish.4 points
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Level Up It's a shame that this background graphic only has 4 colors A7800_ Atari 7800 (PAL) Cool [a7800p] 2023-03-18 20-05-22.mp44 points
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4 points
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4 points
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It was just his mother, sitting in an empty room with a single table and a harsh light pointed in her face, being forced to repeat "I am very proud of my son" over.....and over.....and over.....and over.4 points
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I was lucky to meet him at VCFE 2019. He had been on a health kick with a trainer and looked like a body builder. He was so energetic and enthusiastic. Check him out: https://youtu.be/ZlqxDgnYHWU4 points
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You should make a sequel (reskin) that celebrates St. Urho's Day. Celebrated in Minnesota and Wisconsin, it honors St. Urho who drove the grasshoppers out of Finland, you wear the color purple, and drink a lot on March 16th. https://en.wikipedia.org/wiki/Saint_Urho4 points
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Indeed, CALL SAY can take two different types of input. Either a word contained in the default vocabulary (written in letters), or an LPC speech string (as binary data). One third possibility is segmenting an existing LPC string in the default vocabulary acquired via CALL SPGET to speak an LPC substring. But this is complex, as speech frames are of greatly varied size, and so targeting the start of a speech frame within a pattern (i.e., other than at its beginning) is not possible without fully decoding the pattern (or just getting really lucky). Anyway, I go into a little more detail about what can be done with CALL SAY in this video here:4 points
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Geneve Abasic 4.09 is being released along with full source code. Please report issues in the Development thread at: File: ABASIC409.zip Program: Geneve 9640 Advanced BASIC (ABASIC) Version: 4.09 Released: 12 March 2023 Contact: 9640News or InsaneMultitasker, at AtariAge.com ===================================================================== Geneve 9640 Advanced BASIC (ABASIC) is a native MDOS programming environment that is upwardly compatible with TI Extended BASIC. It implements new commands, statements, and functions for graphics, file access, and device handling. Some of the features include support for V9938 graphics modes, both REAL(float) and INTEGER variable support, expanded program, stack, and assembly memory space, and more. It is HIGHLY recommended that you review the reference manual. A complete review and update was completed by @hloberg, to go along with this release. COMPATIBILITY: --------------- Although built with compatibility in mind, some programs that rely upon non-standard access to the keyboard and file IO (such as loaders with embedded assembly support) or that rely upon ROM/GROM peek/poke/load addresses may not function as expected. Timing loops may operate too quickly and certain programs that use reserved keys, such as CTRL-C (BREAK) may require slight modification (such as adding ON BREAK NEXT). PREPARATION: ------------ For those already using ABASIC, simply replace the four PROGRAM files with those from this release. USAGE: ======= ABASIC requires a minimum of << XXX K>> to load. You may specify MORE memory with runtime options, as described in the ABASIC reference manual. Earlier release notes recommend running ABASIC from a batch file. The bug that prompted this behavior has been corrected. The user may continue to use batch files or load ABASIC from the command line. If you are running a standard system (512K DRAM, 64K SRAM) and do not have enough memory to load ABASIC, check your AUTOEXEC for the RAMDISK and TIMODE statements. You may need to reduce their memory usage or, with MDOS 7.30+, utilize the TIMODE2 option to free 64K. Note: ABASIC does not require TIMODE. OPEN ISSUES LOG: ---------------- - Memory constraints within the ABASIC interpreter; <256 bytes free across the entire application. - "RETURN ELSE RETURN" may cause spurious error messages by interpreter - SUBprograms called by another SUBprogram may not be found by the interpreter. Appears to be a presecan issue; recommend not nesting subprograms where feasible. Referencing them at the start of the program (as one does to turn off prescan) may be a temporary fix. - ON ERROR within subprograms requires a RETURN to a line within the subprogram, prior to SUBEXIT/SUBEND. - Coding errors such as using NEXT/FOR with IF/THEN may generate unrelated line number errors during program initialization. - The string and/or number stack and garbage collection exhibit periodic lockup or crash. Reproducing the error is difficult. More extensive debugging is required. - OLD FOLDER\FILE does not work; requires drive letter "H:FOLDER\FILE" this may be the best compromise for the parser. - ABASIC program crashes (due to errors) may not close files properly. File errors occur until exit ABASIC. NEW does not reset the file. - FILL may not set the color code correctly; possibly one value different - "100 GOSUB 100" causes the interpreter to lock. (calling itself) ENHANCEMENT LOG: --------------- V4.09 11 March 2023 - Corrected long-standing CALL DISTANCE and CALL COINC bug. ABASIC was referencing the wrong sprite number. Corrections to 165.SPRITES - Corrected issue with crunch buffer. Statements with a line number argument e.g. GOSUB, GOTO, USING, RESTORE were corrupted by an extended token if the number was a multiple of 173 or 227. - SAVE/OLD file using above multiples is fixed. - "Fixed" DRAW30 logical operator for LINE 2/5. - Fixed RECTANGLE line offsets and logical operator for LINE 2/5 - SAVE and MERGE now allow numeric filenames without a STRING-NUMBER mismatch error. V4.08 1 February 2022 - Updated reference manual, very nice work by @hloberg! - Corrected RUN command to execute from within a program, without requiring the optional line number - Corrected RUN command, able to load programs from the current working directory e.g., RUN "FILE" and with MDOS device identification e.g., RUN "H:\GAMES\LOADER" in immediate and program modes. - CTRL-C now works when a program is loaded and auto-started - CTRL-C artifact is no longer printed when key is pressed - RANDOMIZE now generates different sequences at startup, when no seed is specified. System clock is used to set RAND16. A big thank you to Lee Stewart for reviewing the ABASIC random code! - Noted issues and potential gotchas based on testing AB409.zip4 points
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Here it is in a useful format for MAME. All subdirectories were stored as archive files. abasic409_src.dsk abasic409.dsk4 points
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3 points
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@NeoPancho @NeonPeon @SlidellMan @ColecoGamer @CGQuarterly @retrorussell @Punisher5.0 @OldSchoolRetroGamer @Serguei2 @Reaperman @GoldLeader @GoldenWheels @Mikebloke @128Kgames @eightbit @Mx5dob @aaronclassicgamer @ohfivepro @masschamber @joeatari1 @aduffy1976 @wolfy62 @Darrin9999 @enoofu @ev64bug @INTVCruise @Stage_1_Boss @Steril707 @Hwlngmad @Steven Pendleton @Rick Dangerous @neogeo1982 @Doomy Doomer @Zap! @SpicedUp! @Tanooki @roots.genoa A real blast from the past. In 1991, GamePro TV introduced the Neo-Geo AES for the first time on their syndicated weekly television show. GamePro TV debuted in 1991 for which it was a low budget division of GamePro Magazine. It ended production in 1992. The show starred J.D. Roth and co-hosted by Brennan Howard in which they shared tips, upcoming titles, Q&A, and more. GamePro TV was to be the rival to Video Power which debuted a year before in 1990. I personally still have a few VHS tapes in the collection from them. Good show for it's time. The Green System version was $399, while the Gold System version was $599. Enjoy this fun video. Brennan Howard was the gentleman that debuted the Neo-Geo AES on the program. I miss these days growing up. BONUS: Here's a classic advertisement of the show featured in GamePro Magazine for viewers to check their local television listings to see the pair in action during their time on the sir. Anthony...3 points
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it just occurred to me that in the real universe, a rock with a gem/agate inside is called a GEODE. This word just happens to a mixed up DOGE (plus an E). So we'll call the doge-embedded-in-rock GEODE, and know we're really talking about a mangled "e-DOGE". How good is that.3 points
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3 points
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First up, this will completely drain all your bandwidth and you'll be lucky to get anything else working doing it like this. You would be better off making one long image that wraps correctly, and using GWDIDTH to truncate the image to 352 pixels wide - that way the OP isn't strugging to draw 2048x224 (regardless of what the screensize is). Now, what I suspect is actually happening here (for an explanation) your sprite is 1024 wide. the second one is 1024 wide. when its flipped it will have an xpos of 2048 (raptor adds the width to X when mirrored) if you add *anything* to that, it'll wrap the range the x-pos can be with whatever the 'overflow' bits are. What you are doing is not a crazy idea, and it would indeed work with an image not so wide, but for the reasons stated at the top I *do not recommend this* and would look at GWIDTH. Set GWID to the screen width Set DWID to the image width move the x-pos from 0 to -16 when its at -16, reset it back to 0 and add (for 16bpp) 32 bytes to the GFX Base address repeat until the wrap point, then reset the base address to the top of the bitmap.3 points
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In this version I've added the up and down walking animations. I've also added graduated colour/shading to the helmet and although there's the occasional glitch at the bottom, it looks pretty good to my eye. The colour of the helmet will randomise at reset so we can have a look at different options. Just debugging but who knows maybe different helmet colour during games. Overall, looking much better. As to digging down - well technically it's already there for dirt -- hold button and press down. Uses the original animation of course. If you're talking about mining boulders below you - well an animation to do that would be difficult and in any case I don't think it's really necessary -- actually having to go down and to the side of rocks you want to mine ads to gameplay, I think. I'm also thinking of introducing just plain rocks - and rocks with doge - and so you have bot on screen. To build the entangled dogeblocks you'd need to destroy the plain rocks, and combine the doge rocks. WenHop_20230318@16_04_34.bin3 points
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Yes, the BBS50.COM code is atrocious, jump to branches, all sorts of nonsense. I have my marked up disassembly that produces an exact duplicate of the BBS50 exe. Now I just need to do the same to the main modules, and confirm they don't have any internal dependency on the bbs50 code, and then a vanilla express can be released.3 points
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Just thought I'd present an alternative...There's no reason that AtariAge can't serve as the vehicle for providing build and use instructions, as well as host the design and gerber files for a project (I do it all the time). And as I mentioned earlier once you have a zipped file folder full of gerbers, it's really not any harder to order from JLCPCB.3 points
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Yeah the promises mean nothing. Their action/inaction does. That's what was grating about Tommy on AA. Dude couldn't actually show anything. He was all talk and how others are bad. But he couldn't show anything.3 points
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Once you read about the existing words, there's some more things you can do. To make it speak without such as big a delay between words, do this for example : CALL SAY("I+AM+A+GOOD+COMPUTER") Or if you're making a game with speech, and it's game over, you could do this , note the hash symbol, CALL SAY("#TRY AGAIN")3 points
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Ah,I just posted a video about this but I guess I got beat to the punch (took too long to edit video). No worries. But yes, all Stern, no Exidy. It was produced but it apparently bombed so hard it's the game that took Stern Electronics down. I doubt many units were produced but the production costs on LD games was so high at the time that it did them (and several others) in.3 points
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Nice article on the earliest days of Plato. https://arstechnica.com/gadgets/2023/03/plato-how-an-educational-computer-system-from-the-60s-shaped-the-future/3 points
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Thanks to @timdu for reminding of uploading an updated version of The Leprechaun's Flight that I published on the Intellivision Homebrew Group on Facebook. You now can select two different characters to play, and also there is an easy difficulty mode, because I noticed several people (including me) had trouble advancing in the game. You can find this new ROM in the first post.3 points
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This list contains 29 games and the press release said that Atari had bought the rights to 12 games including Berzerk and Frenzy. If we take out the 10 Konami games we are left with 19. Take out the one Sega game, the one Jaleco game, and the two Valadon Automation games, we are left with 15. There is also a Laserdisc game that used footage from another company that Stern probably did not have the full rights to, that makes 14. There are two games that Stern developed, but were released by Tago Electronics. One would think that Stern would have the rights to those two, but who knows how the original contracts were done. If we take out those two, we end up with 12. Another possibility could be the other Laserdisc game and the game that is credited to two individuals instead of to Stern. So we have two for sure. 1. Berzerk 2. Frenzy Eight that did not get knocked off the list by any obvious means. 3. Moon War 4. Armored Car 5. Tazz-Mania 6. Rescue 7. Mazer Blazer 8. Lost Tomb 9. Minefield 10. Great Guns I wonder if these are for sure 10 of the 12. I have never heard of any of these except for Berzerk and Frenzy. By my method, the last two, assuming the list is correct and comprehensive, would be 11. Dark Planet 12. Goal to Go or 11. Calipso 12. Anteater3 points
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Thanks guys, I appreciate it, I think I've been completely satisfied with my conversions maybe 10 times out of all that I've done...I don't even recall. 100-300? Being a perfectionist I'm always afraid I'm not up to par with @drpeter or @amarok and others and half the time my next conversion I'm trying to make up for sub-par conversions the previous time. Walk This Way. 59 colors. GS_WalkThisWay.xex3 points
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3 points
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2 points
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The Atari version of Berzerk is such a distilled, pure experience. It’s always been one of my favorite zone-out old games. I hope it and some gentle, faithful remasters appear on mainstream platforms soon.2 points
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If any of the words you give to CALL SAY() are not present in the speech synthesizer’s vocabulary, it will spell them (as you discovered), not say them. Appendix L of the XB manual has a list as does the Editor/Assembler manual. ...lee2 points
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2 points
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That's great! You're lucky that it returned to the TIBUG prompt! I would have been pulling my hair out if it did nothing.2 points
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Are we really 10+ posts in on a Republic-related topic and nobody has mentioned the Amico? https://republic.com/intellivision-amico Only 3x returns for Atari? What are they, amateurs? Call me again when it's 10x, minimum.2 points
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2 points
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I stand corrected on the Evercade games. Still, it's a platform that's clearly not just limited to emulation. I suspect they're doing what they are mainly because the demand is greater for classic titles, plus they're a heck of a lot cheaper to acquire than getting brand new games made. As for the Pocket, I'd think the main points are that it's clearly working at a very different level to a typical emulation handheld - down to its ability to insert and use original cartridges and link cables - and it's also been developed into a device that's a lot more than just the power users GBA that it was when it first came out. Oh, and the screen on it is gorgeous; the best I've seen on any handheld yet. The overall experience feels very different to using devices from Retroid or Anbernic, so it shouldn't be lumped in with them. The problem with looking at the Amico as promised was that Tommy would just promise everything! In terms of what was developed we'd be looking at an overpriced and underbaked device with only a scant handful of games if it had ever come out, because that's all they could afford to make. Then there's what was actually delivered, and that's basically nothing. At least, unless you're into boxes with cards and coins.2 points
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2 points
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Comparing the Amico to the Dreamcast is frankly ludicrous. The latter was the most powerful games console in the world when it launched, by some margin. The former would have been less powerful than some of the sub-$100 devices I mentioned. The Dreamcast also boasted a huge library of near-perfect ports of current arcade games, big budget exclusives and highly successful cross platform franchises. Where are the Amico's Jet Set Radio, Space Channel 5, Crazy Taxi, Phantasy Star Online and Soulcalibur, for instance? Even with the benefit of twenty-five years having passed since its launch, I don't see anything on the Amico that's in the least bit comparable to those classics. I've nothing against low-budget remakes and casual games in principle, but you really shouldn't be mistaking a console with only that for one that had genuine mass market appeal. Most of the Amico's library is not exclusive. Rather, it's already known that many are ports of games that were previously available on mobile, PC and web browsers. Even if it hadn't crashed and burned, I'd think that it'd have been unlikely that anything good would have remained exclusive to it for long because its install base would be tiny and they'd have to do that for games to reach their full sales potential. That's just how it goes; all those Dreamcast games I mentioned before got ported too, for what it's worth. The Analogue Pocket is emphatically not an emulation machine. Rather, it uses FPGAs that can recreate the hardware of practically any handheld up to the early 2000s at the logic level, as well as many home consoles, computers and even arcade games. Seriously, just try one. There's no experience quite like it. The Evercade isn't strictly an emulation machine either, as it already has two native games in its library in Alwa's Awakening and Cathedral. I believe these are exclusive to it, and there will be more to come. It's also got cartridge media and you can actually play classic Intellivision games on it, unlike the Amico. Retroid and Anbernic's devices typically run native Android (like the Amico), Linux or sometimes even Windows games. I have about thirty modern games, including Missile Command Recharged and Vampire Survivors for instance, on my Retroid, which I believe is more than the entire prospective Amico library. It's also great for streaming, and you can even plug it into a TV for a home console experience with local multiplayer. Calling it a mere emulation handheld is selling it very short as it's a far more versatile device than that.2 points
