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  1. Here is a port of Enduro from the 2600. Thanks to glurk for the disassembly based on Omegamatrix's. Also to phaeron for the sound routine. Included are .xex, .car and a 5200 version. NTSC and PAL supported. -Vin the 2600 Man. enduro.zip
    27 points
  2. 4-14-2023 Update I truly considered this done, but I guess I had never posted that specifically. I realized this when there was confusion in the nominees for the homebrew awards. I didn't plan on doing any more work on this game, but here we are! Aspect Ratios In October of 2022, @Defender_2600 contacted about possibly fixing the aspect ratio. This would be achieved by adding an extra row to the bottom and reducing the horizontal columns by one. The game was already pushed to where adding an extra row caused slowdown on later levels. Additionally, the game cut off the top or bottom of the screen, depending on which NTSC set it was being viewed on. It didn't seem worth it at that time, as gameplay and display would suffer. A couple months ago, @playsoft was helping me with tackling some slowdown on a different game. I applied the same plotting technique to PentaGo, and it completely freed up a bunch of CPU cycles. I decided to revisit the extra row concept. (Removing the column would be too invasive, as it would change ALL of my coordinates and make a mess.) I wasn't going to go forward with this idea, because adding the extra row would still introduce possible bugs. However, I found myself playing the "Tall" version more and more. While I have kept both versions up to date with each other, I am feeling more drawn to the extra row version. I've played it enough that I am pretty confident in its stability. In order to make the extra row version work well, there are vertical screen adjustments. While the game is paused (except for the AtariToday Intro screen), moving the joystick up or down adjusts the screen position. If a high score device is present, these settings are saved at the next reset, level clear, or settings change. This will eliminate the need to adjust every game. (Notice how the right screenshot has less space above the score!) I originally based the game off of TIA sound, which was "enhanced" by POKEY harmonies. I did this, because I was concerned about the lack of availability for POKEY chips. I figured the game could sell with TIA sound, and it could also have better sound when played with POKEY. Now that HOKEY is a thing, that isn't necessary. @Pat Brady spent a lot of time on making TIA music with harmonies, eliminating the need for the POKEY harmonies. The settings menu still has an option for TIA or POKEY sound. If TIA is selected, all of the music and sound effects are TIA generated. When POKEY is selected, all tunes are now POKEY/HOKEY generated.(Only the background tunes and intermissions were POKEY driven prior to this release.) Since there are two sound engines, this actually introduced a LOT of bugs. A few of cues were taken from the TIA-hybrid engine, and I am now using the full POKEY engine in POKEY mode. I believe I have all of the bugs squashed, and it seems to be playing as I'd expect. Here's the latest DEMO to try out. I will include the SHORT and TALL versions. The Short may look better on some handheld emulators. I am not concerned with supporting BUP System at this time. A7800 is more accurate. Short:PentaGo_DEMO_4-14-2023.a78 Tall: PentaGoTall_DEMO_4-14-2023.a78
    13 points
  3. I got a new extension board for the PBI. The extension board is called "ShamaXL" and is produced by Aleksey Semenov. The ShamaXL has 512Kb Ram, two Pokeys and stereo Covox. The board is realized with an Altera MAX II CPLD. With a 600XL you get 512Kb (64KB base memory + 448KB Rambo), with an 800XL 576KB. In both cases you can also select 320KB according to the Compyshop standard. I've tested it with various demos and was able to run Numen, Boogie Nights and Alley Dog in stereo on a stock 600XL (16KB). The only limitation is that the keyboard click can only be heard through the internal pokey.
    11 points
  4. The second game port from Atari VCS 2600 is Beat'Em & Eat'Em (AKA Philly Flasher) from Mystique/PlayAround. It was released in 1982 in a 4K cart. There is also a variant, called Philly Flasher. The game uses paddles. This is an "adult" game. After 40 years from the initial release, now the graphics/animations look anything but "erotic". The pixel art now inspire a grotesque sense of humor... 🙂 Furthermore, the games in this category are not well-known for their gameplay. I've tried to create a version that looks and feels like a real conversion of the game done in 80s and modified the gameplay to be more enjoyable. Practically, the original game was a clone of the Kaboom concept and that was/is a nice game to play... You can dowload and play it right now (please read first the Read_Me_First!.txt file in the archive). Note that there is also included a "experimental" version with sprites rotation routine that works better on CRT monitor. Also for this game, there will be a physical SSS carts: we are working with Greg at @arcadeshopper to provide a "Collector's Edition", with cart labels, manual and will have, in addition to Beat'Em & Eat'Em, also the Philly Flasher variant. Greg should be able to accept the preorders in short. Have a lot of fun! Finally, many thanks to Joe ( @Retrospect) for his "adults" games on the TI, that were surely an inspiration for this conversion... 🤣 Beat'Em&eat'Em.mp4 1363939070_PhillyFlasher.mp4 Beat'Em&Eat'Em (AKA Philly Flasher) (2023)(by TMOP).zip
    11 points
  5. XEGS Base Unit Upgrade Having acquired a working XEGS base Unit, with no accessories, I decide to do a simple 'PIMP MY ATARI 8-BIT', well sort of.... The unit itself worked when I got it, but the case had two PCB standoffs broken away, so I designed and 3D printed two Pillars and glued them in place. Main Board Mods Increased Memory. Installed TFHH's 512 KB SRAM Memory Expansion V4.5, very easy to install, only had to remove middle pillar from the lid, this meant also using a nut and bolt to hold down the main board to the Case. As part of the 512K installation you have to lift some IC Legs and solder onto the bent up legs, I am not a fan of doing this, so my solution is a small winged PCB soldered onto machined IC Sockets, then you can Tag on to your desired pin or, file away the pins if it’s not required to be connected to the main board. These wings can be great for keeping installations tidy and reversable if needed, or even to create test points. Upgraded the Audio to Stereo Output and incorporate PS2 Keyboard connection. I had a spare POKEY chip, so I used Myteks TK-II-STEREO Fully Integrated PS/2 Keyboard and Stereo Sound Board. However, I also wanted to upgrade the video output at the same time, so I fitted Myteks UGV, this meant I had to design a new PCB to incorporate the video and stereo output and include the Keyboard PS2 connection on the same PCB. This is where I came up with a PCB that can be used on both the XL and XE Systems when the RF modulator is removed. All you have to do is solder the headers, Video and keyboard connectors, to the side of the PCB that its intended for, The silk screen tells you which pins to use. The 8 Pin Mini Din video standard I used is XRGB Mini. At the time of designing, I could of used one of the other video mini din connection types, but not knowing if the board was going to work or not and already having a premade XRGB Scart Lead and some 8 pin mini din PCB Connectors, I went with the XRGB design. Having the optional PS2 Keyboard connector and with it being a one board design, it can be use on any of the XL or XE systems with some drilling required for the Keyboard Connector. One problem I did encounter with the UGV in the XEGS, is that with the 512K expansion, it had to be stacked up higher using sockets to ensure it did not foul the 512K PCB, lucky the XEGS Case allows this... Switching From Stereo to Mono. When installing the TK-II Stereo PCB, a thought was how do I Switch it from Mono to Stereo or vice versa? I did not want to install a Toggle switch, so I used a pre-existing Switchless Mod Circuit and changed it to work on the Atari’s. I built a prototype to prove the concept, it worked as expected, so designed a PCB for it. What should I call it?? well, its switches and I just been watching the Witcher on Netflix so its called.... 'The Switcher' Its basically wired into the reset switch circuit, and replacing the Power LED with a Bicolour LED, it can change colour to indicate its current state. In this case Blue = Stereo, Green = Mono To operate, all you do is hold down reset and wait for the LED to start blinking, when it changes to the state you wish to use, you simply let go and it saves this state. In turn this is switching the TK-II Stereo on or off. Technically, it can be used on any of the other switches if required and switch anything else on or off. The keyboard I found on Facebook market place for £10 including delivery. The joystick was a PC Compatible Competition Pro with the 15 way connection, So I stripped it out and rewired it with a 9 Way. One big thing I learnt from this is that when you undertake these upgrades is to:- 'Always read the manual' Both TFHH and Myteks Instructions are spot on.
    10 points
  6. This is my port of the ZX Spectrum game 'Through the Trap Door' to the TI-99/4A using partially automated Z80 to TMS9900 conversion. Unfortunately it wasn't possible to obtain the same frame rate as on the Spectrum, so shortly into the video I switch the emulator to 2x speed. I'm not sure I actually enjoy the game - it's very hard and sometimes frustrating - but here we go: The source code is quite advanced with its own byte code graphics language similar to GPL, and it's using a double buffer system in CPU RAM. In each frame: It clears the active screen buffer in CPU RAM. It drawn all the elements in the scene to the active screen buffer (also walls and floors) in two layers using the GPL-like language mentioned above. It iterates through the active screen buffer and compares with the passive screen buffer, sending only changed characters to the VDP memory. That sounded like a good scheme for the 9918A because the CPU to VDP transfer would be minimized, but in the game the screen buffer is 3*768 bytes long and actually both point 2 and 3 take about 500,000 clock cycles, which results in about 3 frame per second. To really bring the game up to playable speed, I would have to cut that down to half. After the automatic conversion of the original Z80 code to TMS9900 code, I had to fill up all memory on the TI, also the >4000 and the >6000 regions, to be able to run the code under emulation. That's a problem with automatic conversion: everything grows bigger, it's only by lengthy peep optimization that the code shrinks again. But, as one of the last step, I split the code into game levels and added ROM banks for each level and ended up with a little bit of RAM free. Source code: https://github.com/Rasmus-M/trapdoor trapdoor8.bin
    7 points
  7. A little update on A.R.T.I. I've pretty much finished tweaking the Egypt tiles...well maybe... I don't think tiles are ever finished, they are abandoned and I'll probably still end up tweaking them some more before I'm done. This tileset has had a lot of changes in both content and palette and conceptually ended up being much harder than I expected. Anyway, here's a peek at what's coming in the next demo, which isn't too far away.
    7 points
  8. The conversion takes place on a PC, and to be honest there is a lot of work to do afterwards. In particular, everything to do with graphics, sound and input hardware have to be rewritten. Still, it would take a lot longer to develop a game like Through the Trap Door from scratch. Commented source code, or more likely a commented disassembly, is a requirement, and on the Spectrum there are many examples using SkoolKit. I'm not aware of anything similar for the MSX1 or Colecovision. PSSST, The Hobbit, and Lords of Midnight all have disassemblies for the Spectrum, but I'm picking another game for my next project. Something that should run fast enough, and a genre I think the TI community would enjoy. There is even a chance of improved graphics, music and speech.
    6 points
  9. You're upset about what Tommy did to your Cornhole? Uhhhh
    6 points
  10. Hi! I was wondering if you have a few mins to spare and to talk about Atari and all of it glorious wonder!? No? Then the hell with you.
    6 points
  11. Doing a coding live stream this afternoon. Just some menu stuff for Crescent Memories. Join me for the most exciting live stream you will see all weekend 😉
    6 points
  12. Hello everyone, I have the pleasure to share with you my new game: Scooternia I initially released a completely unfinished version at #Lynxjam2022, but I managed to find the time to complete it these last couple of weeks, all along while changing diapers and feeding a screaming baby This is a very simple super scaler game (no curves) that shows around 32 colors on screen (with a few glitches here and there) and where your goal is to avoid cars and crazy grandma as long as possible. The game is available for free on my itch: https://krakendev.itch.io/scooternia and also on the #LynxJam2022 physical cartridge release!
    5 points
  13. Would it be possible to implement (at some point...) an autosave feature that would upload every pdf printout to a designated tnfs server/location...? That would be very handy as it wouldn't require manual "download" for every print job... Suggested naming convention: <hostname>_<printer_name>_<timestamp>.pdf
    4 points
  14. I’ve been working on my own MusicXml parser (https://github.com/bkrug/envelope-demo#readme). As stated in the Readme the parser supports: Storing a separate stream of data for each tone generator Repeats and volta brackets compressing rests to save space storing notes as 7-bit values instead of 10-bit values An accompanying cartridge program plays the output, and also demonstrates adding envelopes to music auto-detection of a 60hz vs 50hz environment playing music at different tempos as specified in a song header I'm not the first person to create a MusicXml parser for TI-99 development, but I think existing parsers are geared towards sound lists. The reason I prefer to have a separate stream of data for each generator, is because that way I can support, for example, a half note played simultaneously with two consecutive quarter notes. My parser is shared as source code, because while another developer could use the compiled parser as is, it's also likely that one would want to add features I didn’t add. For example, the parser doesn't currently support dynamics. The existing repo has high test coverage, so you should be able to add functionality without breaking something you didn’t mean to. MusicEffects.rpk musiceffectsC.bin MusicXmlParser.exe
    4 points
  15. If $100 is so valueless to these people (of course it's always $100 of someone ELSE'S money) that they can shrug away losing that much, I'm more than happy to send them my PayPal address. I mean, if you send it to me and don't get it back, who cares, right? It's "only" $100 after all.
    4 points
  16. I just stumbled upon this program in my disk image collection, a TI BASIC program that shows a surprisingly good music demo with all generators. The comments state that copying is explicitly allowed. It's not from me, I don't know the authors either, obviously someone from a German-speaking country. 1 REM MIC-SOFT 2 REM 3 REM PRESENTS : PANIC 4 REM 5 REM DIESES PROGRAMM DARF KOPIERT WERDEN!!! 100 CALL CLEAR 110 CALL SCREEN(1) 120 FOR R=1 TO 16 130 CALL COLOR(R,16,1) 140 NEXT R 150 PRINT " MIC-SOFT": : :" PRESENTS": : : :" MUSIC-DEMO P A N I C": : : : : : 160 REM 1. STROPHE 170 FOR R=1 TO 4 180 GOSUB 1800 190 NEXT R 200 FOR R=1 TO 2 210 GOSUB 710 220 GOSUB 710 230 GOSUB 830 240 GOSUB 830 250 GOSUB 710 260 GOSUB 710 270 GOSUB 950 280 GOSUB 950 290 NEXT R 300 FOR R=1 TO 2 310 GOSUB 710 320 GOSUB 830 330 GOSUB 710 340 GOSUB 950 350 NEXT R 360 FOR R=5 TO 20 370 CALL SOUND(-90,880,20,659,28,R*150,30,-8,20-R) 380 NEXT R 390 IF F=1 THEN 1770 400 FOR R=1 TO 4 410 GOSUB 1680 420 NEXT R 430 FOR Y=1 TO 3 440 FOR R=1 TO 4 450 GOSUB 1070 460 GOSUB 1070 470 GOSUB 1130 480 GOSUB 1130 490 GOSUB 1070 500 GOSUB 1070 510 GOSUB 1190 520 GOSUB 1190 530 NEXT R 540 FOR R=1 TO 4 550 GOSUB 1430 560 GOSUB 1430 570 GOSUB 1490 580 GOSUB 1490 590 GOSUB 1430 600 GOSUB 1430 610 GOSUB 1610 620 GOSUB 1550 630 NEXT R 640 NEXT Y 650 FOR R=1 TO 8 660 GOSUB 1680 670 NEXT R 680 F=1 690 GOTO 200 700 REM PART 1 A 710 CALL SOUND(-90,523,9,698,20,-7,15) 720 CALL SOUND(-90,523,12,698,28,-7,26) 730 CALL SOUND(-90,523,9,110,30,110,30) 740 CALL SOUND(-90,523,12,110,30,110,30) 750 CALL SOUND(-90,698,9,523,20,110,30) 760 CALL SOUND(-90,698,12,523,28,110,30) 770 CALL SOUND(-90,523,9,698,20,-5,17) 780 CALL SOUND(-90,523,12,698,28,111,30) 790 CALL SOUND(-90,698,9,523,20,111,30) 800 CALL SOUND(-90,698,12,523,28,110,30) 810 RETURN 820 REM PART 1 B 830 CALL SOUND(-90,587,9,784,20,-7,15) 840 CALL SOUND(-90,587,12,784,26,-7,26) 850 CALL SOUND(-90,587,9,110,30,110,30) 860 CALL SOUND(-90,587,12,110,30,110,30) 870 CALL SOUND(-90,784,9,587,20,110,30) 880 CALL SOUND(-90,784,12,587,26,110,30) 890 CALL SOUND(-90,587,9,784,20,-5,17) 900 CALL SOUND(-90,587,12,784,26,110,30) 910 CALL SOUND(-90,784,9,587,20,110,30) 920 CALL SOUND(-90,784,12,587,26,110,30) 930 RETURN 940 REM PART 1 C 950 CALL SOUND(-90,659,9,110,30,-7,20) 960 CALL SOUND(-90,659,12,110,30,-7,26) 970 CALL SOUND(-90,659,9,880,20,110,30) 980 CALL SOUND(-90,659,12,880,26,110,30) 990 CALL SOUND(-90,880,9,659,20,110,30) 1000 CALL SOUND(-90,880,12,659,26,110,30) 1010 CALL SOUND(-90,659,9,880,20,-5,17) 1020 CALL SOUND(-90,659,12,880,26,-5,27) 1030 CALL SOUND(-90,880,9,659,20,110,30) 1040 CALL SOUND(-90,880,12,659,26,110,30) 1050 RETURN 1060 REM PART 2 A 1070 CALL SOUND(-90,131,9,349,12,-7,20) 1080 CALL SOUND(-90,131,12,349,9,110,30) 1090 CALL SOUND(-90,175,9,262,12,110,30) 1100 CALL SOUND(-90,175,12,262,9,110,30) 1110 RETURN 1120 REM PART 2 B 1130 CALL SOUND(-90,147,9,392,14,110,30) 1140 CALL SOUND(-90,147,12,392,9,110,30) 1150 CALL SOUND(-90,196,9,294,14,110,30) 1160 CALL SOUND(-90,196,12,294,9,110,30) 1170 RETURN 1180 REM PART 2 C 1190 CALL SOUND(-90,165,9,440,14,110,30) 1200 CALL SOUND(-90,165,12,440,9,110,30) 1210 CALL SOUND(-90,220,9,330,14,110,30) 1220 CALL SOUND(-90,220,12,330,9,110,30) 1230 RETURN 1240 GOTO 450 1250 REM PART 2 BASS A 1260 CALL SOUND(-90,131,9,110,30,-5,25) 1270 CALL SOUND(-90,131,12,110,30,110,30) 1280 CALL SOUND(-90,175,9,110,30,110,30) 1290 CALL SOUND(-90,175,12,110,30,110,30) 1300 RETURN 1310 REM PART 2 BASS 2 1320 CALL SOUND(-90,147,9,110,30,110,30) 1330 CALL SOUND(-90,147,12,110,30,110,30) 1340 CALL SOUND(-90,196,9,110,30,110,30) 1350 CALL SOUND(-90,196,12,110,30,110,30) 1360 RETURN 1370 REM PART 2 BASS 3 1380 CALL SOUND(-90,165,9,110,30,110,30) 1390 CALL SOUND(-90,165,12,110,30,110,30) 1400 CALL SOUND(-90,220,9,110,30,110,30) 1410 CALL SOUND(-90,220,9,110,30,110,30) 1420 RETURN 1430 REM REFRAIN ANSCHLUSS 1 1440 CALL SOUND(-90,131,9,349,16,-7,20) 1450 CALL SOUND(-90,131,12,349,14,110,30) 1460 CALL SOUND(-90,175,9,349,13,110,30) 1470 CALL SOUND(-90,175,12,349,12,110,30) 1480 RETURN 1490 REM REFRAIN ANSCHLUSS 2 1500 CALL SOUND(-90,147,9,392,15,110,30) 1510 CALL SOUND(-90,147,12,392,14,110,30) 1520 CALL SOUND(-90,196,9,392,13,110,30) 1530 CALL SOUND(-90,196,12,392,12,110,30) 1540 RETURN 1550 REM PART 2 C REFRAIN 1 1560 CALL SOUND(-90,165,9,523,14,-5,17) 1570 CALL SOUND(-90,165,12,523,17,-5,20) 1580 CALL SOUND(-90,220,9,440,14,-6,17) 1590 CALL SOUND(-90,220,12,392,14,-7,17) 1600 RETURN 1610 REM REFRAIN 1 C 1620 CALL SOUND(-90,165,9,440,15,110,30) 1630 CALL SOUND(-90,165,12,440,14,110,30) 1640 CALL SOUND(-90,220,9,440,13,110,30) 1650 CALL SOUND(-90,220,12,440,12,110,30) 1660 RETURN 1670 REM BASS SOLO 1680 GOSUB 1260 1690 GOSUB 1260 1700 GOSUB 1320 1710 GOSUB 1320 1720 GOSUB 1260 1730 GOSUB 1260 1740 GOSUB 1380 1750 GOSUB 1380 1760 RETURN 1770 CALL SOUND(-90,110,30,110,30,110,30,-7,30) 1780 GOTO 1770 1790 REM DRUM SOLO 1800 CALL SOUND(-90,110,30,110,30,-7,15) 1810 CALL SOUND(-90,110,30,110,30,-7,26) 1820 CALL SOUND(-90,110,30,110,30,110,30) 1830 CALL SOUND(-90,110,30,110,30,110,30) 1840 CALL SOUND(-90,110,30,110,30,110,30) 1850 CALL SOUND(-90,110,30,110,30,110,30) 1860 CALL SOUND(-90,110,30,110,30,-5,17) 1870 CALL SOUND(-90,110,30,110,30,110,30) 1880 CALL SOUND(-90,110,30,110,30,110,30) 1890 CALL SOUND(-90,110,30,110,30,110,30) 1900 RETURN musicdemo.dsk
    4 points
  17. Nice game! Gameplay:
    4 points
  18. I used to be in the photography game ...'till DIGITAL wiped-me-out! 📸
    4 points
  19. I was going to have my teeth engraved with gold of my initials. But I got the last letter wrong because of the cost of gold.
    4 points
  20. Do you remember that awesome Shark! Shark! Bullying thread? Man, good times. Wish I could read those again.
    4 points
  21. Took me almost a year, but I finally did it , time to beat ace now!
    3 points
  22. It's amazing the lack of accountability and responsibility for individuals or groups actions in this day and age. They should be referred to with another name such as Anti-Intellivision. Mr. TT should be using Reese's slogan claiming he came up with that as well, "Not Sorry" because they truly aren't.
    3 points
  23. 3 points
  24. Ever since playing Star Raiders via Atari Greatest Hits Volume 2 on DS about 11 years ago I've been looking for a boxed copy, and finally got one CIB!
    3 points
  25. Update 3.6 - April 14th 2023 - The JSON file handling will now unpack arrays into individual records to read. - Add experimental wildcarding in file names.... So, the array handling: if your query yields: [ 1, 2, 3 ] tipi will return 3 lines: 1 2 3 if your query yields: [ "hello" ] tipi will return 1 line: hello if your query yields a simple primitive value: "hello" tipi will return 1 line: hello --------------- The file path wildcarding... A while back @OLD CS1 suggested it would be handy to have conveniences in referencing files, like that C64 load "*",8,1 where "*" is a glob pattern for the commodore disk drive to process... So in that spirit, I added wildcarding to processing TI to linux file path translation inside TIPI. However, to not conflict with the wildcarding that I already support in ForceCommand at the OS level ( the my TI-99/4A OS ), I chose to use the Amiga filesystem wildcard symbol of #? If the wildcarding matches more than one item, they are sorted, and TIPI acts as though you selected the first item. So, if you go into Tunnels of Doom, and want to load pennies and prizes, you can use a file name like: TIPI.TOD.P#? Or if you want to reload that tidbit program named GAME/TB in your DEV directory, you can OLD TIPI.DEV.#?/TB It also works for directory names. Keep in mind, the TI does not know the full name of the matched file. So, if you use this when CD'ing into a directory in Force Command, it will think the current directory is the one with the #? expression. Which is fine as long as you don't undermine yourself. ( retro computing, no handrails ) This is pretty wild-west right now. I am contemplating adding more intelligence, so that it will only consider appropriate files for the type being operated on, such as limiting to directory for path parts, or PROGRAM images ( or TIPI convertible files ) for LOAD operations. ------ Docs are for Sundays...
    3 points
  26. The last LinkedIn tally was that all hardware people are gone. There will be zero revisions. If anyone thinks there is a possible future hardware revision, I have an Amico to sell them. EOL is a real thing and they are most likely SOL.
    3 points
  27. @x=usr(1536) OK! The new custom music has really improved game-play inspiration, considerably... 📌+⚾ 🖕
    3 points
  28. I just imagined some giant, Devastator-like structure shaped like a... veiny vibrating marital aid.
    3 points
  29. The more I see of this game, the more it reminds me of Droid on the Atari ST, or at least appears to be a spiritual successor to it. Which, coming from me, is one hell of a compliment.
    3 points
  30. Stick around, then... we have yet to reach our final form.
    3 points
  31. According to the devs, the original game ran about 10 FPS, and the new one runs at least 12 FPS. To be conservative, we're calling it a 10-15% improvement. They also mentioned there was slowdown in some of the large open areas which should now be mitigated, so the frame rate should remain consistent throughout the game.
    3 points
  32. 3 points
  33. I suspect the winner of the Wafertape got a possible bargain, as quite a few of those tapes look to have programs on them. If we are lucky it will have gone to someone in the community who can try and read them for preservation (and no, I didn't win the Wafertape).
    3 points
  34. Here's the unit in a more complete form. This will be the design in the released STL files. OVERTURE 1.79 mm PLA Professional Dark Grey The color and 3D printing process really gives it that somewhat aged look, like something out of the Star Wars universe. EDIT: The lighting was very bright when I took this photo, so it makes it look to be a slightly lighter version of the color gray than reality.
    3 points
  35. AXP 20111 - Starware (1981)(APX)(US)[BASIC][disk] Boot with BASIC. AXP 20111 - Starware (1981)(APX)(US)[BASIC][disk].zip Starware Manual.pdf
    3 points
  36. Okay. Go back and read your posts. You came in criticizing us for being negative, implied that we were somehow to blame for not supporting “positivity” and then (in my opinion) mocked people who were feeling lied to. Some people on here had their money stolen, and you lectured us in how we should embrace “positivity”. Then you said the Dreamcast failed because consumers like us didn’t have the proper mentality. It was straight from the TT “Atari Age Shill” playbook. If none of that was intentional you REALLY need to work on how you present yourself on the internet.
    3 points
  37. The Side3 is awesome but the provided shell does not fit into the 1200xl cartidge port. So i’ve adapted the existing 3D model so that it will fit. You can download the STL here : https://www.atarinside.com/blog/index.php/new-shell-for-the-side3-cartridge-and-your-1200xl/
    2 points
  38. I don't get to post in the Lynx forums very often, but It's great to have the opportunity to do it today. I'm premiering the time lapse video for this illustration in just a few minutes, and wanted to encourage everyone who loves this wonderful handheld to check out the group's page. https://www.facebook.com/groups/lynxfans Thanks to @Albert here at AtariAge for the commission and feedback, and thanks to Atari Gamer & Lee Chapman for the feedback over the years as well. It took that long to go from a flyer for a Lynx programming competition, to this final 3D illustration. I feel that the wait was well worth it. Join me for the premier in a few minutes, and come tell us what your favorite games for the Atari Lynx are. Starts 2PM MST.
    2 points
  39. Many of the sites out there require "API" keys. Unfortunately, this requires you to register with them. Of course, there is a risk for more spam. I have at a key for "https://openweathermap.org/ The key is free for limited use. (They offer "professional" level keys as well to access more information.) The API pages show how the key is used in the https URL$ Example: URL$="https://api.openweathermap.org/data/2.5/weather?q=Prattville,%20us&units=imperial&appid=xxxxxxxxxxxxxxxxxxxxxxxxxx" (All the x's represent the "key". The returned information is shown below: {"coord":{"lon":-86.4597,"lat":32.464},"weather":[{"id":800,"main":"Clear","description":"clear sky",_ "icon":"01n"}],"base":"stations","main":{"temp":64.74,"feels_like":64.29,"temp_min":61.09,_ "temp_max":69.31,"pressure":1012,"humidity":72},"visibility":10000,_ "wind":{"speed":0,"deg":0},"clouds":{"all":0},"dt":1681522505,_ "sys":{"type":1,"id":2713,"country":"US","sunrise":1681471067,"sunset":1681517645},_ "timezone":-18000,"id":4084796,"name":"Prattville","cod":200} Plug the JSON data fields you want to use into your code. Format it and you should be good to go. (Examples: "temp", "humidity", "description") I found a site that had at least a hundred API's. A Google search will get you started. Imagine using these at a computer demo! Set up random access to some of these sites though your application and TI computer. BTW, a disclaimer, apply filters to some of the joke sites as they can be pretty rough! The attached "EXWEATH.TB" is a pretty complete example. D.Grissom EXWEATH.TB
    2 points
  40. Trevor McFur is far from the worst game on the system. Yes, it's unpolished and has its faults, but not everything is bad about it. Some of the graphics were well done and looked "next gen" (while some others certainly didn't). Overall, I'd rate it at middle to slightly below middle of the pack in the Jag's library. His point, though, was that the Jag was much more suited to 2D gaming than 3D, which is not something that most other Jag devs (both past and present) would debate.
    2 points
  41. The Great American Cross Country Road Race. Is no where near enduro that I would compair, awesome on the 2600 and having now GREAT !!!
    2 points
  42. Thank you very much, recently I also bought an Atari 850 Interface that I wanted to connect to a printer via parallel port, but I didn't know how to build the cable, thanks to this diagram I was able to do it and the printer works perfectly.
    2 points
  43. Indeed, would be nice if those had something to share, and it were shared. That having said, even if they were TI's own wafertape programs, most of their named wafertape software titles are pretty dry stuff of course:
    2 points
  44. Well... If you follow a rabbit hole deep enough, you find the rabbit's hole.
    2 points
  45. Using a hair dryer and a thin card (I don't remember if it was a library card or those discount cards from supermarkets) I removed the badge of a 520stfm. It was quite easy. The trick was to keep the badge warm and I also pushed the badge very gently from the back using a hole in the case under the badge, while sliding the card starting in one of the corners.
    2 points
  46. Hello all: The Chicago TI-99/4A Users Group April 2023 meeting will be held Saturday, April 15th 2023 at 01:00 PM CDT / 18:00 UTC at the Evanston Public Library. Evanston Public Library Main Library 1703 Orrington Avenue Evanston IL 60201 (847) 448-8600 Conference Room West (308) We plan to stream the meeting via our YouTube channel. https://www.youtube.com/channel/UCLTtWUO1syCerK4cPjOjPjg The stream usually begins by about 01:30 PM CDT / 18:30 UTC. Chicago TI-99/4A Users Group http://chicagotiug.sdf.org
    2 points
  47. Yes! I'm also looking forward to competing again and to seeing what games/themes have been picked for the new season.
    2 points
  48. I had mine out of boxes a while back. They are fairly heavy despite their looks.
    2 points
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