Jump to content

Leaderboard

Popular Content

Showing content with the highest reputation on 08/27/2023 in all areas

  1. Penguinet's "Tailchao" drops by the Mothership, as Silverback and Funkmaster V asks the man questions about the mysterious origins of what many consider the best Atari 7800 homebrew of all time. #atari7800 #rikkinvikki #steam Don't miss it!
    9 points
  2. Thought I'd join in with a few pictures of my main system (F18A/PEB/Tape). Don't laugh, I have very limited space (and also had to fit in my C64/ZX Spectrum/2600 and all their related stuff). Spare PAL 99 is boxed up
    9 points
  3. Hello! I plan on running a few more playthroughs before going live just being sure I haven't busted anything. A couple of tweaks were made since the Friday preview and I might add another piece of info for the custom scoreboard.
    8 points
  4. So.. this is such a contrived demonstration and comparison.. faceoff or whatever. Of ALLLL the things the snes could do over the PCE and MD, and inceptional chooses this??? Seriously? Anyone who's played a snes game, and has seen some of the graphics pushed in mode 1 (3 layers) is going to look at this and go... why the fuck are the fore ground layers limited to NES 2bpp color?! Literally, you have 200+ color single plane image juxtapose against NES graphics layer.. and that's supposed to impress? I don't know about you, but what I don't expect from my snes ..MY SNES.. is some NES looking graphics. So you gained a few extra colors.. and scarified two beautiful layers and a 3 layer for this. Look.. the 256 bpp mode is clearly meant display pics or graphic novel type games. Why? Because it EATS the ever living shit out of vram. You have almost no room for sprites, and one addition layer that's literally NES level graphics. No one in their right mind would make a platformer in this mode.. just because you can, doesn't mean you should. In the demoscene circles, it's like that's kinda neat.. everyone else - mode 1 snes games look miles better than that.. and for good reason. This is just a moronic challenge. Out side of what I've already said.. here's a few other reasons. The PCE and Genesis don't have 8bpp modes. Do you know what that means? 1) there's literally no equivalent, so there's zero reason to confine to the same limitations (and even resolutions at this point). 2) The SNES is vram starved in that mode.. the PCE and MD are not. There IS nothing stopping me from implementing a sprite obj layer, like I did on the PCE, on the MD.. and get 3 layers going on. I mean the vram is even there for it. So let's break down the SNES example, for which his video is bunk or near bunk. His video is showing a 256px mode on the SNES.. no clipping. So that means in order to scroll, you need AT LEAST as 64x32 wide tilemap. Since inceptional has already admitted he's trash as simple arithmetic, let me break it down for you: His demo has a 256x224 8bpp image wide screen, scrolling horizontally. That means at ANY given time, he need to have (256+8)x224 image detail in vram.. at any given time (redundancy for inceptional to take note). That takes up 264x224 = 59,136 bytes of vram. For the sake of optimization, I'm going to assuming he chose to put main tilemap in 16x16 mode (and not the normal 8x8 mode) for the 8bpp layer and 8x8 mode for the 2bpp layer (because why do you want to have all 4 meta tiles to be a single palette for a 2bpp tileset). 32x32 (as 16x16) is 512 bytes. Because the tilemap is in 16x16 mode, it occupies 64x64 tile space. Just for clarity here, 32 tiles x 8 (tile width) = 256 pixels. 32 tiles x 16 = 512 pixels. So a 32x32 map as 16x16 entries, is a 512x512 pixel map. If the screen is 256x224, you have enough room outside the main area to buffer in off-screen incoming changes. This is pretty basic retro console stuff. You need a map that is larger than the screen in order to scroll without artifacts on the edge of the screen. So 512 bytes for the large map that can handle the 8bpp layer. For the 2bpp layer, you'll need a 64x32 map. That costs 64x2x32 = 4096 bytes. So what are we up to? 63,744 bytes. Keep in mind there is only 65536 bytes. So you have 1,792 bytes free. WTF are you going to do with 1792 bytes? Since he has almost NO detail in his demo, let's assume he only need 70 2bpp tiles for that ooh-so-spectacular-detail on the additional layer (he has capital ASCII set, full 0-9 digital chars too, small "x", the coin in the stat bar, etc). So that's 70 x 16 (16byte since these are 2bpp tiles) = 1120 bytes. No we're down to 672 bytes. If he uses 16x16 cells for sprites.. that leaves him with only 5.25 cells for unique sprites. Let's assume he actually knows what he's doing here (lolol), and has opted for the 8x8 paired with 16x16 sprite mode for the screen. That way he can save a little bit of space for the mushroom sprite (the top has is mirrored, so he saves one 8x8 cell). the goomba takes up 3 sprites (at 8x8).. that's 96 bytes. Now we're down to ..what exactly... 576 bytes! Even if you perfectly aligned some of the Alucard sprites, as-is, to perfect boundaries.. the frames I looked at ramp up to 700bytes. Ahh... looks like you ran out of vram! Math is soo mean. But let's magically pretend you somehow scrounged up those free bytes in vram and could display Alucard.. you'd literally be VRAM full. Nothing else. So yeah, you have this beautiful background.. and everything else around is hot garbage. Mean while the PCE and MD don't have an 8bpp mode tearing through vram... so they're free to ACTUALY have sprites on screen and graphics that doesn't look like something straight out of the NES. As Trekkies pointed out, I highly doubt you took into account that the the entire SNES palette is 256 color entries. Normally 128 is for BGs and 128 is for Sprites. Bit in 8bpp palettized mode, it eats into some or ALL of the sprite entries. So you need to dial it back for sprites, and you need to do the same for the 2bpp BG layer. Alucard is 15 colors and the goomba needs at least 3 colors. The brinks, coins, clouds, grass... need 4 palettes of 3 colors each.. that 12 colors. So you need to strategically reserve 30 colors from that 256 color palette (and in the right slots). Thank god you didn't put a koopa in there! This is the kinda crap a mockup doesn't enforce on you, especially when you don't have a firm grasp on the hardware and fundamentals. Annnddd to put this into further context.. inceptional is OBSESSED with showing a full 256x224 or 256x240 8bpp image (because of some fanboi insecurity about the snes being infamous about needing clipped displays). I told him multiple times that since vram is super tight when dealing with all unique tiles for images like he's posting, that if you clip some of the display... you don't need to hold as much in vram and give yourself AT ALEAST a little bit more breathing room. Ohh no, that's too much of a compromise and I'm just trying to trick him. He's literally an idiot. So, do I get to do the same? Can I post mockups that are inaccurate for this "battle" of the systems? Is the 8bpp mode useless? No. Is inceptional and idiot? Of course. You would never use it this sort of way. I would literally use this for a Monkey Island kind of game. And I would letter box the shit out of it so I'd at least have some vram free for sprites and animation. But this guy... I swear. But to re-iterate.. you don't even NEED this contrived trash of an example of you wanting to shame the MD and PCE in the graphics department. Mode 1.. literally mode 1.. 3 by layers, full support for sprites, 2 layers being 4bit with as 32k main palette.. transparency, windowing, etc. You DON'T need to try this hard. He's only trying this hard because he thinks he came up with some new novel use of 8bpp mode..as if no one else EVER thought about this.. and he's going to set the world a blaze... with NES graphics on the foreground layer. shake-my-motherfucking-head. Some people's children, I swear..
    7 points
  5. I was all ready for takeoff and got screwed by the ALPHA LOCK again
    6 points
  6. Hello all, I have set up a new GitHub repo for storing Atari cartridge example code: https://github.com/tschak909/atari-cart-examples And seen here, is an example of one of the simplest possible cartridges, using the diagnostic mode, so it gets out of the way, as soon as possible, it's available as hello-world inside the repo. ;;; ;;; @brief Hello World as Diagnostic Cart ;;; @author Thomas Cherryhomes ;;; @email thom dot cherryhomes at gmail dot com ;;; @license gpl v. 3, see LICENSE for details. ;;; ;;; ******************************************************************************************* ;;; *** *** ;;; *** The simplest, barest, get-out-of-my-way-let-me-handle-everything cartridge possible *** ;;; *** Using the "Diagnostic Cartridge" flag to tell the Atari to not start the ROM OS, *** ;;; *** and instead, to jump to the cartridge as soon as possible. *** ;;; *** *** ;;; *** So this means, we take care of setting up, at the very least, POKEY, and to point *** ;;; *** ANTIC to the right place, using the actual hardware registers, instead of the *** ;;; *** OS shadow registers (e.g. DLIST instead of SDLST) *** ;;; *** *** ;;; ******************************************************************************************* ;;; ;;; @note: build with the MAD-Assembler (https://mads.atari8.info/) ;;; opt f+ ; Fill all bytes with 00 in between the two orgs opt h- ; No executable binary header, we'll provide a cart trailer. ;; Equates to give nice names to hardware register addresses. COLBK equ $D01A ; GTIA Background color SKCTL equ $D20F ; POKEY Control register DMACTL equ $D400 ; ANTIC DMA control register DLISTL equ $D402 ; ANTIC Display List pointer (LO) DLISTH equ $D403 ; ANTIC Display List Pointer (HI) ;; Start of ROM org $A000 ; Start of the 8K cartridge area ($A000-$BFFF) ;; Program execution begins here (we specify this in the trailer below) ;; We have to quickly set up POKEY, at the very least so the system will work. START: lda #$00 ; Clear Pokey SKCTL sta SKCTL lda #$03 ; Then Set to $03 sta SKCTL lda #$22 ; Turn on normal playfield DMA sta DMACTL LDA #$CA ; Set background color to GREEN STA COLBK LDA #<DLIST ; point display list to DLIST STA DLISTL LDA #>DLIST STA DLISTH LOOP: JMP LOOP ;; The ANTIC Display list ;; LMS means Load Memory Store. That is, get the data to display on this line, from the following address DLIST: .BYTE $70 ; 8 blank scan lines .BYTE $70 ; 8 blank scan lines .BYTE $70 ; 8 blank scan lines .BYTE $70 ; 8 blank scan lines .BYTE $70 ; 8 blank scan lines .BYTE $70 ; 8 blank scan lines .BYTE $70 ; 8 blank scan lines .BYTE $70 ; 8 blank scan lines .BYTE $70 ; 8 blank scan lines .BYTE $70 ; 8 blank scan lines .BYTE $70 ; 8 blank scan lines .BYTE $70 ; 8 blank scan lines .BYTE $70 ; 8 blank scan lines .BYTE $47,<MSG,>MSG ; Mode 6 ($06) (20 columns, 5 colors), + LMS ($40), get display from address of MSG .BYTE $41,<DLIST,>DLIST ; Jump after VBlank to DLIST (loop back) MSG: .SB " YOUR ATARI WORKS " ;; The Cartridge trailer, at the very end of the ROM. org $BFFA .word START ; Start address .byte $00 ; should set 0 here so Atari knows there is a cartridge .byte $80 ; Diagnostic Cartridge, do not initialize anything .word START ; init address Which produces: Enjoy and I'll be posting more of these as I get time, -Thom
    5 points
  7. Sounds like you are at least part of the problem. Tons of people sign up to post on the forum every year and rarely are there issues like this. You came here expecting issues and then helped create them, kind of a self-fulfilling prophecy. I'm the one who hid a group of posts early in this thread, which included gems like this: Since you just want to accuse the forum being full of "kooks posting PRIVATE messages in public" (another message that was hidden). And you very much overreacted to the one private message that was posted, exaggerating there as well (it was a single message). And half of this thread is just you drumming up more drama. So, I'll make it easier for you to focus on your project and will lock this thread. Feel free to start another one when you are ready to discuss your project in a mature fashion. ..Al
    5 points
  8. There is also the Text Mode, 40x24 lines, 6x8 pixel chars, but not available in BASIC/XB. It is used in Adventure module, for example.
    5 points
  9. I meant like this: You'd have to clip the display a little bit on the left and right, and manage the tilemap "bleed over" parts manually (which is easy.. just write the side columns to point to a blank tile). With up to a 32x32 size, you'll get enough screen coverage. If you need more, well.. MD allows reloading sprite table without turning off the display (as many times as you have active scanlines). And this is what inceptional purposely did on his demo, knowing I had this "sprite engine" on the PCE, with the "coins" comment... just to spite me haha. Hilarious because that literally doesn't stop the PCE version at all. To put that into context, let me quote inceptional on one of his own YT vids, "I can't even program on SNES and I came up with an idea for Mode 0 that goes beyond what 99% of actual SNES coders ever did" Inceptional.. I know you're reading these comments hahaha.
    5 points
  10. There's nothing interesting about how you're trying to use the 256 color modes on SNES. It's about as interesting as using high res mode on the Saturn for the Title screen.
    5 points
  11. Ok, I have good news and bad news. The good news is that I changed the front buttons to use the 'menu' button for select, and I changed all six games mentioned above. The bad news is I have to run out again and I haven't had the chance to test them. I'm posting them here. Could I ask you guys a favor and see if there are any issues? There should be no 'resets' any more when using an emulator, and they should work on multi carts with the FB joysticks, (or without of course). They all say v1.1 somewhere on the splash screen... Astro Fighter: AstroFighter.A78 AstroFighter.BIN Galaxian: Galaxian.A78 Galaxian.BIN Meteor Shower: MeteorSh.A78 MeteorSh.BIN MeteorShP.A78 MeteorShP.BIN Moon Cresta: MoonCresta.A78 MoonCresta.bin MoonCrestaP.A78 MoonCrestaP.bin Space Invaders: SI7800.A78 SI7800.bin SI7800P.A78 SI7800P.bin UniWars: UniWarS.A78 UniWarS.BIN ALSO, Meteor Shower now has the 'Hyperspace' sound added in. This was something I missed when I first put out this game. Please let me know, and thank you, Bob
    5 points
  12. (I posted this on FB a few days ago but I realized not all of us are on there and some of you might appreciate this Inty adjacent content...) While not an Intellivision post, it's time for a mostly Mattel handhelds collection post as I've just built three new IKEA shelving units to house these. What started as me deciding to get the Mattel handhelds I had as a kid has predictably spiraled into ridiculous rabbit hole variation collecting. 😂 Every game on the shelves is unique, variants abound with these things. Sadly I'm aware of at least another 10-15 I'm missing. It never ends kids....
    4 points
  13. Here's Thrash Rally/Rally Chase: https://youtu.be/jGaC8KZ0pxk
    4 points
  14. now i see the problem , i made mistake - when selecting i save current weapon before checking if weapon is available. Problem is fixed. Moving around map works fine for me , directions work as they should. Menu wok correctly - when press esc, only menu is displayed but music still played from the level. Check this updated version !testdisk.atr
    4 points
  15. Seeing this topic exhumed over and over and over again and generating the exact same responses and arguments each time.
    4 points
  16. Hey @Andreatari, I recently discovered this port and I enjoyed it greatly !! You have done an excellent job recreating this old favorite 😁 That reminded me of the sprites I have designed about a year ago for an 7800 (probably abandoned) re-imagining of the game.. In case you are thinking about a "deluxe" version later on with alternate sprites, you can take a look in the page below: https://forums.atariage.com/topic/304672-cosmic-cabbie-wip/?do=findComment&comment=5103224
    4 points
  17. My first two displays were a black&white TV and a 13" color TV, connected via an RF modulator. The centered, 28-column display fit snugly on the black&white TV, particularly at the two bottom corners. The color TV showed a bit more of the display, though I think it had some adjustment knobs at the back. On both TVs (Edit: maybe it was just the color TV?), I could see graphics in columns 1,2,31,32 where the screen was widest, however, it wasn't until I obtained a composite monitor that I could see 'everything' in the 24x32 window. The BASIC reference manual briefly mentions the potential screen limitation, "The graphics subprograms feature a 24-row by 32-column screen display. The 28 print positions normally used in TI BASIC correspond to columns 3 through 30. inclusive, in the graphics subprograms. Because some display screens may not show the two leftmost and two rightmost characters, your graphics may be more satisfactory if you use columns 3 through 30 and ignore columns 1 and 2 on the left and 31 and 32 on the right. Experiment with different line lengths to determine how many positions show on your screen." It seems to me that some games were designed with the column 'limitation' in mind as well.
    4 points
  18. If it can't play everything that an OG Atari plays, I don't see the appeal. I want to be excited but this is a half measure.
    4 points
  19. I do not have images for this sorry, but this was my dumb sort of little tech fix and it felt really good for more than one reason. I got these two controllers (image is end result) a few weeks ago early in the month, the listing on ebay was dumb: Nintendo Corded AFTERMARKET Controller for Nintendo NES NOT TESTED (2) And I think we know usually what untested on ebay means, it's damaged or broke. I went on it, it went cheap at $17 shipped/taxed to me, for perspective even with the metal finish wear they're easily $25-30 working right each, so I figured maybe I could franken one together or have parts for yet another later. When they arrived they got a quick wipe down, and then tried it out on my action set-PVM combo since I could get to that red cable that way best. Before: Both #1 and #2 the sliders were sketchy, the sound on the audio jack didn't work well spotty or not between them, and inside wasn't making 100% reliable contact for gameplay (uh oh.) So one at a time I opened them up and I gave both the same identical treatment. Inside and out got a nice alcohol rub down, swabbing in smaller spaces, got them sanitary to say the least, and did this on every single contact, even the metal sliders prongs. There was some varied improvement on both, but not the audio which still was bad but control input was good. From here I had already assumed the worst, had my soldering iron out. Imagine the inside of this as it's TWO PCBS of the same size/shape as an Oreo and the cream filling would be various diodes caps, etc between the pair with a few plastic struts, which gratefully left me hopeful my plan would work. I went over both PCBs every single last solder joint I heated up to liquid and reflowed it all, everywhere, including for the audio jack leads. Before closing up pulled the metal prongs on the sliders a bit more up and away to be a bit more firm on the PCB. After: A 95% recovery! #1 is at 100%. #2 is not, but it's minor. The controller is a bastard molding hybrid of the Famicom and PCEngine controller, as such it has the same sliders for turbo right down to the icons in the plastic as the PCE and for turbo it's OFF, 50%, 100%. On this controller, and it's weird, but the 50% contact works at 100%?!?! and the 100% (full right) is dead. Why I have no idea, it's strange, but I don't care enough to figure it out. Aside from that, it's perfect. The neat thing on these, that audio jack, you plug that into your NES, and your audio goes to the controller which has a sound processor inside and it has two features to it, volume control on the front, and a switch below sel/start along the narrow edge and that's for stereo panning. If you have it off you just get split sound over 2 speakers simulating stereo pretty ok, but if you flip that on, whenever you press LEFT or RIGHT on the controller, it pans the audio volume up for like 1.5~sec. It's really fun and depending on the game it creates an awesome effect if you use more of left and right equally to play (flight, pinball, sports, etc) than your usual run to the right platformer. So basically I paid $17 and got like $50+ worth of controllers. They're really unique and fun, licensed and especially close to first party given Hudson of the time, the controller jack itself isn't third party, it's a Nintendo cable with their name in the plastic like on an OEM Controller with the console itself.
    4 points
  20. Greetings all! I have just released version 1.20 of the C Library. It addition to a couple of bug fixes, it includes the following additions: - SIO binding - APE Time binding - FujiNet bindings for core communication (open/close, read/write, status, etc) - FujiNet bindings for Base64 encoding/decoding (requires 1.1 firmware built after 2023.08.24) - FujiNet bindings for Hash coding (requires 1.1 firmware built after 2023.08.24) Many thanks to @tschak909 and @mozzwald for adding functions to the firmware in an expedient manner and building test firmwares for me, and answering multiple questions! The Base64 and Hash functions should be available in the next published firmware. In the interim you can download a test build from the FujiNet Discord in the Atari8bit channel. Sample programs included, including source code, as well as 73 pages of documentation. Find it here: https://github.com/Ripjetski6502/A8CLibrary Enjoy! Wade
    4 points
  21. Thank you all for your reactions and feedback... if you want to give a look to any level out of 25 available, you can see this longplay video of the full 24H shift 😎 Space Taxi A8 - Full 24H Shift - Ver. 2.5 PAL
    4 points
  22. Good news: I just got confirmation from Plaion that it is the latest version 6.7.
    4 points
  23. Here is a new shoot'em up in 3D for the Jag. VR is supported through BigPEmu. This is a short game that has been on the back burner for quite a while but I decided to complete it thanks to the recent developpement of BigPEmu. The game runs on a real jag with a skunkboard. It should work on a JagGD. Using the VR mode is explained in the readme file. Don't do it on a real jag, your view will be upside down and locked to the side. Unless you've got a jagvr headset, then it might work. Have fun! shootemup3D.zip
    3 points
  24. I've been curious about what hardware is actually inside these new carts and been searching for information about them. What I found out from the Official PCB renders posted by @alex_79 and the official blog post is that the Limited Editon carts with LED marquee have a T-shapped PCB and other carts have a normal sized PCB. From the production picture @Mockduck posted, the carts contains: 128K flash chip (SST39SF010A) room for a RAM chip (probably 8K SRAM) Xilinx CPLD (probably XC9536XL) voltage regulator (probably AMS1117 3.3V) Oscilator (probably 50MHz active Oscilator) On the back of the PCB are some configuration jumpers. one to enable or disable the RAM and two more to configure the banswitch mode (probably 4K/8K/16K/32K). The official documentation says "The multi-mapper replaces five variations of three existing mappers" these variations are most likely: 4K ROM 8K ROM 16K ROM 16K ROM with RAM 32K ROM with RAM Since the RAM jumper is not grouped with the bankswitch jumpers, it wouldn't surprise me if RAM could also be enabled with 4K and 8K ROMs. Other interesing things of the PCB is that there is a JTAG header for programming the CPLD. Pin 12 of the cart, which is normally connected to GND has a special function. It is not connected to GND but connected to R1 and then (most likely) to the CPLD. A reason to do something like this is if the cart is programmed through the cart slot. The resistor R1 is a so called pull down resistor as it is connected to GND. They've probably done this for systems that use this pin as a way to detect a cart. Oops! Did they make a mistake? While looking at photos and frames of @swlovinist youtube video to see if I could identify the CPLD partnumber I noticed something odd about resistor R1. The text on the SMD resistor reads 104 meaning it is a 100K resistor. This is a very high value for a pull down resistor. Systems using pin 12 as cart detect will have a pull up resistor connected to this pin so a 'low' pin of the cart can be properly detected. The value of that pull up resistor will usually be from somewhere around 10K (external resistor) to 50K (internal pull up of micro controllor pin). So the 100K resistor on the cart is not able to pull the pin low enough to be detected. I think someone accidently made a mistake with the BOM (Bill Of Materials) list and entered 104 for the resistor instead of 102 (for a 1K resistor) as 104 is a common value used for decoupling capacitors (also on the PCB) ) I think when resistor R1 is replaced with a 1K resistor (102 text on 805 SMD resistor) the cart will be properly detected on troublesome systems. That's all I found out sofar. If anyone has more info or better pictures. PLease post them here! I'm looking forward to get some of the new carts and have a look under the hood myself
    3 points
  25. It is 100% disassembled with 99% of everything identified with a sneaking suspicion what that last 1% is. When I say 100% I mean it. I can change anything I want in the game, move data anywhere, subroutines anywhere. It will compile under TNIASM and run as normal. So what I want to do is add a pause button and maybe a bonus screen to show the built in secret message from Larry Clague. What I have learned from this is that now I can make a Centipede style game and a project on the back burner would be Millipede for the Colecovision. I have also learned that this game carry's a lot of the same routines like there was a shell at Atari that the programmers shared when making these games. I found the same exact routine in Joust and Jungle Hunt. LD A, 9FH OUT (0FFH), A LD A, 0BFH OUT (0FFH), A LD A, 0DFH OUT (0FFH), A LD A, 0FFH OUT (0FFH), A LD B, 18H LD HL, $7008 ; this ram address changes with the each game but it is the same exact routine. SUB A SOME_LOOP: LD (HL), A INC HL DJNZ SOME_LOOP RET Anyway, I will update with more stuff later. CC
    3 points
  26. Actually this is due to the 9901 VDP chip. It has modes of several types and 32x24 is the most used one for menus. Every single Cart from Texas Instruments used this mode when you get the title screen or a menu. Thus this VDP chip mode is always the one you see the most often, and the one used by Basic and XB.
    3 points
  27. I love that huge post done explaining it at a level maybe a five year old toils get it…to then have Kirk accidentally(?) double down in his doofusness because of his petty ignore lock. Read the reality, then the unreality. Then discount appropriately any future posts on the matter.
    3 points
  28. Every time you guys improve on Air Sea Battle, my Sky Diver gets his wings.
    3 points
  29. Yea sorry it would be 0 to 767 you are correct.
    3 points
  30. I finally put their hats back on them...
    3 points
  31. Today, I had the opportunity to meet Joe Decuir and asked him to sign my two heavy sixers (and Atari 800 and Video Olympics). I was pretty stoked and humbled to meet one of the people who created the Atari products that motivated a kid more than 40 years ago to get into the tech industry.
    3 points
  32. Has this all been some sort of meta- social commentary, to remind us that we're all mortal beings with a fixed amount of time? Is he showing us the contrast of what 1-month worth of progress looks like when you shut up and actually work on stuff, vs. the giant portfolio of nothing you're left with if all that time is spent aggressively spamming forums?
    3 points
  33. One day Kirk will remember that the SNES is in fact not the Atari Jaguar, and that it already has many fun and limit pushing games, so there's no need for this hypothetical nonsense.
    3 points
  34. Weird, having Déjà vu all of a sudden........🤔
    3 points
  35. 3 points
  36. https://www.a8preservation.com/#/software/release/2736 recorded with an Technics TR-RS737 -> AMD Starship/Matisse HD Audio Controller (Onboard) -> Audacity 2.4.2 (cut and amplified) -> a8cas-convert 1.3.1 -> turgen 9.2.0 (removed some afaik unnecessary fsk-blocks) can provide a wav or flac (~110 or 85MB) as "raw" data. SoloFlight_cut.cas.zip
    3 points
  37. Sky Diving: 72 There is definitely something to the timing of this one I haven't figured out yet. I'm still less than 50% in terms of actually landing on the platform.
    3 points
  38. But in real sky diving, is there some wise guy on the ground constantly moving the platform you're supposed to be landing on
    3 points
  39. https://www.a8preservation.com/#/software/release/3281 same setup (Mitsubishi MF504A with greaseweazle 1.15.1 fw 1.14 and than converted by a8rawconv 0.94) pictures was taken without the sleeve - the sleeve has a sticker "Micro-Händler Distribution" and very very hard to read "59.00" properply DM? Trailblazer_UK.zip
    3 points
  40. sorry i would like to provide a dump for https://www.a8preservation.com/#/software/release/5850 but are to stupid to find a button, the thread opening and also the contribution page is not very helpful to direct my somewhere. I have registered on the page but still a VIP club. I will attach the stuff here maybe it is useful maybe not. The stuff was dumped using a Mitsubishi MF504A with greaseweazle 1.15.1 fw 1.14 and than converted by a8rawconv 0.94 KennedyApproach_MPS_UK.zip Edit: by the way i could also provide pictures but don't own a working scanner (anymore). Don't know if this is usefull or not
    3 points
  41. Also I just want to ask, what did you do to get such hideous results for the Genesis and PC-Engine? When I use the same tool and set it to the correct settings for each system I get substantially better results. Genesis 4 Palettes, No Dither: Genesis 4 Palettes, Dithered: PC-Engine, 16 Palettes No Dither: PC-Engine, 16 Palettes, Dithered: SNES, 224 Colors (assuming 2 Palettes for sprites and other BG Layer), No Dither : SNES, 224 Colors (assuming 2 Palettes for sprites and other BG Layer), Dithered: SNES, 216 Colors (assuming 2 16 color and 2 4 color palettes for Sprites and other BG Layer), No Dither: SNES, 216 Colors (assuming 2 16 color and 2 4 color palettes for Sprites and other BG Layer),Dithered: Yeah, SNES still tends to look better because it has a larger master palette, the other don't look nearly as hideous as your examples.
    3 points
  42. New version of doom - fastest drawing sprites, walls and change jamb textures to correct key color !testdisk.atr
    3 points
  43. Snes- Energy Breaker- 30min. Pass... NES- Swords & Serpents- 2hrs p-word system on this bites, so I'm just saving via save state on the hackbox. Wizards and Warriors- 5min pass... Destiny of an Emperor - 1hr Star Soldier - 25min AD&D Dragons Of Flame - 45min
    3 points
  44. Great detailed report. Unfortunately, there is no 'unfuckupmess' patch available. However, here are some other patches to look for and install under OSX that might fix the issue. Reporting back to the thread and posting the associated log file, after applying the respective patch or patches, should the experience still persist, would be appreciated: -There is OSX 'missionarypositiononly' patch that might align the application experience better to what you were expecting. -If that does not work, try the 'noménageàtrois' patch. -The more encompassing 'setorgy2no' patch may be needed, if the messiness still did not clear. -OSX is notorious for incorporating felines, and dependent on how the OS is behaving with the application, it may require the 'thundercatsho' command to get the desired results aligned, or if the issue worsens, the 'stopthebestality' update may be required. When all else fails, there is a last measure to try, which is pretty extreme, the 'restorehymen' fix. Honestly though, I have not come across any claims of success with it. Looking forward to some additional fantastic feedback after all the above is tried.
    3 points
  45. That's quite a lofty perch DKPK is on and it's certainly one I drew inspiration from. You'll genuinely enjoy this, and then some, whether a fan of the game or genre.
    3 points
  46. Today's (08/25) totals: Gameboy 1) Sneaky Snakes - 15 minutes 2) Street Rider - 30 minutes
    3 points
  47. Yesterday's (08/24) totals: GBC 1) Snoopy Tennis - 30 minutes 2) Microsoft Entertainment Pack - 20 minutes 3) Hoyle Card Games - 15 minutes 4) Armada - FX Racers - 20 minutes
    3 points
  48. Here we are... 👍 After several weeks of hard and hot (up to 39° celsius in Italy 🥵 ) work, I can finally release version 2.5 of Space Taxi for Atari 8 Bit. 🚕 This could really be considered a kind of "final" version, if we don't want to think about a possible cartridge version. As usual, You can find Space Taxi 2.5 in the @Philsan's great website (Grazie Filippo!): https://www.santellocco.com/atari/spacetaxi.htm I have fixed several bugs or uncorrected behaviors, but more importantly, I have introduced some important features and new features. You can read the full changelog in the version history text file included in the downloadable zip but, as a brief summary, these are the main new features: 24/08/2023 - Space Taxi 2.5 - 130K disk version 💪 - Most of the files have been compressed with a simple custom routine that fits the program perfectly. - The boot program has been modified by adding a decompression routine stored in low memory. - New voices! All phrases have been resampled using a TTS engine for better quality and splitting words to save space. - Classic voices saved for the nostalgic... I prepared an identical copy, but using the original samples. It could be a perfect "Side B" of the floppy - Added "Hey" phrase when the cab hits the customer - Added phrase "Hey Taxi" when the cab lands on a different pad than the one the customer is on - Added new phrase "Game Over" at the end of the game - Added the phrase "Pad + No." when the cab takes the customer to the wrong pad. The ride bonus is also reset in this case - Added level name to the menu in cheat mode for easier choice - Added music for the high score writing screen when the player earns more than $50 and reaches one of the top ten positions 👍 - Added music for hi-score table 👍 - Fixed flickering of rainbow bar colors in Level 20 - Fast Break during jingles and during speech synthesis As always, also for this version I have tried to follow your suggestions and have taken your comments into great consideration... in the end, I achieved almost all possible goals (better quality of samples, the game fits into a 130k disk, sounds and music completed) and the game is stable, but eventual bugs are always possible... for the future I will only work on any major bugs and in a possible (but not easy) cartridge version. I really hope you enjoy the game and I am sorry that it is not perfect but, after all, nobody is 😎 Thank you all for your support Andrea
    3 points
×
×
  • Create New...