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YannAros

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Everything posted by YannAros

  1. Hi, We didn't answer this one but yes these controllers handle overlays
  2. The basic set will come with everything required included, nothing to 3D print yourself! The discussion about STL files was for an additional "control stick", we are investigating the possibility to deliver it also as part of the basic set. The STL files might in any case be accessible later on in case you need replacement parts or want to tune your device.
  3. Making a version with pad/disc on the right will require a new PCB design. For the housing a simple symmetric transformation is possible. If we have enough orders for such a version (30 pieces) we could make it for little additional cost.
  4. 12 switches are used for the disc but there are also diodes involved to bring 2 signals down to GND for each switch. This is acting like the original mylar without the need for DPDT switches, DPDT switches were used in first drawings / prototypes.
  5. We will have to build up a waiting list. Production is taking time and has to be done in our spare time.
  6. We are using micro switches, no mylar. The size and shape is same as Intellivision I controllers. The original design had the wire coming out at same position than INTV 1 also, that allowed to put them in the original spot. We’ve moved the cable due to reactions to our initial video and testers feedback.
  7. We haven’t tried with the Stickler but we have a stick version designed. It will not be part of the package but we will provide the STL files for you to print one if you have access to a 3D printer. those prints are prototypes
  8. And with the dPad diagonals are working, but only 8 directions.
  9. Buttons are almost at the right place, the top button(s) is the one at the bottom. The 2 others are right and left as on original controller. We’ve made many tests and played many games and that looks like the most natural position. The most used button is the top one on original controller. With the disc in place you’ll have the 16 directions, with DPad in place you are limited to 4(8) directions.
  10. The design is frozen and it has also been tested on NTSC Apple 2c’s. Here is a video : More details in French : https://www.gamopat-forum.com/t115612-adaptateur-apple-2c-vers-rgb
  11. It is not to VGA but to a SCART input. It doesn’t modify the horizontal frequency that remains 15kHz. You need a 15kHz RGB input on your monitor or an additional rgb to hdmi converter. The main goal is to get couloir output from PAL Apple IIc that are not generating a proper PAL composite signal for the chroma part.
  12. The device should be NTSC compliant. I do not have a machine to test. I will correct the layout and order some new parts. I let you know when I will have some ready (not before next year).
  13. Some news, I made a mistake with the first boards but it could be corrected : White correction on this picture is too aggressive( whote zones extend too much towards right), I have to adjust one resistance. Final boards will have a potentiometer to adjust this.
  14. I reduced the size when working with @-^CrossBow^- to adapt the board for the NTSC versions, and this is the one that was available at Console5. The bigger siez of the Frennch variant was really made to be mounted at the place of the power supply PCB that is not present in this version. It's fun that we have ended up with board of very similar sizes, even if yours has more features.
  15. Nothing important but my latest (V2.0) boards are now smaller :
  16. Some kits are in Stock at Console5 : https://console5.com/store/mattel-intellivision-rgb-video-upgrade-board-v2-0-wire-harness.html/
  17. Karateka would be an awesome addition to the Intellivision’s game library!
  18. Hi, I’m Yannick. The new v2.0 boards production is finished and will be shipped to Console5 after final inspection is done. There will be certainly some time needed for them to gather the other parts (cables and connectors) before they will have them available for purchase.
  19. An idea of how the final product might be looking like:
  20. Small updates, I had to review my design to cope with all possible screen modes and pixel transitions the Apple II can output. I need to do some compromises, trying to keep everything simple enough. but I think the results are quite good:
  21. Work is on going, at a pretty slow pace. I’m working on enemy AI at the moment, some of the truck damages are managed now, I still need to add opponents gun shots and mine deposit. In original game (look for Asphalt on Amstrad CPC) there are also enemies climbing on your truck, I haven’t thought on how to do this. I’m running out of sprites and have to think about transferring more to soft sprites. In the current prototype, only the truck colors are soft sprites, the black is done with 3 MOBs, and a 4th one is used for the firing tower and the flames (multiplexed). Each opponent is using 2 MOBs, the color one is multiplexed with flames. Finally the road edges and the dropped mines are done with soft sprites. I find the use of a single color MOB for an object quite limiting. I need to process the video before uploading so that it appears at 60fps and not 30, currently you can’t see the multiplexed MOBs (only one of them is displayed)
  22. Yes we are discussing. It’s not yet fully settled and I have too much things on going at the moment. It should be better in September / October time frame. Best regards, Yannick
  23. I didn’t feel offended at all. There are only few of my cards outside of France and even fewer outside of Europe. The initial goal was to propose a solution for French SECAM units that had a reputation of not being modabble. I found 2 totally different SECAM versions and the mod I did for the second one works also on PAL and NTSC versions.
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