cosmosiss Posted February 25, 2008 Share Posted February 25, 2008 (edited) From what I understand, this game is somewhere between PAL and NTSC, and it rolls on my TV. Did anyone ever attempted to adjust the scanline count? Edited February 25, 2008 by cosmosiss Quote Link to comment Share on other sites More sharing options...
Impaler_26 Posted February 25, 2008 Share Posted February 25, 2008 Try this one. Air_Raid__NTSC_Conversion___2005___Peter_Rittwage_.bin Quote Link to comment Share on other sites More sharing options...
Dino Posted February 25, 2008 Share Posted February 25, 2008 From what I understand, this game is somewhere between PAL and NTSC, and it rolls on my TV. Did anyone ever attempted to adjust the scanline count? It is listed as PAL on the Atarimania website, so I'm not suprised... Quote Link to comment Share on other sites More sharing options...
cosmosiss Posted February 25, 2008 Author Share Posted February 25, 2008 Thanx Impaler_26. Will try it after I come back from work. Quote Link to comment Share on other sites More sharing options...
Nukey Shay Posted March 9, 2008 Share Posted March 9, 2008 Don't bother...it still needs fixing. The original game begins with a scanline count of 290...and alternates between 291 and 292 scanlines during gameplay (returning to 290 once the game is over or game reset is used). The above hack begins with 274 scanlines and alternates between 275 and 276 scanlines during gameplay...but hits 292 scanlines when reset is pressed. To insure against rolling, an NTSC game should never run above 262 or (at the very least) be at a constant number of scanlines. The fact that the original game bounces around consistantly raise doubts that it is a official "PAL" release...frames with an odd number of scanlines would lose all color (and of course, the blue sky would be purple using the PAL color set). Quote Link to comment Share on other sites More sharing options...
Nukey Shay Posted March 9, 2008 Share Posted March 9, 2008 (edited) There's a whole lot of unused code in the game...has this been researched before? What game was that part of? WIP - discovered areas eliminated... Air_Raid.zip Edited March 9, 2008 by Nukey Shay Quote Link to comment Share on other sites More sharing options...
Omegamatrix Posted March 9, 2008 Share Posted March 9, 2008 There's a whole lot of unused code in the game...has this been researched before? What game was that part of? WIP - discovered areas eliminated... I've read it's the whole rom of Space Jockey with the new parts of Air Raid built around it in an expanded 2K, Nukey. Quote Link to comment Share on other sites More sharing options...
Nukey Shay Posted March 9, 2008 Share Posted March 9, 2008 Thanks for that. The hack attempted to lower the scanline count by setting a lower timer value @F03D. While the timer was still within an acceptable delay...this change would not affect the count when the game reset switch was used (see below). Seems safe enough to use, so I adopted the hack's value. I corrected the game reset scanline glitch. This was due to the game clearing ram down into the hardware register range @F06D (addresses $4E upward...even the original game did this, so I dunno what stretch of ram they had in mind - a little guesswork done here). Bumping the number of scanlines used for the green ground area @F593 got it into a more acceptable range. It still bounces around a bit when missiles reach the upper or lower boundries...but it -might- keep the set from rolling (AFAIK, it should be no worse than a quick jitter...but I dunno). Missile boundries still need correcting to fix that. Air_Raid.zip Quote Link to comment Share on other sites More sharing options...
Thomas Jentzsch Posted March 9, 2008 Share Posted March 9, 2008 There's a whole lot of unused code in the game...has this been researched before? What game was that part of? That should be Space Jockey code. Quote Link to comment Share on other sites More sharing options...
cosmosiss Posted March 10, 2008 Author Share Posted March 10, 2008 Working on an Activision-style label here: Quote Link to comment Share on other sites More sharing options...
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