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  2. I’m usually better than this on TS&R problems like this - my other two RAM cards work in the PEB. But this one lights when I turn the console on and I think if I can resolve this that the unit will configure without any hesitation. I might be overlooking something but it’s really being an evasive problem that is not easily traced after swapping out all the other IC’s on the working 4000B, each time hoping that the LED would light briefly and then get past the ability to load a disk to complete this configuration, getting to a scenario where the board stays stable so that when you try to load a ROS that it doesn’t skip past a screen that says press any key makes me think this board is actively sending signals out to try another attempt but it’s not real promising of getting to a resolve yet. IMG_3214.mov
  3. @JJB I took and restarted the IDE and tried to load and program, still got the error. I then closed the sketch, quit the IDE, and unzipped the Apedsk99 stuff over the other files. I then tried to upload and program and still got the error. I then tried just to upload the sketch and it did so. Then leaving it connected to my laptop I walked into the computer room and hooked the APEDSK up to the TI, went into TI Basic and typed in the CALL AHLP and I got the correct response with your info. So it is working, it just won't let me upload and program it to the ATMega328P AVR. How do I set up the IDE to correctly load and program the booloader and files to the AVR. I did, after compiling, save the compiled binary, and both hex files, bootloader and the other are in the folder with your sketch files?
  4. I played with it after watching the video posted in the Python thread, but I didn't want to hijack that thread. What might be most interesting was this answer, if it's true: Basically, I iterated with it till it created a TI BASIC program that should actually work. This has potential - the system could gain experience from many people teaching it. But it's also highly probable that in many areas it will be taught garbage. It would be interesting if someone else could try it - go to Meta.AI and ask for a program that moves an asterisk across the screen (I actually asked for a human, but it was struggling and kept wanting to use a predefined character) using TI BASIC for the TI-99/4A (you have to specify that, or it uses the calculator syntax). See if it gets it in one try or not. 10 REM MOVECHAR 20 X=1 30 PRINT TAB(X);"*" 40 X=X+1 50 IF X>28 THEN 60 55 GOTO 70 60 X=1 70 FOR DELAY=1 TO 50 80 NEXT DELAY 90 GOTO 30 100 END This isn't a very interesting program, but it's correct and runs. We got there solely by my telling it how to fix errors in the generated code, took 10 iterations.
  5. They are still working on it, but not sure when it might be ready. Crossing fingers for the next day or two. Mario Kart and Cruis'n have basically the same demographic (Cruisn just gives gas whether you push it or not, which is great for kids) although I see everything from kids to adults from both sexes giving it a play. That's anecdotal, but informed by what I've seen over the years. Maximum Tune definitely appeals more to the guys, in part thanks to the shifter and the more serious tone and style of play.
  6. All of the tapes were either boxed or bagged at my two local computer stores during 1982-1985, and they were displayed on pegged racks. It's possible that there was cassette case only packaging and the stores put them in bags, but I simply can't remember.
  7. Mine is pal as well. Though I've got a slightly beat up vbxe I could install in my xld.. This might be the incentive to get that done.
  8. Cool. I've looked at some of the code and documentation for this game some years back also with a view to converting it. The graphics mapping has a hardware addon that allows byte based addressing using the (ind,X) instructions - external hardware monitors the Sync pin on the 6502 and detects when certain instructions execute then modify the subsequent memory access. That alone was just about enough to turn me off attempting to do much with it. I just gave it a quick run - nice how you've set up ZXC to shoot from each base. Of course the aspect ratio isn't right but not much we can do about that other than adjust H-width on monitors that allow it. Though in fact a lot of LCDs will allow stretching a 4:3 image to fit in 16:9 which would probably make it about correct. Another thing I noticed - the sounds are practically identical. The arcade version runs 6502 at 1 MHz and supposedly it's Pokey at 1.25 which would mean that any AUDF values would need to be adjusted (and entirely possibly some poly sound esp type C would turn out very differently)
  9. On this occasion I would like to collect ideas to avoid future inconveniences for PlusCart and PlusStore users, if services of the PlusStore are down.
  10. Cartpack is the funniest one, because there's almost no PC executable code in there. It's a bunch of structures, ROM data, copyright debug, and four 1-line functions to report the ROMs to the emulator. Oddly, using OutputDebugString is now considered suspicious activity. I had no idea many viruses make a point of reporting every step they take. (Maybe the vendors assume that such things are removed from release builds, but running DebugView will quickly show you they aren't ).
  11. Triple Challenge on Ebay right now for anyone looking.. https://www.ebay.com/itm/204760545822?mkcid=16&mkevt=1&mkrid=711-127632-2357-0&ssspo=N4I9uxRnRYu&sssrc=4429486&ssuid=mEXHEiIoQQG&var=&widget_ver=artemis&media=COPY
  12. Also to be fair, the 2600+ supports both the 2600 & 7800. Under the original 7800 hardware, the Difficulty Switch settings are physically reversed from the 2600. People with consoles under the original firmware with the Difficulty Switch settings reverse, may actually try flipping the switch to the other setting if not receiving the expected result. They would probably put 2 + 2 together and figure out the switch settings are reversed. One of the internal dialogue for such an individual, may go something like this: "Hey, my Space Invaders ship is still fat, but I have the Difficulty Switch in the correct position... Hmmm... Okay, let me try flipping the switch over... Yes, that fixed it! I guess the switch is mislabeled or set reversed. All I have to do is remember that fact going forward... Or maybe I'll check online to see if others are experiencing the same thing... There could be a system update for it."
  13. Sir, this is the Jag forum, please take your facts and rational thoughts elsewhere.
  14. Is there a empty first row on the first page?
  15. Same here, although given how bad I suck at gaming, the slower gameplay would probably be good for me! I will try it at least, to see how it looks. I love all things VBXE.
  16. AMAZING JOB!!! Thank you so much for this!!
  17. Got ‘Final Lap Twin’ for Turbogrfx HuCard to play on the Analogue Pocket! Nice!! Ordered ‘Afterburner 2  - PC Engine’ straightaway.

  18. Pit Fighter just gotta be way down into the pit, but bottom 5…? Well, its really strong contender technically in most respects, but somehow they managed to let tiny bit of actual fun remain… ‘Fussball Soccer’ is definitly down there somewhere. They’ve worked hard to perfect its dreadfulness in every respect and make sure it just cannot provide any fun in any way; not fun in some ‘terrible-game but guilty pleasure-thing’, nor ‘bad game but with some obscure or nebulous redeeming quality’, just utterly depleted of fun.
  19. Over the last few years, I've come to realize that I don't actually like JRPGs, despite some of my favorite games being in said genre.

    1. Reaperman

      Reaperman

      It's a reconsideration from "I like JRPGs...except for _____, ____, or games like _____," to "I really only like about 5 games in this whole genre"--turns out I've pretty much hated 99% of them the whole time.

  20. Today
  21. I got Dirty Larry now. I haven’t played it much. Don’t want to either after the 2 first goes.
  22. Yesterday
  23. It should still work - just a little slower.
  24. I just had a quick look at what's happening again... It uses the first two nibbles of the register, giving one nibble to each axis. The x-axis uses the first nibble, the y-axis uses the second nibble. As the mouse is moved on a given axis, the nibble will rotate through the 4 values; not in numerical order, but as follows. 00 -> 01 -> 11 -> 10... and then in the opposite order when it's moving in the opposite direction on the same axis.
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