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Showing content with the highest reputation on 09/24/2023 in all areas
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The use of ProSystem was my main concern with this project and while I'm not the target audience I've gone from sitting on the fence to a definite no. What use is a 7800 that can't play 7800 games properly? Hopefully they can do something with JS7800's fixes before release but if not then the 7800 side is effectively worthless.8 points
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6 points
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6 points
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6 points
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6 points
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6 points
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Lady Bug: 224480 I really enjoyed this one. I only wish that the game was a little less random in terms of the letters it decides to give you on each board and would favor the letters still needed. I had a few games where I went the entire game (10+ boards) without getting one of the letters needed. On a couple other games, I came close to getting the special twice. Your final score is determined by randomness a little more than I would like. Nonetheless, it's still a great port and really fun to play.6 points
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Just broke 100k! But I still didn’t get the bonus round, although it was my fault this time. The S changed colors as I picked it up and then I went for the R for my second extra and that changed too. (Along with my 3rd blue heart!) I must be too stressed on that bamboo shoot stage with the fast bugs. I was so close to greatness. I want to get some more games in tonight, so fingers crossed I can get a big bump up! 103,840 If we had a “no bonus level” challenge, I would feel pretty confident in myself hahaha. Sigh. Lol.5 points
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5 points
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5 points
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Hi @newTIboyRob! About the long lines, those are because the program that you typed is not the "original" one, it is recovered from a version that was protected, with all the variable names erased. So, to un-protect it, the variables were replaced by V1 to V99, making some of the names bigger. IMHO, that Basic spreadsheet program is not a good program to type in, it is big and slow, and not a very good learning experience 🙂 Here is a better option: I ported B-CALC to work in 16K memory and load from a cassette, attached is the .CAS file and a binary image. You can test the .CAS file in an emulator and see it works - it would give you about 3k of free memory for your spreadsheet, see: What I did was to assemble the code from the magazine to address $700 instead of $2000, and skipped the test for "D" device on SAVE and LOAD, so it works with "C:". Then, I compressed it to make loading shorter and converted to a bootable CAS file. The magazine article with the instructions is here: https://archive.org/details/analog-computing-magazine-63/page/n50/mode/2up Sadly, the program is too large to convert to a BASIC tipe-in in 16K, as you would need the BASIC source plus the decoded binary in memory at the same time, and this is more than 16K for a 6k program like this. It would need to be typed in different sections and then appended together, a very difficult task without some disk drive. And a simple recommendation - if you need some very inexpensive device to connect to your Atari, you can build a SIO2PC-USB using an usb to serial adapter, like this: https://www.aliexpress.com/item/32273550144.html ... you will start to enjoy your Atari 🙂, like this: Have Fun! bcalc-cassete.cas bcalc-cassete.bin5 points
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5 points
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oh man I wasn't going to get one of these ... but I have eighty bucks, I like costco, and based on that video review, this looks better than I expected it to be. Maybe tomorrow will be a food court pizza day5 points
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I like the Recharged versions, because I enjoy the 1980s synth pop music and neon visuals. One try and your out is kind of like the Challenger Series of Odyssey 2 games, which are the best things on that platform. They make some of the old games a bit more accessible. I've bought most of them so far because I enjoy the concepts. More than the original quarter-snatchers? I don't think so, considering how original the namesake games were. Also, taking vertical games like Breakout and Centipede and stretching them out to 16:9 is very silly. Atari needs more intellectual property, I'm tired of Asteroids and Centipede. Maybe they can do Berserk Recharged since they own that now.5 points
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5 points
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Hi everyone, dad664npc aka cryptodad has been developing PiStorm on the Atari for several months now and have gotten to the point where it is performing well, albeit needing a Pi4. The current offerings are 68000/68010/68020/68030/68040 - FPU can be added to 68020. Two virtual IDE drives are available, and just recently, ET4000 graphic emulation has been added, having 1MB of VRAM so resolutions upto 1024x768x256. SCSI emulation is being worked on at the moment. This project really needs additional devs. It would be fantastic to get networking up and running. The Amiga PiStorm community is absolutely massive, many users/supporters and contributors... But the Atari side has only 1 active developer and 1 active tester! We really need the support of the community! Please, can we get some interest in PiStorm in our beloved Atari community going? Github: https://github.com/gotaproblem/pistorm-atari Come join the pistorm-atari discord channel - https://discord.gg/XFEBA8QDzQ Thank you all!4 points
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160B mode background plus 32 sprites (12x32) in 13 colours. IMG_3055.MOV4 points
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I confirm these floppies are working well on our TI/Z80 system: eBay item 3324652680314 points
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Why would you need to do it that way? If the Genesis can pull it off with 2 layers clearly the SNES shouldn't need 4 low color layers to do it. Why would you need 2-3 giant bosses from a game design standpoint? There's a reason why most shmups don't do that. It makes the screen too crowded and gives the player too much to focus on resulting in a lot of cheap deaths. And on SNES you only have 256 Pixels of horizontal resolution. That's going to be extremely cramped if you throw 2-3 "huge" bosses on it. This is again one of the big issues you keep tripping up on. You're thinking more about "how can I one-up the Genesis?" instead of "What's a cool game I can make that works within the limits of the SNES." You're coming up with derpy tech demos instead of fun game ideas. Again if Genesis can pull it off with two layers, you could easily just use Mode 1 and do the same thing the Genesis is doing while still having a layer for your HUD. No need for Mode 0, Mode switching, high color tiles to hide low color ones, etc. And for what it's worth Genesis could do a HUD without the black bars too, though it would require sprites to do it most likely. Hence why the window is being used as it just makes things easier and still works fine, especially if the art design works and makes it feel like it's the ships controls or something. The main issue with this is again you're more focused on tech flexing rather than making something that looks good or correct. Using transparency like that your clouds no longer look like clouds. They look like smoke or gas or something like that. Thick fluffy clouds like what you're trying to convey and what's in Thunder Force IV aren't transparent like that in real life. They're opaque. It's why they cast shadows on the ground, it's why it gets darker when a storm rolls in, it's why you can't see planes that fly above them and why if you're in said plane you can't see the ground below. So as a result you have something that just looks weird and off. If you were to make it look more realistic and accurate you would again probably be able to do it with less layers. Heck I showed you how to break it down and do it with just 2 layers on the Genesis a while ago. While it's a lot of sprites they're all the same thing from what I can tell. It's not just about how many sprites you throw on screen. Having good variety, animations, enemy types, etc. is also important. So looking at the Thunder Force games for example, they may not have as many small rocks for you to shoot, but you do have more enemy types flying and shooting at you at a given time. They're also more animated. Then you have more interesting weapons like the Hunter shot flying all over the place. Not saying the SNES can't do that too, it did have a port of Thunder Force III after all. I'm just pointing out that there's more to it than just throwing a bunch of sprites on screen if you want it to be a fun game that also looks nice. The only reason it's getting your attention is because it makes you feel insecure about the console you chose as a child. That's why you're talking about it. That's why you're shitting on it like you do every other Genesis homebrew project that gets announced.4 points
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4 points
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Hooray! Mine is working. It is using a pi 4B and the cart Berzerk is under test. Sound is working through the pi headphone port. The source code needs a one-liner change to support the pi 4B. In emucore/CartPort.cxx, alter this line. This is the original code for the pi 3B: #define BCM2708_PERI_BASE 0x3F000000 it should then become this for usage on the pi4B #define BCM2708_PERI_BASE 0xFE000000 pi4b Stella RT test with Berzerk.mp44 points
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It ports to Linux and can run under ARM. The not "fully compatibility" issue is the nearly decade old Rockchip RK3128 being leveraged for the project is likely not fast enough to handle running A7800 in some or many situations. Best we can realistically hope for is Atari integrating the updates readily available via JS7800 posted sources, which several from the community, myself included, have assisted with updating.4 points
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Appendix B of the TI-95 Programming Guide describes the CIO function. Page B-6 lists the hex codes of the I/O commandos. The hex code 0D tells the Quickdisk drive to format the inserted floppy disk. The drive has the device number 8. This is the small program FRM to send the format-commando to the Quickdisk drive: 0000 SF 15 CLR `format QD?` Y/N GTL JA 0022 CLR 0024 DFN CLR 0025 HLT 0026 LBL JA 0029 DFN CLR 0031 UNF 080D00000018 STO B 0000E73F STO C DEC CIO B RTN 0060 The DIR program is much more extensive, but it's basically just a bunch of different CIO instructions. QDM is quite large and, like QFL, also requires the data file +PC in the MEM area. The attached zip file contains the source code of the three programs. The file extension is K95 as it uses TIIF2, but they are ASCII files that can be viewed with any editor. There are three files with the extension B95, which are intended for transfer to a TI-95. QDM.zip4 points
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Yes, appreciate that, but as part of our preservation project we wish to capture the recordings from the original tapes.4 points
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A speaker on both butt cheeks would be very useful to cover up one's farts! 💡 (well, except that after a while, everyone would know why you're cranking up the volume occasionally 🤫)4 points
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I think the issue with Krik's idea of mode 0 is his use of limited colors paired with trying to distract from it (hide it) with transparencies and such (his shmup levels/mockup.. especially the "ice level". But some of his mode 0 demos are straight up ugly in color usage - like his "9 boss" mockup). He wants all the parallax, but desperately wants to hide the color limitations that come along with it. I mean, the idea is sound. It's the premise of all graphic tricks; to disguise the limitations of the effects. But trying to stretch mode 0 into an entire level? That's a tall order. From what he was able to come up with, it didn't meet expectations IMO. I'm not saying it's impossible - just mostly improbable. You need a really capable artist, with good technical skills as well. That, all against what the SNES is already capable of.. especially when color fidelity (detail) being orders of magnitude less in mode 0, you need a really good reason to use it. I doubt many want to put in that kind of effort. We'll see who picks up that challenge 😁 Otherwise, yeah I see mode 0 more of a "compliment" to other modes as its base use case; it's useful for some parts mid screen. But I mean that's pretty much a given (and a couple of games do IIRC). And I guess more expanded/fleshed out with actual full screen use here-and-there as small "transitional" parts in a stage - but don't give the gamer long enough to scrutinize it haha. Mode 3/4 8bpp modes are useful too. I think throwing up hi-color "digitized" screens are kinda boring - scrolling or not (even for my own demos that do this on PCE, but those are done for research in understanding how pixels blend in hi-res mode and how the color looks), but maybe a giant face or whatever for a boss in a shmup or platformer. You know, something that's large enough but doesn't make you sacrifice your entire vram usage haha (and this is how I plan to use hi-res/hi-color mode on the PCE too because it 1:1 has the same space requirement as snes 8bpp graphics). But it's the same as with mode 0 though, using 8bpp REALLY has to be pronounced.. it has to look above and beyond what 4bpp can do. Not just a little.. but seriously above and beyond night-and-day difference. For the record I'm no stranger to using 2bpp graphics with expanded palettes. I've adapted some Amiga style tricks of (ab)using hardware planar graphics for overlapping animating pixels for layers (parallax), using color reloading down the screen, and even transparency effects... all on the PCE for its planar tiles. SNES has the exact same planar format of PCE for tiles, so a lot of those same tricks can be ported over to the SNES. I'd like to see more exploration in that, to get more complex transparency effects that are not possible on the SNES and/or additional parallax effects (without having to drop down into mode 0), on the SNES. Mode 0 and 8bpp modes are interesting, but IMO they're much more corner/edge use-case scenarios. I'd go so far as to say 8bpp mode for large enemies or boss is more practical and useful than mode 0 as a mid-screen effect. But planar graphic manipulation doesn't force a huge restriction on color usage (mode 0) or dramatically eat your vram (8bpp modes), but it does give you some additional capabilities not possible on the snes. AFAIK planar plane manipulation isn't an area anyone is currently touching on for the SNES (SA chip would be great for this too).4 points
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Lest offense be great and manyfold misunderstood, Let me assure its only for jest and mockery pure, intended only for laughs, not wit, notwithstanding this; of what to sell or not to sell, may yet from this be learned, not to dabble darkly with dubious dollars, neither then to shit your panties in stereo on markets loud4 points
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Not sure what type of games I would like on Genesis, but I would like to see a return to whomever ran the marketing department for Atari in the 90’s.4 points
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You keep saying that, "certain people who have positioned themselves as authorities blah blah blah". No one has done that. Anyone who has commented on the validity of your mock ups are ACTUAL authorities, in that they've actually programmed homebrew on hardware unlike you. Everyone else? They're just sick of your attitude.4 points
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Hi @Atarigrub Attached to this post you can find the stereo version of the FLACs for both sides of the cassette. I tried them on Altirra and they load just fine. Kind regards. Luis. jfirst-stereo-b.flac jfirst-stereo-a.flac4 points
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What a joke.........I was planning to simply reply as seen here in messages, in private, but of course, I was unable to, since @jeffythedragonslayer thought they could message me THIS and then block me from replying directly. Very Kirk-est of them 🙄 OK then, another person who thinks they must be listened to and obeyed yet not have to deal with a reply, instead I will respond to it HERE, show who you are behind the scenes, I've nothing to hide and then from this point on you WILL be ignored as you wish, IF THIS GETS ME KICKED FROM THE THREAD SO BE IT, I ONLY SAY WHAT I BELEIVE AND AM WILLING TO ACCEPT CONSEQUENCE UNLIKE KIRK OR YOU, but I am not going to let you drop something and then run away........... MY REPLY, WHICH WAS MEANT TO BE A DIRECT RESPONSE BUT I WAS UNABLE TO DO SINCE THEY BLOCKED ME FROM SENDING THEM MESSAGES: NOTE: IT WAS ONLY AFTER HONESTLY REPLYING AND ATTEMPTING TO SEND THAT I REALIZED I COULD NOT 😉 Got THIS notification, now seemingly removed. 🙄 Why did you delete it? Did you realize that just maybe Kirk has realized he might be the problem? No, likely not, you seem to be trying to justify and cover for him pretty hard. However, IF YOU OR KIRK honestly think anyone's comments are untrue and are just in fact uncalled for bullying or trolling, FEEL FREE TO REPORT SUCH COMMENTS TO MODERATORS / ADMINS. 😉In the meantime, Kirk can just deal with the realities of not living in a bubble.4 points
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I'm a lurker here mostly and don't have much presence. I too am happy for Al for his decision and being an official employee of Atari. I've been reading every post and am on page 22 of the thread, but decided to jump ahead and post - I hope I'm not being to repetitive of what may have been stated. Apologies if I am. My feeling about what might be in everyone's best interest is if Atari released official documentation that stated exactly what their intentions are. It's been stated that the intention is to preserve a dedicated community, archival material and even show respect to the dedicated fanbase of gamers and developers. At the end of the day, Atari is a corporation. When corporations buy other entities - they acquire assets. It's been stated by a few members here that the games and history are more than just hardware and roms. It's experiences. Stories. Culture. Atariage is a community that keeps the past alive, with history, documentation, archiving, and hacks, fixes and very importantly - homebrew. It's very easy for a company to ride on the coattails of the past. It's also easy for companies to release old games as novelties for a quick buck. I personally can't stand mini knockoffs and what have you of old classic games (in the sense of hardware). To me these multi-game consoles, numerous cheap handhelds, mini arcade machines are novelties that get played 10 minutes before getting shoved into the closet and eventually ending up in a pile of unnecessary e-waste. When you sell out your IP like that, it diminishes and disrespects it. Atari needs to get away and KEEP away from that shit. At the moment, Atari SA is a small company, and seem to be respecting their IP more. I think the Atari 50: The Anniversary Celebration is a step in the right direction. It gives those who are curious a taste of what was and its important history. I also like the carts made with serious collectors in mind. They look very well made and packaged. The fact that all collections are sold out, save for the newest game, is a good sign. The new VCS though is a hit and miss. It was never going to compete with the likes of Nintendo or Xbox, as the presence wasn't there and it's really a PC in an Atari shell. No apologies for the blunt description - that's what it is. It's a niche system that is only going to appeal to the hardcore Atari fans at the moment. My own personal opinion would be that Atari grows slowly and carefully. Not worry about profits at the moment, just keep the lights on and gain ground slowly. While Al is employed by Atari, still, let him have full free reign of AtariAge without any interference. (Of course, it is still understandable not to allow remakes of licensed IPs to be sold.) This community is a huge asset in a positive historical and cultural sense, but not a monetary asset and shouldn't be looked at that way. Acquisition of AtariAge also should not be for the purpose of posturing.. as in not - look bigger or look as if gaining success. Don't try to impress. If Atari truly respects this community for what it is, is willing to accept constructive criticism, feedback from this community, and be open to suggestions, then this could be a wonderful marriage. I definitely have one interesting idea of my own to share that could help breathe life back into classic arcade machines - and not just those by Atari. Since this is a Q&A and I've quite blathered on here, I wouldn't mind feed back from Atari reps. To Atari: what do you think of the suggestion of clear and legally official documentation? (If there is such a thing.. I'm not a lawyer.) Does anything I've stated strike a chord in a good way? Will you maintain quality over quantity?4 points
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I'm still waiting on those SpeakerPants! Or maybe that was just an internet rumor,...That someone or maybe me started. Although just wearing the Speakershoes and the Speakerhat, It would be pretty cool if you were playing the same song on both...Atari needs their own SpeakerShoes, and then add SpeakerPants to complete the trilogy! It'd be the Trifecta!4 points
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4 points
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@electrotrains inspired me with his recent A8Pico Cart project, and I decided to create a new daughter board for the 576NUC+ that would incorporate that as one of four aspects. I introduce to you the NUCplus4... Here are the four main aspects... Additional memory expansion, nearly doubling the original 576K to a grand total of 1088K (512K doubled to 1024K+64K base RAM). Thanks @HiassofT for the original 512K extended RAM circuit, and @tf_hh for further expanding this concept up to 1024K. It adds an ICD compatible R-Time 8 battery backed RTC (based upon the original M3002-16P1 chip which has gotten far easier to reliably source). It adds an SDrive-ng which includes the swap disk feature (rotates-right disk slot 1-4), and allows for hot swapping SD Cards on the fly (thanks @kbr). It adds a 16MB USB flashable high speed Multi-Cart similar to a UNO Cart without the need for an SD Card (thanks @electrotrains). I've tried to acknowledge the main creators of the original hardware designs being integrated into this project, but for the full listing of all those involved in the evolution of these individual projects check out the board's silk screen. And as part of the integration into the NUCplus4, there were several circuit modifications that got made above and beyond the original designs to insure that these four aspects work well in concert, are trouble-free, and hopefully idiot-proof 🤪 And for a future FujiNet add-on, there is an additional pass-thru header provided that breaks out all the SIO related signals, as well as the PS/2 keyboard signals. The idea will be to have this future FN add-on board only do the Wi-Fi related FN activities, sans SD Card socket, and be fully controlled via PS/2 keyboard shortcuts instead of by physical switches. Disclaimer: This board will not support a 'real' cart, nor be usable with the cart version of the 576NUC+, or any other previously offered daughter boards. Today I will be placing a sample PCB order to be sure all is good with the design, and then it will be released on my website thereafter for anyone to use or produce. I will not be making these for sale myself, so please don't think this is a pre-order thread or PM me about getting one3 points
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Truly hope it is given some strong consideration and integration. As mentioned in this post, what is furnished by leveraging ProSystem 1.3 core files has many significant and obvious issues. It would be a very poor showing of the 7800 system and library if left as is currently. Hoping @TrogdarRobusto is involved as well, from a community and public relations perspective.3 points
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My new retro passion: adding CAT6 everywhere to the house. Ditched the old wireless router. WOW things suddenly work with a new router.3 points
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We can know right where the vibration be. Oh... right... got to be careful with innuendos.3 points
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Just turned Paramount+ back on through prime for $2.99. Catching up on Beavis and Butthead3 points
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All I want to say is that the Atari Age community has been pretty welcoming to me and has shown great enthusiasm and love for these retro consoles 😎 Though I'd also like to especially thank users such as @TrekkiesUnite118 @jeffythedragonslayer and @turboxray for their knowledge and contributions to the homebrew community. I've seen them posting around many different places writing wikis, submitting tools and utilities, and discovering breakthrough techniques for these systems 💪🔥 Also @turboxray if you ever need a pixel artist for PCE stuff, you could always reach out to me after my team wraps up Irena Genesis, haha. I specialize in MD but I'm sure I can handle 28 more palettes that I'm used to 🤣3 points
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I actually had an email conversation with one of the two guys (brothers) who wrote RP/M BITD. He used to have a website up with plenty of data on RP/M, but that one seems to be lost in the mists of time. At one point, he sent me a couple of standard RP/M disks (he was unsure if they were still readable, as they hadn't been stored well). I suspect I should dig them out again and try to make a set of images (I know they had issues back when I tried to read them when I got them, so there isn't a lot of hope that a flux copy will make it past the problems).3 points
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ROS 8.42c has 16 bytes available in the affected DSR segment. My proposed fix requires 10 bytes. There are additional uses of >83D2 within ROS, for auto-start and some of the CALLs that are executed via the MENU or via BASIC. I don't think these will affect the PCODE card. Does the ROS autostart feature override the PCODE startup? If so, the ROS autostart bypass key (SHIFT) might be an option to cede control to the PCODE card, for a manual dual-boot configuration. I am ready to compile the fix into a usable ROS file for you to test before I move to release stage. If interested, let me know when you would like to try it.3 points
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Except for some grammatical errors (that annoy some people I know), I think you're quite articulate. I don't think I would have been able to express myself as well at your age. Actually, even a few years ago it took me half an hour to create a short post here. I really improved the past few years thanks to AtariAge and Discord. (also I think I know where you're from, but I won't tell 🤫)3 points
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3 points
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Leveraging ProSystem core, JS7800 sources should really be utilized then. There is a plethora of updates to the ProSystem code that makes it perform closer to hardware accuracy, in addition to support of a slew of newer homebrews. Here are some updates to the ProSystem code from just this year alone: - TIA fidelity issue fix (contributed by RevEng @ AtariAge) - Pokey rewrite (contributed by RevEng @ AtariAge) - RIOT interrupt mirror fix (contributed by RevEng @ AtariAge) - Updated palettes (contributed by Trebor @ AtariAge) - YM-2151 default volume level adjustment - Cartridge header fix for television type - Banksets support - Maria background color fix (Keystone Koppers) - Cartridge headers fix (Fixes several ROMs that required special versions) - Improved cycle accuracy (resolves several game glitches) - YM-2151 homebrew auto-detect support - Pokey filter support (contributed by RevEng @ AtariAge) - Support for 7800 Diagnostic cartridge3 points
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22 year old bump! And, why would I do such a thing? Well, I just could not pass up the opportunity to answer my 26 year old self from the past! In a completely different post elsewhere someone had mentioned they had an "old" account (a duplicate) and wanted to find a way to reclaim or remove it I suppose. I thought back and yes, I did have an old account as well. I was "Zektor" in 2001 and many years before. But, I forgot my credentials here, created a new account under my "new" name eightbit and moved on with my AA life. But tonight I decided to search for my kid self and I found him! So, to answer my younger self, no, what you had to do with the JagCD was not normal and it was not a part of any new JagCD purchase routine to have to use a flathead screwdriver to pop out the spinner in order to get this to function. Your first JagCD purchase from Best Electronics was clearly completely defective, and the new replacement they had sent you was also defective. But, you got lucky that the spinner was compressed and prying it up actually resulted in a functional JagCD.3 points
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Yesterday's (09/21) totals: N64 1) Aerogauge - 15 minutes 2) Excitebike 64 - 20 minutes * Yes, same times as yesterday, I know. But, I finally figured out what I was doing wrong regarding the speed boost trick in Aerogauge and gave it another go. Not a bad title, but there a lot of other racers better than it imo. Excitebike 64 is a genuinely fun racer that is easy to play, but yet difficult to master. Good stuff.3 points
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Yesterday's (09/20) totals: N64 1) Aerogauge - 15 minutes 2) Excitebike 64 - 20 minutes3 points
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Yesterday's (09/19) totals: 2600 1) Trick Shot - 20 minutes3 points
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Here I am forgetting to post my times again! Ah well, on next week's tracker they go. Arcade Ms. Pac-Man (Speed-Up Hack) - 13 minutes Space Invaders DX - 14 minutes3 points
