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Showing content with the highest reputation on 08/11/2023 in Posts
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Here is a package that will make a 4 bank rom cartridge containing both Cortex BASIC and a program of up to 8K written in Cortex Basic. If by some chance there is a flurry of activity using Cortex BASIC and people want to make carts with programs longer than 8K, then I will revisit this and try to pack a longer program into the cart. Everything you need is in the folder. including some sample programs. The cartridge maker runs from Extended BASIC and Classic99. CORTEXCARTRIDGE.zip12 points
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Hi, Caesar is a simulation game set in ancient Rome. You have a total of 64 troops to use in nine battles to conquer the cities highlighted on the map. You have the blue troops the computer the red ones. At the beginning of each battle the score of the city is displayed (using Roman numerals 3 ,4 or 5) and at the top will be displayed the total number of troops you still have available For each battle you can set from a minimum of 1 to a maximum of 9 troops using the joystick up and down. By pressing fire the battle begins and you will see the progress. The simulation of the battle is carried out by the computer in successive steps in each of which 3 dice are rolled for each team and the scores compared using RISK rules. After the second step (a flashing sword will indicate the moment) you have the possibility to add troops using the joystick up and down from a total of 15 that you have available only for reinforcements. (the remaining ones are displayed above) then press fire to continue battle. When the battle is over, an eagle will be displayed and the battle score will be given by the city score + the number of troops left from the battle. A special bonus (depending on how many troops conquered the city) will be awarded to the first one who conquers 3 territories in the same row or column At the end of the 9 battles whoever has the highest score will be the winner. Greetings Alberto Caesar.bin5 points
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It's in production currently unlike Dragonfly, and supports more ROM formats than Concerto currently does. Then on top of that it's the only one to support the custom chips that power Rikki & Vikki for those who missed the cartridge release, mod-less RGB-out is a big deal for some people including me, it allows for save states and cheats which I don't believe any other 7800 cart has, and as an added bonus it supports 2600 games. There are some games that make use of the Yamaha with the best examples I can think of being Pac-Man Collection Anniversary Edition, and 1942. I'm not sure if anything uses dual pokeys yet apart from music demos, but as support for it becomes common it's more likely we'll get games that use it.5 points
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SN cart "only" use banking for $Axxx, $Cxxx,$Dxxx and $Exxx, new cart will do $8xxx,$9xxx,$Bxxx as well 8KB banking for RAM FPGA player for VGM (just give him address in rom and will play) Pointers - you can read any byte in rom without changing banks Covox DMA SN76489 stereo, Pokey, YM2612 and more It's compatible with SN cart and you can send rom just using USB-UART cable Also documentation will be publish so any one can make own cart. I'm not gonna lie this is very demoscene oriented cart but in good hand will help make amazing games.5 points
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Hi guys, Our friend Mike from NeoHomeBrew continues to make progress on his upcoming Pinball title for the Neo-Geo. Thank you Todd at Todd's Nerd Cave for sharing this off Twitter. Anthony...5 points
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Since the prior post specifically mentioned Concerto, I will make a comment about Concerto. I'm working on adding save states to 7800 and most 2600 games to Concerto via CEM devices. All CEM devices support "break" (as in returning to the menu) via a tactile button on the CEM itself, but not all CEMs will support save states. Additionally, a sequel to the SNES2Atari is being worked on that should optionally support "break" on the controller rather than having to use the button on the CEM devices for it, and this SNES2Atari will also provide 8 button support on the 2600 and 2600 games on the 7800 as well. This device will be open source. I'm also working on cheats, which should be possible even without the CEM devices. These were always possible - I just had no idea anyone cared about them Lastly, CEM #2 will support Rikki and Vikki, but will support bupchip natively (i.e. it will not need the in-game dynamic waveforms converted to static ADPCM files.) It will take a while to get these things done and I've been very busy helping Albert with board hardware for the AtariAge last chance sale, so I apologize if these won't be rolled out very quickly. Note that there are no plans for video out from the Concerto or CEM devices. I am pretty confident that this will never be a feature of any flashcart I create.4 points
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All of my current projects (ARTI, Bernie) and future projects will support the Mega7800 and SNES2Atari, even if it’s just the ability to pause from the controller4 points
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The auto-detect of console type (NTSC/PAL) is confirmed-working on real hardware. That's nice. Not my work/cleverness... but pretty cool stuff. I did rewrite the algorithm to be a bit more robust, but using exactly the same concept.4 points
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I started doing this a while ago, just out of curiosity and as an exercise. I converted some sprites and tiles to 320C mode in order to compose a full screen with 7800 real graphics. This is meant to be just a graphic example and show that good results can be achieved by using the background color as an additional color. As you can see from the images, the NES graphics will appear horizontally stretched due to the lower resolution and different pixel aspect ratio compared to the 7800. For the black side borders in the 7800 version you can use 320A for the playingfield and 320D for the score zone (both 1bpp mode). Please do not use this graphic in a Demo, for obvious reasons. Thanks. ** For the black side borders in the 7800 version you can use 320A for the playingfield and 320D for the score zone (both 1bpp mode).4 points
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4 points
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Played a BUNCH more of Amoeba Jump and eventually wound up on this wonderful run! I've found that taking it really s l o w and methodically after you get pretty far is the key. I took multiple pauses, took my hands off the keyboard and gave myself time to loosen the tension before I'd go and jump just a little bit higher. Yeah, it's a slow method, but it seems to work AMOEBA JUMP: 188344 points
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4 points
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SN² cart is on his way, but MiSTer core for old SN cart is almost ready (base on @Kitrinx core but our version will be only for devs so far) New SN cart for 7800 will support features from MariaECI and help develop on both platforms. ps. sorry, no sound because my video grabber for some reason stopped recording audio 🤷♂️ 2023-08-10 18-02-08.mp44 points
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It's definitely quick, but whether it's dirty is more of an individual taste. 🙂 The algorithm only calculates the points for the 45 degrees from the top of the circle moving clockwise until it meets the diagonal where x=y . The remaining 7/8s of the circle are plotted by flipping and mirroring the points in that first section (any algorithm could do the same). The algorithm ensures that each point on the circle is plotted exactly once. As you can see from the code in lines 150-160, for each step it either moves left (starting from the top) or left and down based on the value of D. There are many sources on the net explaining how that works. AFAIK, it's the algorithm to choose if you want to draw a circle fast.3 points
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To follow up on my last post from 18 months ago - thanks to all who voted for ElectroBall in the 4th annual ZeroPage Homebrew awards. It was an honor just to be nominated. And, it was an honor to have that year's winner for original game (Vladimir Zuñiga for Game of the Bear), design the box art for the physical release of ElectroBall! As a catch up to the game's further development, in early 2022 I was reading Howard Scott Warshaw's "Once Upon Atari" book and was inspired by the section where he described what improvements he would make to E.T. had he more time. My game was not in a physical form, so why not continue to work on it? I was also working on other 2600 projects (one of which became Berry Fun!) and had successfully taught myself how to reposition objects (sprites/missiles/ball) during screen display. The version 1.0 release had a single positioning for the 2 sprites, 2 missiles and the ball for a given frame. But with being able to reposition sprites, I was able to create an easier to read game clock using 2 sprites and a missile at the top, then reposition the sprites & missile for the rest of the display. The AtariAge release will have the following improvements (all mostly improvements to usability and polish): 1. Game clock instead of "time bar". 2. Title and options screen has been consolidated into a single screen. 3. Small bug fixes (Player 1 was always getting the ball first on the first game played, difficulty switch settings in options menu would not properly cycle through all options in both joystick directions, optimized code in vertical blank to prevent a screen roll in some instances) 4. New game lengths of 15, 30, 45 and 60 minutes. 5. For games where at least 1 human is playing, after each goal a "press fire" prompt will be displayed before each ball deployment (handy for those 60 minute games where you need a break!) 6. If a player reaches 99 goals, a "mercy rule" is applied and the game instantly ends. 7. When a player scores a goal or wins the game, their color will be "strobed" as an extra embellishment. 8. If a player holds onto the ball for 10 straight seconds while the clock is running, the ball will auto-fire (this is an "anti-cheesing" rule) 9. New AtariAge-centric splash screen (taken from this thread) - modified to work in color and black and white! 10.Player 1 A.I. has been rebalanced against Player 2 A.I. to make games more competitive for the same skill level. 11.Difficulty switches can be overridden by software options on the options screen for an even more "Couch Compliant" experience. 12.If you defeat A.I. hard as a human on a match 10 minutes or longer in length, you'll get a special on-screen acknowledgement at the end of the game (IE-the "achievement"). A few screenshots showing some of the changes: AtariAge Splash screen: Title+Options screen: Game play showing clock: "Press fire" graphic after goal (only when 1+ humans are playing, AI vs AI will play straight through as before). The graphic changes between "Press Fire" and the player sprites at this time. Here is some video of game play from last year's PRGE where ElectroBall was one of the demo games at the AtariAge booth. This shows the "celebratory color strobing" after scoring the goal while the Portland convention center blasted Ratt's "Round and Round" in the background.3 points
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OK...I've updated NEON to support dynamic ADF files. It will all be handled from the NEON program on the Atari without needing a separate compiler on the webserver. Basically the way it works now, if you choose "R" to READ, and the file extension end with .ADF it will compile the file on the fly and display it, if the file extension is .DOC (or anything else) it assume it is a precompiled file and load it that way (as it did before). I don't have webserver, if anyone here has a webserver and would like to help test it out, that would be great. Please share the URL in this thread. Here is some sample ADF code to get you started: (I guess the only caveat for the file is it will have to be Atari formatted: specifically replace CRLF with the Atari CR (ATASCII 155) if that make sense). :head :page :text Server time is now 00:00:00 :fill I am attaching the the XEX file with new version of NEON....and also ATR file that has NEON and the N-Device so ready to run out the box on your Fuji enabled Atari. neon-ndevice.atr neon.xex3 points
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Hi All, Since no one has brought up the rare items I have up on ebay I guess I'll have to plug my own auctions. I have lots of good stuff up with more to come. Here is just one of them and of course you can click the "See other items" to see all the listings I have up. Here is the LTO Flash. https://www.ebay.com/itm/204421841976 Also check out the Super Rare (don't you just want to cringe anytime the Rare comes up for auction like a loose Donkey Kong cartridge?)... My Super RARE Press Releases for 4 games. These are all original, no copies. Yes I do ship to all countries but ebay makes it very difficult (for me) to figure out how to set the shipping parameters. Please bid high and often, the proceeds go to me! I want to let all of you Intellivisioneers know what a great privilege I have had over the years associating with and to get to know many of you personally. I have sold and bought many game from many of you over the years and have enjoyed it immensely. I have had so many inquires asking about my health from AA members I guess I should say something so you get it straight from the horses mouth, or in this case the horses ass. On Mar 7th my check up showed I was cancer free. On June 6th my check up showed the cancer had returned. It returned to the prostrate area and they still have not identified what kind of cancer is in my liver. Imagine is this day and age to be 1 in 8 billion to have a cancer that is unknown. Anyway in on the 21st of June the doc said I have 3 months unless I take the chemo but the doctor would not say how long I have if I do take the chemo. It is so aggressive that they could not believe how much worse it was from the 26th of June CT Scan and the July 31st CT Scan. I am looking into additional treatments and have hope that I can find one that works, in the mean time I am trying to clear out my Intellivision collection. So much Intellivision so little time. For all you movie fans do any of you know what movie and who said "Keep that sense of humor, it's critical". It became my life motto as my children and I have used it for more than 40 years. Sorry for the long post but I think this is the place for it. If not the administrator can erase it. Thank you all for so many years of friendship and literally tons of fun from auctions to conventions it has been great. Hankster/humblejack3 points
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someone asks this about every 5mo.. NO there is no way to clean it without ruining the finish.. it's some sort of laminate.. you can scrape it all off and polish the aluminium but then it will have no logo/name and be weird looking3 points
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Maria was engineered for a particular cost target, and they already had to drop the on-board sound-chip to keep within the silicon budget. The 320 modes economically use the same underlying circuitry as the 160 modes, including the palettes and transparency. I'm pretty sure the design goal was the 160A, 160B, and 320A modes, which are all normal enough, with the other 320 modes being bonus/hack modes. In other words, nothing is free. Having quirk-free-high color 320 modes would have required a much more complicated design.3 points
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3 points
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Your sm_ptr value is wrong. It's should be decimal 88 which = $58 Also, that will only show one character (letter A) - your loop code needs changing. In this case you could also use Y as the character value to be stored so it should go: loop tya sta sm_ptr,y iny bne loop3 points
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Great game! Although I am horrible at it. ☹️ Here is a link to to play it online with global high score support: Block'em Sock'em Chris.3 points
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Im perfectly fine still using original hardware and cartridges, along side a flash cart. I enjoy fuzzy screens! Just like the Atari VCS, any new Intellivision console will just be added to a shelf after 2 weeks. 😝🤓3 points
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Well I remember "BitD" when it was just myself and @digdugnate (I think) who thought all the Amico stuff should be moved under modern. I'm pretty sure that notion was shot down. However, that was also still during the time that the hardcore Intv fans still thought Tommy was dreamy and going to make the bestest Intv console ever that was going to make Intv a household name! That was also during the time he was sending people here at AA and elsewhere private messages to attack anyone, or stop being friends with anyone reasonable who didn't accept his (Tommy's) talking points. 🤷♂️ In regards to learning...I at least didn't see people asking for tons of console color variants when the two new BBG consoles were announced. PROGRESS! 🌈 I really don't think the Amico stink should keep anyone from doing an Intv like product. Whether it has the Intv name or not. Personally I still find it hilarious someone is trying, and would find it even more funny if it came out before either Amico or Amico Home app. That said given everything it's totally expected for people to make comparisons and laugh at the situation. I know I can't wait for BBG's Woodgrain Edition, or the Cartilage Blue Shark Shark Edition, or the Dynablasted Red Edition, or the Boulder Dashed Dinted Edition, or the Astrosmashed Edition for those who want a console that looks like it's seen some shit! 🦈🦈3 points
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Reworked the stars. Re=writing game to tidy up my code. Again. Actually these stars are quite nice I think. And they don't take any extra effort on the 99's part. js99er-20230810184752.webm3 points
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The NTSC ST/STF/STFM and MEGA ST computers use a 32.0424 or 32.04245 MHz clock oscillator to drive the SHIFTER and derive other clock rates from in the system. The PAL region counterparts use 32.084988 MHz and same for PAL STe (NTSC STe uses 32.215905 MHz, which is simply NTSC Colorburst (Chroma) x9, or rather exactly 3.579545 x9, though 32.215909 would be more correct, true NTSC chroma value is 3.57954545454545... or exactly exactly 315/88). The NTSC STe clock is no mystery, but the other two have baffled me for a long time and come up various places in discussion where no one seems to know why other than perhaps Atari got those specific values for cheap in bulk and they were close enough to get the proper TV sync rates. However, I think I've found the real reason: Atari engineers (presumably Shiraz Shivji specifically) wanted pixel clock (dot clock), chroma clock rates, and h-sync rates matched up so that an integer number of clock cycles for both Chroma and dot clock to avoid dot crawl or moire or other video artifacting as well as jitter or zig-zag spacing of pixels between lines and still have a compatible sync rate on top of all that for 263 and 313 line NTSC and PAL TVs and monitors. On top of all that, he wanted to get as close as possible to 8 MHz to make the most of the 8 MHz rated 68000. (side note: some people claim the 32.04245 MHz version was only in the MEGA ST models, but I've seen it inside STM and STFM boards) So if you look at it that way: For NTSC: 32.04245 MHz H-sync is this /4 (8 MHz GLUE clock) then /508 (GLUE clocks per scanline) = 15.76892 kHz then /263 (lines per frame) = 59.95788 Hz The 15.76892 kHz line rate is what's important here. NTSC Colorburst = 3.579545 MHz /15.76892 kHz = 227 color clocks per scanline. Or without any intermediate rounding: 32.04245 /4 /508 x227 = 3.579545349 MHz or rounded to the source clock's 7 significant figures = 3.579545 MHz or 32.0424 /4 /508 x227 = 3.579539764 MHz or rounded to 6 figures = 3.57954 MHz So in 320x200 16 color mode with an 8 MHz dot clock, you have exactly 508 pixels and 227 colorburst clocks per scanline, so every single line of the screen will stay in phase (or retain the same phase offset from left to right) Also, while normal NTSC broacast used roughly 15.73 kHz line rate and 59.94 Hz, the older black and white standard used exactly 15.75 kHz and 60.0 Hz, and all color sets had to be compatible with that. It's also analog hardware and needs to have an acceptably wide range of operation and margin for error to be reliable. (15.69 to 15.79 kHz would probably be generally acceptable, possibly with more preference towards the lower side of that; Chroma/228 = 15.69976 kHz is quite common among several game consoles and home computers using 262 line screens: the SMS and Mega Drive use it, and I think the NES, SNES, and Atari 7800 use that, and I think the VCS, Atari 8-bit, and Amiga all use the Colorburst/227 = 15.7689 kHz 263 lines, ignoring Amiga Interlace modes which effectively switch between 262 and 263 lines on even/odd fields per 525 line interlaced frame) And for PAL: 32.084988 MHz ST clock rate 4.43361875 MHz MHz PAL Colorburst clock sync rate= 32.084988 /4 /512 = 15.666498 kHz /313 = 50.052709 Hz 4.43361875 /283 = 15.66649735 kHz or 32.084988 /4 /512 x283 = 4.433618947 MHz or rounded to 8 figures = 4.4336189 MHz That said, the actual implementation of composite video color encoding in STM/FM units seems to often (if not always) use a discrete colorburst crystal (inside the SHIFTER's sheet metal shielded box, right next to the 32 MHz crystal). So apparently that was cheaper or easier and worked well enough to not bother with synthesizing the colorburst clock from the 32 MHz crystal source. Maybe they'd originally intended to have the GLUE chip synthesize it along with sync signals, but didn't have time or chip space to implement the x227 or x283 clock multipler PLL circuit inside it. (or indended to feed external PLL logic with the H-sync output from the GLU) Apparently they also decided it wasn't important to even have an integer number of colorburst clocks per line when it came to the STe, as the 32.215905 MHz source clock as it uses: 512 pixel clocks per line at 8.05397625 MHz = 15.730422363 kHz /263 = 59.811491876 Hz (I've seen mixed info on whether it's 263 or 262, 262 would give 60.03978 Hz). This gives 512 pixel clocks per line at 8.05397625 MHz, but you end up with 2048/9 = 227.555555556 3.579545 MHz colorburst clocks each scanline, which would mean the phase-alignment between pixel clock and color clock will shift slightly for each line and then repeat/loop that shifting pattern every 9 scanlines, so you could end up with moire and/or dot crawl patterns on areas of high contrast. The severity of that will depend on the RGB video encoder used and they may have improved enough by 1989 to not have so much of a problem, though the Mega Drive has very noticeable "rainbow banding" moire artifacts on fine, high contrast stipple/dither pattern areas or column/strip dithering. (checkerboard mesh results in diagonal bands of colors and vertical strips result in vertical bands, both of which shift and shimmer during smooth scrolling) Had they wanted to retain the exact screen timing of the previous NTSC ST models, but switch to the same 512 8 MHz clock ticks per line that PAL units used, then they'd have used: 32.29475 MHz to achieve this and derived colorburst from the h-sync output.2 points
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I know it was a theoretical question ("just to get feel whether the competition to the IntyFPGA console has a realistic response"), but I'd like to clarify for people who are unfamiliar with the FPGA scene that the MISTer can't use a cart adapter because of technical limitations, that won't happen unfortunately.2 points
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Wow, that Neo Pinball game is getting better since we last seen anything related to it. If Mike needs some more artists, I know a couple who can help out. Update: Samurai Shodown RPG translation revived - Page 7 (romhacking.net) Great news on the Samurai Showdown RPG translation front. Chapter two is underway, and wish him luck.2 points
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I have a CF7+ and I have been lucky enough, from what I hear, to not suffer static damage, and I man-handle this thing.2 points
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Some people might find the larger dice better and/or easier to see; but dice of this size are more proportional to the board, cards, etc. No reason why dice size couldn't be an option -- it might matter on a CRT, composite connection, or something. The larger dice were really just an easy carryover from the lower-res version. Dice of this size couldn't be done there. The larger dice were basically the smallest possible, decent-looking dice that could be rendered in lower-res.2 points
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If you manage to get the CF7 working, here's a good tutorial on how to load the images:2 points
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Hello Brian The MIO came in two flavors: 256kB and 1MB. Later, Metalguy66 did a redesign that could, if memory doesn't fail me (no pun intended), access 16MB. The procedure to access this memory, whether it be 256kB, 1MB or 16MB, might be usable in the 1090. That's what I meant. Sincerely Mathy2 points
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I definitely would like to do more Holiday Carts, and not necessarily just for the 2600. I don't have the bandwidth to even think about that this year, but I'd to get something going early next year so there's not a mad rush to try and finish and release something in time for the holidays. I think it would be fun to make original Holiday-themed games for both the 2600 and 7800 and make them available together. ..Al2 points
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I've not used the Commodore 64, but I think it's similar to how that worked. Some computers with this kind of architecture use write through, so that writing to ROM will end up in RAM even if the RAM is not enabled. In such a case you can copy ROM to RAM by simply MOV *R1,*R1+, since that will imply reading the ROM pointed to by R1 and then storing it in RAM, pointed to by the same register. If I want to copy a memory block, the most efficient way is to read it from ROM to an unused RAM segment, enable RAM where the ROM is and copy back. It's not necessary, but otherwise I have to enable/disable the RAM between each word transferred. But since the TI 99/4A has memory mapped IO in the 8000-9FFF block, I can't do write through, or writing to the VDP addresses would end up in RAM instead. If I enable RAM in the block 8000-9FFF, I can't reach VDP, sound and such stuff. Likewise, if I enable RAM in 4000-5FFF, no DSR calls will be possible. My system also allows the standard memory expansion to exist in parallell, since I simply disable internal RAM at 2000-3FFF and then the standard 8-bit low memory expansion is available instead. So with the 32 K RAM expansion in the box, my console has access to 96 K CPU RAM and 16 K VDP RAM at the same time. Even if the ambition wasn't to take on the IBM PC, it would still have been a very capable machine back in 1982. Just imagine how the assembly enthusiasts would have explored it.2 points
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Hi All, As my workshop is being rebuilt and reorganised, I had to put all my projects on hold. Sadly I have not built any of my boards yet, still, I am finding a lot of partly finished projects from the 80's and early 90's. Here is one more project, that has not been tested yet. I found the software written on a crumbling sheet of paper, I vaguely remember writing it using the Mini Memory, so if anyone is interested in completing my work, here are my designs and the assembly code. I do not have a working TI at present, so I cannot even test it. The assembly here is verbatim from my hand written notes. I will eventually notate and explain the code. I am not sure the hardware matches the software, they were created at different times. Just snap off the Pen PCB from the main board and use a 2 wire lead to connect them. So have fun, regards Arto TI99/4A Light Pen -------------------- Using mini memory cartridge. CALL LINK("LITPEN",X,Y,C) START LWPI >70B8 MOV R11,R10 CI C9,>1234 JEQ CK LI R0.>07F8 LI R1,DF LI R2,8 BLWP @>6028 LI R0,>0799 LI R1,>FF00 BLWP @VSBW LI R9,>1234 LI R4,>0606 CK LI R12,>24 LDCR R4,3 LI R12,6 STCR R5,5 - PRESS L/R SLA R5,6 | PRESS LITPEN JNE EX - BUTTON CLR R5 CLR R0 LI R3,>FF00 LI R13,768 CLR R6 LP BLWP @VSBR MOVB R1,R6 MOVB R3,R1 BLWP @VSBW CLR R4 LI R8,64 L2 STCR R5,5 SLA R5,4 JNC L3 AI R4,1 L3 DEC R8 JNE L2 MOVB R6,R1 BLWP @VSBW CI R4,32 JGT RV INC R0 CI R0,R13 JNE LP CLR R0 JMP CK (OR JMP EX)? RV MOV R0,R5 MOV R5,R7 LI R1,1 AI R7,1 - MOV R7,R8 | SRL R7,5 | SLA R7,5 | X S R8,R7 | ABS R7 | BL @VL - MOV R5,R7 - SRL R7,5 | Y AI R7,1 | BL @VL - CLR R7 - MOVB R6,R7 | SWPB R7 | C AI R7,>0060 | EN BL @VL MOV R10,R11 CLR @>837C STATUS B *R11 EX CLR R0 LI R1,1 CLR R7 BL @VL BL @VL JMP EN VL MOV R7,@>834A BLWP @>601C DATA >7200 BLWP @>6040 INC R1 B *R11 DF DATA >FFFF,>FFFF,>FFFF,>FFFF2 points
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Thanks for your dedication to the 7800 and the community, @RevEng! Without your work, quite of bit of the development that has happened in the last few years would not have been possible.2 points
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That music is amazing, and there's so many different themes! Fantastic job @miker!!!2 points
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Bernie has had some work done. Mostly it's on the game engine, bug fixes, optimisations etc. I have however been able to add some music. Thanks @miker for the banging tunes and thanks @RevEng for adding RMT support to 7800Basic. A new demo will be available soon (tm) , but in the meantime, here's a WIP video showing some of the first tower training levels and some tower 2 levels. In the actual game, all story sequences can be skipped through. I've done that more slowly in the vid to give folks a chance to read and listen to the awesome music2 points
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Numeru the Atari 8 bit version of Tetravex (or something similar) Select the difficulty, match up the sides and see how fat you can finish a level Numeru2023.mp42 points
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Here is a short play of RetroMaze. It shows some of the monsters and actions. Have fun exploring the levels. RetroMaze2023.mp42 points
