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  2. One of my CIB games arrived, here's a pic. The pic is from the auction as sadly the seller made a mistake and sent me the wrong copy. I received a boxed cart with the label missing and no manual, however he is correcting this by sending me another cart with label and the manual. What I did receive in the box was a nice little leaflet about other M Network games and a free decal offer! Ooh! SEND IT NOW!
  3. Just announced! Thalamus Collection...not too familiar with this publisher.
  4. In PicoFrogger once you lose all your lives the only way out of the game is to turn the console off and then back on. I also noticed that in the main menu for the Pico 8 section there is no selection to get back to the Legends Deluxe menu. You have to select Nexus and from there The Legends Deluxe. Just my two cents worth.
  5. Are there SCSI terminators in use and are they OK ? (I had behaviour like this on a PC decades ago)
  6. PlusCart API of the PlusStore is down for a few hours now. I am troubleshooting.
  7. The parts get quite a lot cheaper in volume at DigiKey so if anyone is able to make 50+ and ship them that’d be best! I don’t want to get into shipping more than 5-10 I’m afraid. I was wondering about the Abbic shop… Did you import the version with larger drill that allows for super cheap pcbs? Actually that is only a problem with low quantity, at 100+ small drills are ok.
  8. Do I understand that correctly? 64 banks (PORTB bits: 1,2,3,5,6,7) * 64 pages lda hibits asl @ asl @ tax lda lobits sta d301,x means... 64 MB RAM?
  9. No worries. Glad you enjoyed Dungeon. Try to run or cast against the Black Knight and you'll see why I consider him to be a boss battle.
  10. Thanks @rra I can see looking at the build that those use the "older" pico8 emulator. At some point a standalone emulator "fake08" was added which is compatible with a lot more games. A workaround that will most likely work is to change those games and their artwork to the fake08 emulator. @timdu To do that just change the extension from .p8 to .f8 on the rom file and the artwork files (three total) and ALSO you must edit the all-games.ini to change the rom entry for each game changed. I can't remember why I didn't just change everything over, but maybe a "not broken don't fix it" approach.
  11. Today
  12. Hello, I have a technical question: How come sprites are not blinking in this game. There are way more sprites than usual in the same horizontal line and yet no blinking. I'm referring to the first video in the thread. Is this running on a standard Coleco? And if so how is the non-blinking possible? Thanks!
  13. There is one more thing to try: See if your program is blowing out of the available address space in its current segment. It may be the case that your song data is being allocated outside the address space that is visible to the CPU, and thus fails to read data correctly. If that were the case, you can add something like the following right before all your program data, which typically lies at the end of the program (i.e., outside the program execution flow). ASM ORG $C040 Let me know if this helps or not. -dZ.
  14. I saw gameplay of this game on YouTube. Reading that it was programmer Scott Smith’s first or early 2600 game had me interested in reverse engineering it. Is there an official PAL50 release of this game? I haven’t been able to find one. It was done in 1984 so I guess it’s possible one doesn’t exist.
  15. I don't think there is a "simple" way to do this without soldering and risk damaging the flex circuit if you're talking replacing the actual cord on the INTV II controller.. I assume that because the sears is straight and the 2609 is an attached controller. It can be done but not without surgery.
  16. There are also background applications, like TD Line, which run on interrupts. So e.g. under SDX this loads into the ext RAM (normal PORTB expansion, RAMBO or Compy). So, the "system" which knows about the expanded addressing saves PORTB, switches to a bank outside PORTB range, but then VBL kicks in. PORTB byte gets saved, banks get switched withing PORTB range, TD Line runs, then restores PORTB and returns from the interrupt. And everything crashes, because the interrupt is unable to restore the original extension state. You say that the state of the banks can be saved/restored, but how? Am I missing something?
  17. I tested with my 7800GD. Consider one Supercart sold!🙂
  18. The Simpsons NES games were good. At least from what I remember of them. I recently played through Vs the World, one of the better NES games Ive played. I think an Atari developer designed that game?
  19. Yes, that is a good point. Wow! That is amazing. I would be very interested in playing around with GoatTracker and your tool whenever we get all this sorted out. Hmm ... That is strange. Would you mind sharing your song file with me? You can send it in a PM if you'd like and I can troubleshoot it. The integration with IntyBASIC should be fairly straightforward, as described in the User's Guide (Appendix B): Include "bas-interface.bas" at the top of your program. Include your song file at the end of your program, with a handy IntyBASIC label preceding the song data so that you can reference it later from IntyBASIC. Call TRKINIT() during your program's initialization phase. Call TRKLOADSONG() with a pointer to your song data, to start song playback. Call TRKPLAY() on every tick to update the playback state of the tracker. The "bas-interface.bas" library should take care of everything, including RAM allocation and appropriate library module inclusions. A few things to check, just in case: Make sure you call TRKINIT() only once per program. Calling it again will stop playback and reset the tracker. Make sure you only call TRKLOADSONG() only once -- this loads the song and initializes the tracker for playback, so calling it again would just restart playback. Make sure you are not writing to any of the variables used internally by the tracker. These would be allocated as two arrays: TRK_BYTEVAR and #TRK_WORDVAR. Check that your song data has the correct number of pattern tracks that match the number of tracks configured (3 or 6). Check that all sub-pattern definitions used in a particular pattern match the length defined for that pattern. Make sure the data format generated matches the IMT format, as described in the documentation. (It may be easier to troubleshoot if your program generates IMT NOTES() macros rather than the raw data itself). I hope the above helps. If not, let me know. IMT has been used successfully in IntyBASIC programs in the past (and integration was as simple as described above), so it should certainly work. -dZ.
  20. I never thought of this. I might owe them. lol, That’s great! I understand what you are saying here. Absolutely right. I always liked this one. There is something about it, even to this day I still play it! My 2600 collection is all loose carts with the exception of Homebrews and a select few CIB. This one I thought the price was a good deal and good condition.
  21. Yep, he's a great guy, very approachable and he has made some very great Speccy games.
  22. Thanks for your feedback and I am happy that the carts are arriving that quickly... Attention: There's an easter egg hidden track hidden inside! Did you already manage to activate it? Hint: use the second controller and press.... some button... in order to unlock a further banging acid techno tune.
  23. I remember when i bought donkeykong junior for the atari xegs system but once i was shaking the cartride , i all the sudden did hear rattling inside that cartride, i was like ‘huh what the heck is that’ i was worrying that that was a broken screw inside it to potentially ruin the pcb board inside, but as it turns out after doing some research, atari used hot glue in favor over screws just to save some pennies, but still it does makes me wonder didn’t atari just used zip toies instead to make sure it will never wear out and make thing going lose inside just by designing the cartride and it’s pcb’s with zip ties in mind, also i always trought that the handle on those later ribbed xegs cartrides were intended to make them next to impossible to fit them inside an atari 400 or 800, take mariobros for xegs mariobros for example, not only is that game incompatible with with the atari 400 but it also fits much harder inside it because of that handle, is that a coincidence?? I don’t think so, but take for example donkeykong jr for example, that game is not only just compatible with the atari 400 but it also does not have that handle on it’s back, some do say that jack tramiel just removed that handle on several xegs cartrides just to produce them cheaper but i think theres more behind it. but about that hot glue in later atari xegs cartrides is something interesting, heres some interesting link about it, https://forums.atari.io/blogs/entry/520-why-do-atari-xegs-cartridges-rattle/#:~:text=If you want to know,is the rattle you hear.
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