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Showing content with the highest reputation on 09/17/2023 in all areas
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@Wildstar: Dude... This is not the thread for these discussions. Feel free to start a new thread and migrate things over there, but kindly stop using this thread in lieu of a more appropriate one. Thank you.10 points
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9 points
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Thanks for all of the love for Bentley Bear's Crystal Quest... I think I need to do a sequel at some point For the speed runners out there: There is a level warp around the beginning of each major level. and for the explorers out there who don't already know: there is a secret level warp as well.8 points
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The reality is, it’s really hard to make a retro product like this that both: 1. costs low enough that casuals and impulse buyers jump on it. 2. satisfies the wants/expectations of the hardcore collectors/armchair critics without completely blowing that budget. While nobody likes to hear it, the casuals are a market where a healthy profit can be made. The Hardcores are not. While the hardcores may be more likely to buy it because they buy everything just because (and then complain about it after) they aren’t a big enough number to cater to, if it’s going to balloon the price past the point of profitability and driving the casuals away.8 points
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VID_20230917_184801.mp4 (re)tested on the PlusCart with the new build: DPC: Activision Pitfall II OK F8SC: Atari Defender OK F6SC: Atari Dig Dug not working CV: CommaVid Video Life running but half of the RAM is not written correctly? F0: DynaCom Mega Boy OK E0: Parker Bros Super Cobra OK E7: M-Network Burgertime not working6 points
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6 points
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Here is a small basic program that sets the drive to Unhappy mode, based on Stephen's code. Tested with Atarimax Happy Board and Archon I (skew protection). ATR is attached for convenience. 10 FOR I=768 TO 779 20 READ X:POKE I,X:NEXT I 30 X=USR(ADR("hhh[*]LY[d]")) NOTE - Characters in brackets are INVERSE! 100 DATA 49,1,72,0,0,0,0,0,0,0,224,224 Unhappy(b).ATR5 points
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Yes, it was a great idea and works really well in 7800basic. For the vertical scrolling project we have allowed for a variable number of palettes per row, but here it's just a single palette per row. If you used a single palette for the whole playfield then you could use plotmap and wouldn't need much in the way of assembly code at all.5 points
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The holiday period was a time for laziness, and it simply passed quickly, and before we knew it, the holidays were over. During this time, work on the release of Scorch was still progressing, but I must admit that it was very slowly. In September, everyone on the team got down to work and we are moving forward. We are slowly getting closer to our goal. I am attaching photos from the battlefield - the cartridge electronics are already assembled and placed in brand new cases from Sikor. If you have not signed up yet and would like to buy a physical game, you are welcome, we will produce as many copies as needed.5 points
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Frantic will be demoed at PRGE, so I've resumed work on it. Just a minor update so far, the humanoid animation has been increased from 4 to 8 frames. Was trickier to do than I thought it would be. The Sound Tool from the prior update had to be removed due to ROM space needed for the additional humanoid graphics and color data. Console Switches: TV Type = B&W, score display shows time remaining for Vertical Blank and Overscan. Left Difficulty A = Max Robot Stress Test. Score will be red and player does not lose a life (so can play forever). Right Difficulty A = Frenzy Special Room Test. Every room will be a special room. Note: Difficulty switches are only checked when starting a new game. ROM frantic_20230917.bin4 points
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Providing an overall general developments breakdown, like a game with 'selectable challenge' option: (Novice) - Late 1990's-Early 2000's: Preliminary release of additional games, tools, hardware, and emulation. (Standard) - Late 2000's: Progress in game development, tools, hardware understanding, and emulation improvements. (Advanced) - Early 2010's: Further advancements reflected in games, tools, hardware, and emulation. (Expert) - Late 2010's-Early 2020's: Overall mature platform utilization with multiple products demonstrating high proficiency. We have seen platform releases near where the 7800's contemporaries were in the late 1980's - early 1990's, and arguably exceed that bar considerably in some cases. It took ~30 years to reach that point, but considering initial platform saturation, and all of these developments are during hobbyist time/resources, not full-time paying jobs with teams of people allotted huge pools of resources, it is very impressive.4 points
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In terms of color, the GBC has advantages in certain aspects, while the SMS has advantages in others; summarizing, from the top of the head: On a Gameboy Color, each tile can only use four colors, while in the Sega Master System, each can use 16 colors; The Game Boy Color has two 32 colors palettes, one for the background and one for the sprites, each further split into 8 four-color palettes; each individual background tile on the map can choose between any of the 8 background palettes, while each sprite can choose between one of the 8 sprite palettes; The Sega Master System, on the other hand, has two 16 color palettes, one for the sprites and one for the background; the sprites can only use the sprite palette, while each individual tile on the map can choose between the background palette and the sprite palette; Futhermore, on the GBC, each individual palette color can choose between 32768 colors, while in the SMS, they can only be chosen among 64. So, essentially, the GBC can display more colors, but with greater limitations on how they can be used. There are even GBC games that change color every scanline to achieve more than 2 thousand colors per screen; it requires lots of ROM space and CPU time, but it works: On the other hand, there is a SMS tech demo that manages to change about 11 colors for every two scanlines: As for the Pocket Platformer conversion, one possible downside is that games made in it could end up somewhat samey, just like hacks made using KiddEd still feel somewhat like AKiMW, even though they can still be pretty varied:4 points
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Here is a place for Tandon belts: https://console5.com/store/atari-1050-ibm-pcjr-qumetrak-142-floppy-drive-spindle-belt.html https://console5.com/store/fabric-reinforced-belt-for-atari-1050-tandon-tm100-4p-floppy-drive.html4 points
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4 points
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Consider putting your code on github. Really good way to manage your code and not lose it.4 points
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4 points
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Hello all.. it's been a long time. Like all good historians I've been digging into the past.. and I don't know if I've shared this before. In light of the 2600+ I thought you might find this interesting. @Albert I don't know if you were aware of this, so given that you are now Atari's historian, I hope this adds to your knowledge. The idea of course was to make legacy carts playable on the VCS. But, I could see it becoming a device that would be hacked to allow for dumping and programming carts, so I don't expect it would have come to life in any official way. It is however a well thought out design and deserves a place in Atari's design history. If you have questions about this, I'll try to answer. Atari PORT concept.pdf3 points
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Here is the one I am using with lot of comments as I tried to grok it. I hesitate to offer it since it might add to confusion. It's written in my cross-compiler Forth it has some odd additions. I also changed how I manage the workspace and the little name buffer. If nothing else it might help understand some sections as I changed some of the jumps to structured loops. And I even found one instruction inside a loop that could be removed to the top of the loop. CAMEL99-ITC/Compiler/cc9900/SRC.ITC/DSRLINKA.HSF at master · bfox9900/CAMEL99-ITC · GitHub3 points
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Hello TI friends, the german TI-Club Errorfree invites you for TI-99 and Geneve TI-treff 2023: 7.October 2023 starting at 11:00 in ‘Tante Blankas / Schützenhaus Stuttgart-Münster‘ Adress: Burgholzstrasse 91 70376 Stuttgart Germany https://Tante-Blanka-schuetzenhaus.eatbu.com/?lang=en yours Oliver Arnold and Wolfgang Bertsch3 points
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3 points
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I imagine once it's done someone will make an enclosure something with db9 ports, switches, etc, but it's not far enough along to worry about those kinds of details yet IMO.3 points
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i stuck it here for now.. lmk if that's an issue http://ftp.whtech.com/Users/stephen/3 points
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3 points
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The five parameters are SAVCRU DATA 0 CRU Address of the Peripheral SAVENT DATA 0 Entry Address of DSR or Subprogram SAVLEN DATA 0 Device or Subprogram name length SAVPAB DATA 0 Pointer to Device or Subprogram in the PAB SAVVER DATA 0 Version # of DSR from the files in this WHTech directory, which are various versions of Paolo’s DSRLNK routine. Of course, they are also present in the DSRLNK from TI Forth (pretty much identical to the E/A version), but I am not sure if they are actually reused anywhere (I will check). I need to parse one of them very carefully to make more descriptive comments as a starting point for fleshing out what I want to do. With “DSK1.FBLOCKS” as an example, SAVLEN seems to be correctly described in that “DSK1” would have a length of 4. However, SAVPAB appears to point to the position after the ‘.’ following the device name (not relevant for subprogram name), which is the actual filename of “FBLOCKS” following “DSK1.” in my example. Just before the DSR/subprogram is called >8356 also has that filename pointer. I guess that is what the DSR needs for level 3 calls. Of course, it would be irrelevant for level 1 and level 2 calls. I have work to do! ...lee3 points
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I will stay and burn with them. Too many in stake. I will never succeed to have everything back and suffer from depression for years. 😭3 points
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To give context to all the answers given so far, the Intellivision video processor is synchronized with the TV's video signal, which in NTSC TVs is at 60 Hz, and in PAL/SECAM is at 50 Hz. This is typical of old consoles of that time. As you may know, the raster beam on the TV scans the screen from left to right, top to bottom to draw a picture for each frame several times per second. When the raster beam finishes drawing a frame, it turns off briefly as it resets back to the top. This is called "vertical blanking" or VBLANK. At the very moment that VBLANK occurs, the Intellivision video chip (which is synchronized with the TV signal) issues an interrupt request to the CPU. The Intellivision architecture is wired to react to this interrupt request by calling a program-specified service routine intended to prepare the graphics sub-system to draw the next frame, e.g., updating sprites, background graphics, GRAM pictures, etc. In fact, as mentioned by the others above, this is the only time that the CPU has access to GRAM and the video chip registers, which include the graphics mode, sprite attributes, scroll adjustments, etc. This is a very strange quirk of the Intellivision: you have to wait until the next VBLANK period happens in order to gain access to the graphics and sprites sub-systems -- and only briefly; once the raster resets, the video chip takes back control of the graphics sub-system and locks out the CPU from access again, until the next VBLANK. IntyBASIC handles most of this complexity for you, abstracting the VBLANK interrupt and it's service routine. Specifically, the statements related to the video chip -- SPRITE, SCROLL, MODE, etc. -- are buffered, so that he values are held in temporary storage until the next VBLANK interrupt, at which point IntyBASIC will dutifully apply them. As I mentioned above, the VBLANK interrupts occur regularly at 60 or 50 Hz, depending on the TV standard in use. IntyBASIC offers the WAIT statement to essentially "busy wait" in a loop until the next interrupt. This allows your program to synchronize its timing with the video signal. The others answered your specific question correctly, and I hope that this additional detail puts those answers into context. dZ.3 points
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3 points
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3 points
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That's a pretty accurate depiction of what it was like trying to get a refund on that deposit that was promised to be "100% refundable at any time." Well, 100% refundable "at any time" was how Tommy described it. I think that was later changed/interpreted by mr...err... a certain AA user to imply they were honest because they actually meant "100% refundable for a while there, then y'all can go f*** yourselves and leave us alone because we're on vacation again" or something like that.3 points
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Some people seem to forget FCC certification is not a partial credit system. It is all or none. They have not passed it isn't in their database. You are correct. The games do not need modified for the phones. In fact, phones have been shown playing games more than the controllers. Some idiots here thought that the cornhole video with Han's family showed them using the controllers. When in fact all action shots with the game were done with phones. Regarding investors and line of credit. The investor can't just take money back freely. Look at the crowdfunding investors. They put in money and can't take it out. The person who pulled out was a POTENTIAL investor. That means Intellivision never had that person but thought they did. The same thing with the line of credit. They never had it. Full stop. It doesn't just get yanked away. If they needed XX to get the line of credit, and they were HOPEFUL they would get it, IS, NOT, HAVING, IT. They didn't have XX to get it, and therefore couldn't lose something they never had. If they did have the line of credit the Amicos would have been made. Assuming it isn't super busted. Which may be the case. Here is a great example of it being busted. I do have the data to show that no matter what Amico is a flop. Dynablasters desig acted an important enough game to make a code in box release is tearing it up on Steam. This might be a situation in which VCS sells more copies than Steam since the VCSers seem to just buy everything just because. 🤣 This whole Amico Home also shows all the LEDs were superficial, unnecessary, and happened to add cost to a console that had needed to be budget. Way to go Intellivision! 👏3 points
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HOLY CRAP DUDE!!!! For the love of god and all that is holy PLEASE STOP!!! WOW😂😂😂3 points
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And if my aunt had balls, she'd be my uncle...3 points
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First thought Triple Challenge. It's a compilation of previously released cartridges so you're not missing any. Then I thought you can get rid of one you don't like. Tropical Trouble, don't like the box and don't care for the game2 points
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Here's the new pdf listing, best of luck. hcalc4_ATASCII_Fontmaster_Listing.pdf2 points
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One of those learning is fun carts. I'm not in school anymore. LOL2 points
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Ooohh just look at that near perfect colour clash perfection of the ZX spectrum, nothing else compares. That being said, in later days it paved the way for some really clever programming to really make use of the 2 colours per 8x8 tile and produce some beautiful looking games. Anyways, as you were, this is a Atari Chat Room2 points
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I have finally decided that the simplest way to run this "meta" compiler as they are called in Forth circles, is to IMPORT all the common Forth code primitives. That way you don't have to do it manually and I don't have to make a program scanner that searches for them in a first pass. The thing is that without the dictionary headers all these words take about 1K bytes. That's a pretty small run time block. The current screen output file uses another ?400 bytes. IMPORT: DUP DROP SWAP OVER ROT -ROT NIP IMPORT: C! C@ COUNT @ ! +! C+! 2! 2@ IMPORT: SP@ SP! RP@ RP! IMPORT: DUP>R >R R> R@ 2>R 2R> IMPORT: ?DUP >< 2DROP 2DUP 2SWAP PICK IMPORT: AND OR XOR IMPORT: 1+ 1- 2+ 2- 2* 4* 8* 2/ IMPORT: 1+! 1-! IMPORT: + - D+ IMPORT: RSHIFT LSHIFT INVERT ABS NEGATE ALIGNED IMPORT: UM* * UM/MOD M/MOD IMPORT: = OVER= 0< U< > < IMPORT: MIN MAX SPLIT FUSE IMPORT: MOVE FILL SKIP SCAN IMPORT: ON OFF IMPORT: BOUNDS /STRING So I rolled everything up into the ITC-FORTH preamble file. Then you just need to include your I/O file. At the moment there is just STD-OUT. And optionally you can import some of the other primitives in the system. I used ?TERMINAL in the demo below. With a different file to define the dictionary headers, I should be able to rebuild the Camel99 kernel on a TI-99! That might be a first? A language rebuilding itself on the 99. hello world looks like this. I think it's turning into a useable thing. \ HELLO.FTH for the recompiler. Demo Sep 16 2023 Fox HEX 2000 ORG \ this must be set before compiling any code INCLUDE DSK7.ITC-FORTH \ preamble for indirect threaded Forth INCLUDE DSK7.STD-OUT IMPORT: ?TERMINAL COMPILER DECIMAL TARGET : MAIN ( -- ) 768 C/SCR ! \ init this variable PAGE S" HELLO WORLD" TYPE BEGIN ?TERMINAL UNTIL BYE ; \ tell the compiler what to do with this COMPILER AUTOSTART MAIN SAVE DSK7.HELLOWORLD HOST \ return to HOST Forth \ you could automatically exit to TI-99 Main page ( BYE )2 points
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Would it be possible to move the site to one of the hosted community sites like was done with Fred Kaal's site? That might let the site stay viable for a longer time, assuming one of the existing sites has both the space and the will to do so.2 points
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Count me on in that, not exactly even sure why, but I do own both but I tend to pull out the SNES cart first. Perhaps it's because when I get fed up I can use the password? They're utterly the same otherwise challenge wise and all that.2 points
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Not only Fiat was affected, in the 1970s and 1980s almost all European cars were affected by the cheap Soviet recycled steel. For example, the first VW Golf (Rabbit) had serious problems with rust, as did Mercedes and BMWs. However, the most famous is the Alfasud, a great small car, but it started to rust during production.2 points
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2 points
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@TrogdarRobusto I thought of another question for you. Now that Atari is making hardware again, is there any chance we'll see some kind of official Paddle Controller Adapter for consoles? I'd totally be cool with some kind of DB9-to-USB solution too since you're already making paddles for the 2600+.2 points
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2 points
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Just in case anyone wants to give it a try, attached are the 64 col, and 80 col versions. BZ64.atr BZ80.atr2 points
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Your Mario Gallery is still using a 24bpp image in the background sot hat wont work. Though kudos for finally fixing the way the shadows would work. Though you're still doing the giant window goomba that flat out wont work because the hardware doesn't work the way you think it does. You need to address that if you really want this to be representative of what an actual SNES can do. As stated previously, the Mode 0 demos could all easily be done with less layers, which would give you the benefit of having more colors.2 points
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2 points
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Jack Kilby invented integrated circuit at Texas Instruments 65 years ago Tuesday https://www.nbcdfw.com/news/tech/jack-kilby-invented-integrated-circuit-at-texas-instruments-65-years-ago-tuesday/3335888/2 points
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Welp I beat it!! The ranking is not anything impressive but I honestly have played this one so much without ever beating the mission I am more than ecstatic to say I've cleared it! The last few Krylons were quite dicey to take down.... Best of luck with your endeavors on T30 and T40! Let me know your progress!2 points
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Amico games would never work without the game changing, innovative controller. We have that in writing here somewhere so it must be the gospel.2 points
