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Showing content with the highest reputation on 08/20/2023 in Posts

  1. Hi so here are my latest TI-99/4A repositories for FlashROM99 and FinalGROM´99. These are not images, but just ZIPs for unpacking & copying to the (FAT32-)SD-Card. I think (!), ALL BINs, available up to today, are inside. If not, please post them here. The FG99 ZIP already contains ALL FR99 files (!) If you see errors, have ideas, do not like some sorting or whatever, pls let me know here. I will continue maintaining these files, as I use both cartridges. thx xXx Info: Please be aware that you cannot use subfolders on the FR´99, they are there in for general sorting (for the later FG´99 merge). So the max limit of 169? files per SD card for the FR´99 is kept. For the FR´99, just copy 1 folder´s content to the root of the SD, or pick up what you need. Here we go: (v1.42) Changes in v1.42: Sorted out more doubles, testet more BINs, new subfolders/menues for \Office\MiniWriters FR99: TI994A-FR99-REPOSITORY-v1.42.zip FG99: (includes the above ZIP) TI994A-FG99-REPOSITORY-v1.42.zip
    12 points
  2. I wasn't initially interested in compiling this game, but since there are people that could like to play it on the real hardware (and do not have any disk system...), here is the cart! To summarize: based on last V2.0 version, all 20 levels packed into the cart (NO disk required!), joystick support and, of course, compiled! There is also a label, for those that want to burn the cart. MAME .rpk and .bin versions for FG99/Classic99/etc. Have fun! Marble Maze V2.0 (No Disk Required!) (2023)(Ricki Baron)[Compiled by TMOP].zip
    8 points
  3. The kids are getting older so they don't really need/use the basement playroom anymore. Ive been so accustomed to using small spaces for my collection that I'm kind of overwhelmed with all the space I have now (500ish sq ft) To avoid the common problem I seem to have (more fun building the room than actually using it) I'm going to take it slow this time and just kind of add/remove stuff that makes sense...make sure to take time to enjoy it , etc.. Here is the first little "functional" corner that I came up with. Usually I would have gone with a desk style chair to have more space but those aren't comfortable for longer gaming sessions so I went with the vintage 70s armchair. I've been trying to score this chair for 15+ years but my wife's mom insisted they were going to use it some day. Well, she moved to a nursing home so its in my possession now. Its really comfortable but I need to track down a small ottoman for it 😃 I set up some magazine racks next to it since I scored a motherload of Nintendo power and others locally from member @H454 I thought my magazine collecting days were over but I'm glad they aren't, they really are fun to flip through on a Sunday morning 😀 He gave me a fantastic deal on them so I couldn't turn them down. Thanks man! I'm actually using/reading them! I hung some of the cooler ones on the wall, took a few of the poster out as well. Probably sacrilegious to the serious collector but I can't help it, they look so bad ass haha 😆 The game I took some serious time to play while I was doing all this was RASTAN for the sega master system... I have several CRTs down here but this specific one is a Sony Trinitron that was used for news broadcasting. Its probably one of the first TVs with AV and it gets such a great picture! I love this TV! Its boxy but its good 👍 My sega set up is pretty simple. Just a genesis running one of the earlier "pirate" flash carts... I ran a cord through the headphone jack to some powered studio monitors so I can really get the sound pumping if I want. I also use these monitors for my atarivox but thats a story for next time... My neighbor was throwing this desk away so I nabbed it. The slide out keyboard drawer works perfect to hide/store controllers. Now I can leave them all plugged in ready to go and not have gross tangled cords visible everywhere I have a LOT of systems hooked up to this TV (PS2, NES, 7800, sega) I picked up a sega master system controller too so I could finally play penguin land...not sure it was worth it... Rastan has been a blast though, for the first time ever I made it to (what I think) is the final boss. Id Google it but I don't want any spoilers, Ive waited over 30 years to beat this game myself haha 😆 So thats the first corner of the room, maybe 15% of the entire space I have to work with 😄 More coming soon....
    6 points
  4. A conversion of a 3D model of Major Motoko Kusanagi (Ghost in the Shell) Double dithering used. Really pleased with this one. 5.7 bill evaluations/ 113 norm dist / Altirra pallete / 20000 sols / 320*240 97 unique colours Mask and preprocessing, etc as before plus as usual using Sheddy's HPOS fixing tool to remove some errors and centre it onscreen. Filename: Beeblebrox_Major_DEST_SM1_09_fixed.xex (snapshot taken from Altirra with PAL high artifacting setting): Beeblebrox_Major_DEST_SM1_09_fixed.xex
    6 points
  5. Does this count I was just playing with cc65 and MADS and decided to try something different (for me) Graphics Mode 7 stars.mp4
    5 points
  6. Just so you know, Bentley Bear's Crystal Quest has multiple level warps, plus a warp to a secret level.
    4 points
  7. Concorde's Atari Compatible DOS XL 2.30 (1983)(Concorde Peripheral Systems)(US)[disk] Previously posted here. I thought side B was blank, but after examining it again, it is not. This update includes side A single density and side B Double Density. No ATX for Side B as ATX does not support Double Density, yet. Concorde's Atari Compatible DOS XL 2.30.zip
    4 points
  8. We played Sky Diver game 3 in season 9. I scored 93. I just tried game 4 and couldn't hit the target. Well, I actually did hit it but my parachute wasn't open at the time.
    4 points
  9. my entry: I am still expanding the 3d engine. so latest here it is now "scene" based... and has interpolating camera flight... unfortunatly I did not had time to create proper scenes for the party but at the moment the engine supports 256 vertices and 256 faces in a 3d scene... all in realtime, no fakes... so stay tuned when proper bounding box clipping and 3d clipping is implemented. there is where the fun starts. PS: I was uncreative for writing a proper scrolltext so I let ChatGPT write a text about Silly Venture in max. 768 chars. dsr_Atari3d_pal_sillyventure2023se.zip
    4 points
  10. From the VCS WIP. Debating on including a scaled down version of this particular bonus level in the Jag version. Initially only the VCS version was going to have bonus levels but I think I should at least try bandicam 2023-08-20 01-48-01-953.mp4
    4 points
  11. Guys, stop this now, it's the only warning you're going to receive. If you want to talk about Quantum Recharged for the VCS, great! If you want to complain about particular users and/or moderation, this is not the place to do it. If you have specific problems with a member or members, please write me, and bring facts to the table. If you continue with your current train of discussion in this thread, you will be kicked out of this thread and potentially the Atari VCS forum. Also, I can see the history of the edits you make to your posts, which isn't exactly helping your case, either. Edit: I just removed nearly an entire page of posts in this thread that were completely off topic. I don't want to have to do that again. Thank you, ..Al
    4 points
  12. I picked up a HUGE lot last year and it included some stuff I'll never appreciate as much I imagine a Commodore-Lover will. This listing is for a collection of about 350 floppy disks with retail labels. The diskette holders in the videos are included in the sale. The diskettes are wholly untested and I make no guarantee. That said, the lot they came with included an equal number of diskettes for the Atari 8-Bit, and about 9 of 10 in the approximately 100 I tried work fine. I absolutely LOVE flipping through a great big box of floppy disks, and how much sweeter it is when they have their retail labels. If you are likewise smitten in the Commodore way, this collection is for you. Price $400 + actual shipping from US zip code 07666. IMG_0843.MOV IMG_0844.MOV IMG_0845.MOV IMG_0846.MOV IMG_0847.MOV IMG_0848.MOV
    3 points
  13. I am short one small thing that I wanted to have finished by today, and that is the animated corner sea hag and automatic spawning of sculls, this in itself is simple enough, but I ran out of addressing space with the current loading layout, and I need to do some rearranging there first (I still have plenty of RAM left, almost 10K, but with the current setup things start to get in each other way a bit). What is new: 1. Vulture in all ship rounds, following the same flying patterns as in the original game. Vulture kills, can be punched, and "walked over" when on spinach. 2. Sculls in the corresponding rounds, they can be punched and they kill, but spawning is not automatic yet, for now use key 'S' instead. 3. Fixed recently introduced positioning bug when entering high score initials. 4. Punching and collisions sensitivity was probably affected by recent additions, not really sure, by if so, hopefully in a positive way. 5. Some face pink color elements (in the punchbag and sculls) got the color replaced with a different index (same color), so that they do not turn red when Popeye eats the spinach. I think in the original game this was an unwanted side effect (or even a bug) rather than planned design feature. The attached files are modified to start directly in round 3, so that you can get quicker to the new things Still no pictures from my RetroTINK, my hardware is temporarily dismantled from my desk due to some upcoming soldering projects (that I will need to pause this thing for for a few days at some point, before I get on to implementing Bluto, I need a break here). Aside from the corner sea hag spawning the sculls, the only thing really left is Bluto, and for him I have a lot of infrastructure and visuals already in place. I also slowly started looking around for what my Pokey music and sound possibilities are. To be continued... popeye_rnd3.atr popeye_rnd3.xex
    3 points
  14. I tested on the Official Frogger from the A8SP zip. I took the ATX and used copy mate to make an ATR. Booted the ATR to make sure some anomaly was not interfering to show a good disk. The disk failed to load, as expected. Booted up the first version you posted and it does not complete the patch. Booted the ATR, it does not boot. Booted the second version and the ATR patched frogger like normal. The Frogger ATR works. Original used: Frogger (The Official) v1.0 (1981)(SierraVision)(US)[!].atx Patched version: Frogger (The Official) v1.0 (1981)(SierraVision)(US)[!].atr
    3 points
  15. CPS 1050 Diagnostic Disk Rev. 02 (198x)(Atari)(US)[BASIC][disk] Boot with BASIC. Previously posted here. This set includes a recording using indexed mode. CPS 1050 Diagnostic Disk Rev. 02 (198x)(Atari)(US)[BASIC][disk].zip
    3 points
  16. No drill or laser hole, but there is physical damage. I am not sure that the third set is intentional damage, but is included anyway. The fourth disk did not have any damage on it that I could see.
    3 points
  17. 3 points
  18. While we are still waiting for contest results, you can watch Buddy's and mine entries here:
    3 points
  19. As someone who has recently entered the community, I can only say that I've met Candle (who also lives in Warsaw like me), and he is a brilliant personality with vast knowledge. Like all of us, he has his private and business life, successes, and failures. Let's remember that he designed the U1MB, SIDE, and probably a few other things. While working on new projects, it's hard to fend off attacks from users if the projects have such wide distribution. I disagree with the assertion that U1MB introduces incompatibility. In Atari 8-bit, compatibility essentially ends at 64KB. Some may speak of a standard for 128KB, which was introduced by 130XE. All other extensions are third parties, and developers should care about creating software for the largest number of computers/devices. U1MB is one such extension, and it has its pros and cons. The thread about the 2KB out of 1088KB has been going on for several years... I admire that people have so much time for this... Can someone design a badge with the inscription MapRAM OUTSIDE? I'll stick it on the U1MB in my Atari
    3 points
  20. Since I returned to Atari only in 2020, it seems I've missed out on a lot. Unfortunately, stirring up pointless sh*tst*rm in Poland is practically a national trait, or perhaps we do it for sport. One of the amusing stories is that a game was written that specifically doesn't work on U1MB and uses MAPRAM. Talented programmers immediately made a fix, which reportedly caused another storm. The truth is that, of course, one cannot distribute a modified version of the game, but what are entirely legal are: 1. the distribution of a patch that modifies the original product, and 2. running this patch by a person who legally possesses the original product that doesn't work with their computer, and the author does not provide a solution that corrects this situation.
    3 points
  21. This document implies that memory between $D600-$D7FF is shared between parallel device handlers, but on page 310 of the Altirra Hardware Reference Manual, a description of the 1400XL/1450XLD states: So, the U1MB's use of the a large portion of this memory for its internal PBI device is hardly unprecedented, and in practice, the majority of external PBI devices map external RAM into the PBI address space. This is what allows - for example - the U1MB PBI device and the external IDE Plus 2.0 PBI device to function side-by-side on different device IDs. The U1MB has a pair of 512KB SRAM chips which provide up to 1MB of extended PORTB RAM. Although a copious amount of bank-switched PBI RAM would - in retrospect - have been highly desirable (and will certainly exist in future hardware designs, such as ExtU1MB), at the time Candle designed the hardware, less than 1K of 'IORAM' in the PBI region seemed ample, so it made no sense at all to place a third SRAM chip on the board simply to provide the 1K of PBI RAM which already existed in the base memory of the machine (contrast this with Incognito, which carries three 512K SRAM chips, one of which provides the entire base memory on the machine). Thankfully, U1MB users are insulated from 'MAPRAM' by virtue of the fact that U1MB supplants the MMU on the motherboard, and MAPRAM itself - coming as it did some time after U1MB's memory usage was already public knowledge - has the characteristics of a modification whose sole purpose was to facilitate the introduction of yet another 'compatibiliy' wedge-issue after the fact, as evidenced by: The fact that U1MB has become - for good reason - a comparatively ubiquitous upgrade which exists in a vast number of 8-bit Ataris renders the above statement a complete non-sequitur. It would be like boasting that an upgrade is 'compatible with all existing Ataris, apart from the 800XL'. This is little more than a continuation of an already well-publicised spat between XXL and Candle regarding anomalous U1MB corner-case behaviour concerning repeated PIA registers, which - again - was exploited after the fact to propagate another long-running bone of contention which is of interest to no-one at all but the developers arguing about it, until the point that one of them has the bright idea to publish software which deliberately crashes machines equipped with hardware towards which (or towards whose designer) he holds some arbitrary grudge.
    3 points
  22. All of that, and NO VOLFIED???? C'Mon Man!
    3 points
  23. ELLA-VADER MISS D. VADER? 5,417
    3 points
  24. As can be seen in the picture (but everyone in Poland knows this too) you have a unique version of Antonia with a 6502C processor, not a 65C816. It's nice to have 4MB, but in reality, it's known that only in linear access in 16-bit mode does this make more sense, unless you're using it during development. Unfortunately, we didn't manage to talk in person, although some time ago I spoke quite a bit with your brother Rafal about the game Tony. For several months, I've been working on various extensions for Atari. As for MAPRAM, I know that it is available in Antonia. I talked about it with Candle, who, as is known, is also capricious and takes personal matters related to his projects seriously, and it's not always the case that he's right. Nevertheless, I believe that those 2KB, which let's be honest are a certain addition not resulting from Atari standards, could stop being a bone of contention. A large number of people have Ultimate 1MB, and there are probably thousands of them currently (what it does is an unofficial standard), so it would be bad to create software that will have a problem with those 2KB of memory. As I understand it, Candle keeps the U1MB settings in this area. I don't know whether it's due to time constraints, hardware limitations, financial restrictions, or testing time issues, but it may not be possible to create a U1MB that could provide those additional 2KB. So perhaps it would be worthwhile to respect popular technology and focus on other more interesting things. As you know, we say locally here, 'Is this really what Atari wanted?'
    3 points
  25. On the Atari 8-bit Computers group on Facebook, you can see more positive implementations of O2/Fixer
    3 points
  26. I've dropped an update to ForceCommand that supports the CS1 and DSK5-9 mapping with the builtin TIPIMAP command.
    3 points
  27. As I type this, it's August 14, 2023 and I'm done with the latest update to my Atari 2600 video game release date pages. I spent the last 2 or 3 months searching for more ads, updating the links to my Newspapers.com clippings to include the prices when available, and updating my clippings at Newspapers.com to have a more consistent look. Here's an example image that shows the new look for the newspaper links: Links to the Atari 2600 video game release date pages: 1977 1978 1979 1980 1981 1982 1983 1984 1985 1986 1987 1988 1989 1991 Index Company List Activision List
    3 points
  28. 3 points
  29. Juice! (1982, Tronix, #Atari8bit ), a Q*BERT clone, has been #HighScoreEnabled for #FujiNet users. TNFS: apps.irata.online/Atari_8-bit/Games/High Score Enabled/Juice!.atr - Web scoreboard: http://scores.irata.online/juice.html #retrogaming #retrocomputing -Thom
    3 points
  30. 3 points
  31. oops Beeblebrox_WonderwomanbyLandroJorgeNOHelmetSM1_07.xex
    3 points
  32. Well said @CharlieChaplin! I think it is great that the Abbuc Software Contest is not only for the best programmers in the galaxy, I like that beginners can participate too, and who knows..... maybe those beginners will become the star programmers of tomorrow.
    3 points
  33. It is also HSC compatible, as setting the environment in A7800 for HSC being present results in "LOAD GAME" appearing, whereas no HSC present, the option is missing. HSC saving support in A7800 can be leveraged by selecting "High Score Cartridge" from the internal menu selection after launching A7800, or via command line: a7800 a7800 -cart1 hiscore -cart2 "C:\Path\To\ROM\My ROM.a78" The High Score Cart ROM needs to be present, which is included in the optional files download. The *.a78 file that was posted is v3 compliant, but not v4. Compliance for v4 of the header, flagging the presence of HSC support, and setting the 'multi-region' bit, is included with the below attached file. This should ensure best compatibility across all platforms: Harpy's Curse (20230818) (1A6431DB).a78
    3 points
  34. LMAO, WikiPedia already is like so many places and forums, they claim neutrality but the people behind it are always molding shaping and forcing either self editing of material to their ideology/liking or doing so themselves. Things that are clearly supportive of any viewpoint not inline with their goals are deleted and may have a response that acts like the opposite of the information might have been supplied by the originator. Very underhanded and dirty way of running the show. Chat GPT will only enhance that directive and make it so that wikis and forums can accomplish those ends faster. No need to worry about accuracy or fact at all. The suggestions will be stated as absolute fact just as you've outlined and we have seen.
    3 points
  35. The programmer in me would do a binary search on that ideal resistor value
    2 points
  36. That comes up for me sometimes too. But... if it's in the same shell, and it uses the same peripherals, and it runs the same software, I'm kind of okay with it. Like, I've been sorely tempted to drop a cheap PC in the console with the necessary hookups to run the hardware, and use an integrated emulator for the compatibility function. It'd be fun. If it wasn't also a multi-year full time project, I think I'd have done it already.
    2 points
  37. Statistics also includes those PRK routines. . . Also, if you look at a significant number of the Scott Foresman cartridges for the TI, they are also programmed in TI BASIC saved to GROM. Many of the other early TI cartridge releases use the same trick. The nice thing about the process @senior_falcon developed here is that it replicates that process to some extent. I say to some extent, mainly because the TI trick allowed BASIC programs to exist that were larger than console memory. The original process required that the program be developed on a 990, so this new process is a definite improvement on the original process.
    2 points
  38. Sorry not trying to spam this thread. Just figured this cards been sitting in a closet forever, I'll probably never do anything with it anyway.... so I opened it up:
    2 points
  39. Donut Dodo is F..king hard! The toilet always gets me!
    2 points
  40. "The Sega CD plays CD games and adds hardware functionality such as a faster CPU and graphic enhancements such as sprite scaling and rotation." -Wikipedia Sega CD has additional hardware inside, it's not a lazy barebones CD add-on a la Jaguar CD. If I may steal a page out of your playbook and spam some videos, all timestamped to the relevant bits... In retrospect it's odd to think that Sega didn't bother porting any of their classic Super Scalers (After Burner, Space Harrier, Outrun) to the Sega CD despite it supporting hardware sprite scaling, only to later port them to the 32x where everything had to be done in software. But I think with the Sega CD they were trying to look towards the future and seem cutting-edge, and CD technology absolutely was at the time! But yeah, there's a lot more to the Sega CD than many of today's retrospectives might have you believe. Core Design made use of its advanced featured in far more games than any other dev (BC Racers, Thunderstrike, Battlecorps, and especially SoulStar). When Genesis hit the scene, it made the 8-bit NES and it's "nowhere near arcade-like graphics" look like a chump by comparison. Then SNES debuts with a Mode 7 show-of-force at launch F-Zero and Pilotwings. The Sega CD's counterattack gave us an early look at the type of graphics (above) we wouldn't see again until the next generation of consoles fully kicked off. It simply didn't make enough sense for more devs to devote time towards gorgeous Soul Star-like titles since the 16-bit stuff was still selling quite well, and would straight into the 32-bit era. So there's just a handful of Sega CD games that look as good as these do. (For the record: no, I'm not a fucking Sega fanboy - my posts merely reflect my view of reality. I grew up with NES and SNES, I love those consoles. To this day I've never owned a Genesis or any of its add-ons. The Dreamcast is my all-time favorite console, but that's so far removed from this era of gaming that it's a non-factor.) This post isn't a rebuttal to argue Sega CD's "superiority" or whatever, so don't take it that way. It's further evidence that it makes no sense to try and compare the MSU-1 with the Sega CD. They're similar in that they're both capable of delivering FMV and CD-quality sound... that's it.
    2 points
  41. No reservations, no pre-orders. When I've got a batch of about 10-20 ready to mail out, I'll put them up on my website for sale, and post here. I'll repeat as necessary, until everyone who wants one has one. During these cycles, the price will remain as the "introductory" price.
    2 points
  42. Lucky Chase: 29460 Amoeba Jump: 16777 Elevators Amiss: 5831
    2 points
  43. It's been a while since I posted here, but I have another dma wrinkle to spell out... the 7800 Software Gude states "If holey DMA is enabled and graphics reads would reside in a DMA hole, no DMA penalty is incurred", but that doesn't appear to be true. The following test creates: two zones, each with 2x 5-byte sprite objects with 10 bytes of graphics per sprite. two zones, each with 8x sprites as above, but the graphics data is in a DMA hole. Then the test draws bars using kernel-style register hits. The X position of the color bar increases in proportion to how much DMA occurred in that zone. (fyi, the bar width is 12 Maria cycles) The expected DMA for the first set sprites is 80 cycles ((5 byte header * 2 cycles + 10 byte gfx * 3 cycles) * 2 sprites) If we follow the guide statement, the DMA for the second set of sprites is 80 cycles ((5 byte header * 2 cycles + 0 graphics) * 8 sprites) So if the guide is correct, the bar X should be the same for both portions of the screen. But they differ... The X for the second bar is offset by 24 Maria cycles. It seems we're paying the dma penalty for the first byte of sprite graphics, at which point the hole is discovered and the object render is aborted. I think I actually inferred this a while back, as a7800 has the same assumption already coded, but I didn't have solid evidence for it until today. I've updated the DMA section of the7800 Software Guide at the wiki. dmaholecycles.a78
    2 points
  44. The original Space Invaders used sprite copies to display 2 x 3 invaders. The distance between the copies is fixed. So it could have only moved one group of 3 invaders at a time. And since the two groups are interleaved, this would have looked very odd. I think the movement your are asking for might be possible using the RESPx trick (see my attached demo). But with that trick each step has to be a multiple of 3 pixel, so it is much wider than in the arcade. And the bottom invaders in my demo are spaced with just 4 pixel. A moving invader would almost touch it neighbor. What might work is staggered movement which starts at opposite side. But the coding would become really tricky. Maybe with ARM support is feasible. SI11.bin
    2 points
  45. No it does not allow for any type of commercial release. I was a bit confused about this due to an indie fighting game called "The Black Heart" that has become available on Steam for purchase. I remember this game from many years ago as a MUGEN game. MUGEN was created years ago to be a main engine for people to use for their fighting games however the original creators Electebyte made it clear in the softwares read me files that you are not allowed to redistribute the mugen.exe file into any commercial products, it is strictly freeware unless you have written permission from Electebyte to use the .exe in a commercial project. Electebyte has disappeared without a trace and many have tried to contact anyone involved with MUGEN but nobody has ever been successful. This makes written permission impossible. So where does that lead me and why was I confused? The files associated with mugen (.sff, .def and .air) CAN be distributed commercially so a group of devs familiar with MUGEN created a new engine called I.K.E.M.E.N. Go that uses all of mugen files but is a totally new and different engine with even more features such as online play. Best of all it is open and free to use for commercial products. Any code you have created for MUGEN will run perfectly in IKEMEN GO. I have already ported what I created for Dino Rage so far into it and it actually seems to run a bit smoother. There are a ton of features in this new engine not possible in MUGEN before and its very exciting. This is what happened with the game I mentioned "The Black Heart". The guy who created it in MUGEN years ago ported it over to the IKEMEN GO engine and is now offering it on Steam with new features. As for the AI my plan is to do what I have been doing all of this time so far. Study how MUGEN does things and replicate it on the Jaguar. Thus far that is how I have come up with the different character states by looking at MUGEN and replicating it on Jag. I can come up with some elaborate subroutines that should mimic the AI you see in MUGEN if not a pretty close approximation. You are correct in that it will be the most challenging part to design as balance will definitely be hard to do.
    2 points
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