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  2. Oh, gotcha. I didn't have any problems with the menu, but I always use a stylus, not my fingers.
  3. The guy who put a Pak 68/3 accelerator board into a STacy for the very first time, dubbed it "Super STacy". I'm good with that. I'll just leave "mini STacy and "STacy mini" right where it's at. You're not wrong about pricing. Like so much retro stuff these days, the costs are amazing. I noticed at SouthernAmis that even in the 8bit world, the MIO's are going for $350-600.00 on Ebay. That's actually right - the internal ACSI port is the same on the Mega STe and STacy - they share the same controller board. Interestingly enough, some STacy's have a place on the motherboard, with an external cover, for the Mega ST port as well. My STacy has the external cover and the place on the MB for the connector but it's not actually there. It's mentioned briefly by John Jainschigg here: https://www.atarimania.com/documents/atari-stacy-Atari_Explorer_September_October_1989.pdf
  4. It took me a while to work it out but I finally did... This how you do it, make sure you do not load a game image in Media Access. How To Load ATARI BASIC in THE400Mini: Open USB Media Access, on the carousel look for the USB Stick Game Slot, its blue, highlight it and press the fire Button on it and then Open the Games Settings Menu by pressing Menu Button and then highlight and press on the toggle button next to Enable BASIC(it on the top right of the menu) to enable it and then press TOP(Up) Button to go back to Media Access and now highlight THE400_BASIC.atr file on the root of the USB Drive, it should of made one and then press Fire Button to select it, then press Home Button to run Atari Basic... Done... . Now you can type a BASIC program in THE400 Mini and then save it to the THE400_BASIC.atr file by using the save command in BASIC, like how you are meant too and not by using Save States... .
  5. Old habits die hard. https://www.theregister.com/2009/07/29/aboxalypse_now/
  6. No worries. I just got home and took a look at it. The constant is TRK_ENABLED_6_CHN. "1" means six channels, "0" means three. I also noticed that I had removed the average cycle count usage from the header comments because I got tired of profiling it on every release. LOL! That being said, the version you have (1.5 rev.4) is highly optimized in assembly to ensure the highest performance for what it does. So, if you have performance issues using it, send me a PM and I'll try to see how I can help. If you are not opposed to peppering your game code with Assembly Language routines, I can help you translate your most costly procedures to optimized assembly code. I'm sort of good at that. -dZ.
  7. Assignment: Calculate the package overhead.
  8. It's an early alpha and it's Mortal Kombat on the Jaguar! This alone is a major achievement. However, getting rid of the many issues will take another huge effort by the programmer. Keeping fingers crossed. What makes me worry the most is performance. The Object Processor already waves the white flag, tearing apart the screen top when there is an uppercut move. Also, the jump kicks and mid air rolls are noticably choppy compared to other versions. There is no AI yet, so lets hope it does not choke up everything. Still alot of work.
  9. You are right. I should have had a look at this file earlier. Thanks for pointing this out!
  10. Been running a conversion using 24 cores for over an hour. It's averaging 60,000 per second using 45% of CPU. The CPU temp is 55C (ambient temp 21C). I guess the other image that locked the CPU to 100% happened because it had done almost 4 billion iterations and was no longer improving. Not sure this one will turn out good enough to post but I'll let it keep running in the background.
  11. I was trying out more Wii games last night. I've talked about some of the stuff I've enjoyed, so I'd be remiss if I didn't touch upon some of the duds I've played as well. Last night's session was devoted to "Game Party 3." Video below is not mine. I've checked out a few of these third-party "mini-games compilations" and some of them are helping me understand how the Wii ended up with a reputation for being a bit of a haven for low-priced shovel-ware. With the huge popularity and critical acclaim surrounding Wii Sports, I guess it's easy to see why a bunch of copycats came out of the woodwork to try to cash in on the craze. Not only that, but there's no denying that these types of games lend themselves to the motion controls of the Wii, because the real-life actions can be easily mimicked with simple swipes and gestures. If the controls of Game Party 3 weren't so half-assed and shallow then I could see my buddy and I getting a lot of play out of this one. For example - horse shoes and lawn darts. If there were actually some nuance to the technique and some production value to the presentation, I think those would be a lot of fun. But as it is, you do the simple "toss" gesture and the results seem almost random. I mentioned earlier that my friend and I have spent a lot of time playing Shuuz (horse shoes) on MAME, and the trackball controls on that offer much more precision than what I'm picking up from this Wii title. Too bad.
  12. Thats IMT. First I wanted to create a goat tracker -> inty music converter, since I use Inty Basic. Then I discovered IMT and the additional features like arpeggio (pitch) and drum kits are just what I needed So I decided to do this goat tracker -> IMT converter.
  13. I've had a couple more people ask me about cleaning a cart for a new label. I sent them to this topic. It may be an older topic but the info is still valid.
  14. If you are tight on resources, then I would recommend not using 2.0, since I haven’t had a chance to optimize it yet. 😅 I believe version 1.5 has the resource requirements in the source code header comments, in the file “tracker.asm.” If not, I can profile it for you later today. Just know that it depends on the number of active channels and the complexity of patterns per channel. Are you using IntyBASIC or Assembly? If the former, you should avoid the MUSIC commands if you intend to use the IMT tracker, since they both consume about the same resources. Also, let me know if you need help with optimization. I intend to re-write the document with a more clear description of how to make music. At the time, my intention was to document the technology and data formats, based on my reverse-engineering effort. Hmm … I’ll find the name other today. It should be in the manual, in the global configurations section. There is a configuration file with various assembly symbols, and lots of comments describing what they do. I think it is called “global-config.asm,” or something like that. The constant name is called TRK_ENABLED_6_CHN. Sounds good! Is that IntyBASIC music, or IMT? By the way, if you are using IntyBASIC, there is a tool I made to convert song data from IntyBASIC notation to IMT data format. dZ.
  15. I am very curious to see what your implementation will offer.
  16. This... but, what we did when kids was - team up against the computer ninja guy, to make Bruce's life easier ... or more often than not in my case, make the Green Yamo stand there making that noise constantly
  17. Great price! I think I recognize you from way back on FamicomWorld... If I didn't have so many XEs I would be very tempted.
  18. Shin Megami Tensei I actually had got somewhat far into the PSX remake; it's a fine remake, but the fact that I was not playing the original version of the game kept bothering me, so here I am playing the SFC version. In comparison, the SFC version seems a bit harder at first, but I actually prefer how it looks and sounds compared with the PSX version. I only was able to play it for an hour or so, but I made some good progress into the game. I got through the intro, gathered the first two human companions, defeated a couple of bosses, and got a couple of demons to join. The human characters are actually quite powerful in combat, so I haven't even had to summon any demons so far. I'm enjoying it so far. Hopefully the negotiation/fusion stuff doesn't get too annoying, because I'd like to finally complete this one!
  19. Come on, you're pretending now. I remember that you beat me at Tetris: Season 20 Round 5 - Tetris - NES High Score Club - AtariAge Forums You can do this. Just get in here and finally play some Columns.
  20. Score display issue fixed plus some cosmetic tweaks as you progress. Updated binary (build 20) in the first post.
  21. @Shaggy the Atarian So, how did it do on its opening weekend? Did they ever fix the coin / credits issue?
  22. I will type the original program back in when I get chance, with a graphics character in line 40.
  23. Yes. If the CLEAN_START macro clears out RAM, then BGColor will initially be loaded with 0.
  24. Today
  25. Both would be nice, if there is a significant difference. My giana sisters game already hits the performance limit, so if anything steals more cpu time then I need to do more optimizing I think thats not a problem. I myself have a rich tracker background as I started with Chris Hülsbeck's Sound Monitor on the C64. But since not all people know about trackers, I think its in fact good to not have tracker knowledge as prerequisites. What is that constant? I could not find it in the demo songs yes, I already found that out. Thanks! Here is a short sample of what I've got so far. Details in the description
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