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  2. Dungeon II : Solstice. One of your character choices is a faerie.
  3. Forgive me for necrobumping this ting, but I feel like this is an underrated topic to talk about.
  4. Very, very nice. Smooth and fast. Thank you!
  5. Ahaa, nifty idea if it indeed works. 😄
  6. Doggone It! (1 B/B): 47,733 Meooow! 2 (1 B/B): 17,660
  7. Sorry about the late response. I should've noted that's only for Windows when it comes to PC iirc. However, I see there's an iOS version and I am getting an iPad soon. So...maybe...
  8. And Colleen Emulator is Retroarch libretro lib file libatari800.so file with a wrapper round it that executes it so it can use its own commands, it uses the same commands as Amiberry v3.3 thats on THEA500 Mini, its uses the same carousel so it built the same way, and its buildroot(system is from THEC64) well it is THEC64, just with a different interface GUI carousel and emulator, it made the same way as THEVIC20, I like to know how they tick...
  9. In the Atari 2600 game library, AFAIK this is the first and only game of its kind, a 2D space adventure! That is what appeals to me so much about this game.
  10. I can also imagine this being a dark comedy type dealio, but more like a medieval It's Always Sunny in Philadelphia or...like...a medieval Futurama similar to Disenchanted.
  11. For those who do not frequent the Programming forum, @playsoft has released a WIP of Turret Turmoil: Dreadnought Assault, that playsoft and kiwilove have been working on:
  12. You can always try the 5200 on PCUAE, its uses the Atari 800 Emulator 4.2.0 so you can use its menu(F1) to customise it how you want it, all you need is PCUAE Main installer setup and Atari Mode installer setup, you install it in parts so only need the parts you want to use, you do not need to download all of it.
  13. Loved asteroids+ missile command. I only mildly knock asteroids for the lack of screen real estate, making the rocks rather large to start out. Totally agree its still great though. Chips challenge is dependant on if you like that specific type of puzzle or not. Its pretty spot on the pc version though, which I loved. Never played checkered flag (or even knew it) is it 3d like jaguar, or more 2d pole position style?
  14. Today
  15. Got it. The trade off here then is having to run the SETLTYPE utility after each compilation to change the program type to M_9900. The trick about overflow is neat! We should really move that conversation to the Pascal thread. Perhaps @OLD CS1 can do that?
  16. @OrangeKryptonite I appreciate your feedback and input! I have been away for a week visiting the in-laws in FL. I don't have AtariAge hooked to my phone or anything, so I was basically "off-grid" haha. In the meantime, I got a PM that one Nexus user who is having trouble exiting Pico-8 on the Flashback 9. It's hard for me to believe it does not work - should be the menu button to exit? I have a vague memory maybe some things like that are finicky on the flashback 9? I have mine stashed again and will dig it out, but just wondering if anyone out there would confirm or deny? Also, I got more feedback on the media/movies. A suggestion was to make a separate download with that "expanded" section. One of my concerns is that the content might get a bit more attention and put the other downloads at risk. Like when the downloads were "disappeared" off AtariAge, that was a big bummer after putting so much work into it. This represents a lot of hours of effort from many individuals in these builds. I hate to risk it for something that a lot of people would not use vs. the games. However, I noticed a bunch of cool old 80's Atari commercials I will add from the "Atari Museum" aspect of the device. Anyway, I'm planning to take a look at the player to see if there's anything I can do in terms of improving the experience and also add those commercials. On the longer movies - I do have the old movie content but I don't think I have it in the final form. I can put it back into a section pretty quickly though. I will probably make a download available but like Brigadoon, the version with the films may only appear temporarily on very special occasions. Stay tuned. 🙂
  17. Hi @Dave C, I noticed that for some reason the 2600 compiled version is considerably faster than the original in Furnace Tracker. tia_BoogieWoogie.fur tia_BoogieWoogie.mp3 The version compiled and run under Stella har weird speed. strangeSpeed.mp3 Could it be that if different channels have notes at different times the tune speeds up?
  18. Beautiful game - thank you for sharing it! Just time for the first dreadnought.
  19. So below my mileage when it comes to trying to synthesize the PokeyMax cores from the repository. I am fully aware of the fact that this is all work in progress, that the repo might be in a transitional state, and that so far the whole project was used mostly by the developer only. I installed Quartus Lite version 23.1std (basic package, Max 10 device support, and also the standalone programmer to be safe, but this last one seems to be included in the basic install, probably was not necessary). The OS is Ubuntu 64bit, and I I think I did set all the Quartus paths correctly and sufficiently (but not 100% sure), at least none of the Quartus tools seem to fail to execute. Warning to others - this thing, even in this cut-down Lite version, is huuuuuge! Working just on the PokeyMax in the directory that you indicated (atari_chips/pokeyv2), SVN revision 1397. First, it seems the build script does not take care to (g)cc some of the helper programs, so I built them by hand (init.c, sidwavedata.c, swapbits.c, could not compile sidcfg.c due to missing conio.h, did not investigate further) after first unsuccessful attempts to build the v4 core. I am not sure which of these are needed, but I can only presume that you built them by hand once in your working directory and things work for you since then. I can build the v3 cores (I tried 10M04_quad_auto_v3, 10M16_fullv3, and the last one pulled in 10M16_fullv3_xel too it seems), they did build and I got the files I think should be there (most notably core.bin, pokeymax.pof). But to be honest, the build script messages give little confidence in that it all went the way it was supposed to. There is a lot of messages about missing files, in particular towards the end it says that UFM0.bin and UFM1.bin are missing, really not sure if they should be there or not. For a test I also tried v1_10M02_stereo_auto that failed at the synthesis level, but we probably do need to dwell on this here, the important one is v4... which also failed to synthesize. The crucial error messages from the log are these: Error (12006): Node instance "\adc_on:lvds_tx0" instantiates undefined entity "lvds_tx". Ensure that required library paths are specified correctly, define the specified entity, or change the instantiation. If this entity represents Intel FPGA or third-party IP, generate the synthesis files for the IP. File: /home/woj/repos/atari_800xl/atari_chips/pokeyv2/build_10M08_fullv4_stereo/pokeymax.vhd Line: 1986 Error (12006): Node instance "\adc_on:lvds_rx0" instantiates undefined entity "lvds_rx". Ensure that required library paths are specified correctly, define the specified entity, or change the instantiation. If this entity represents Intel FPGA or third-party IP, generate the synthesis files for the IP. File: /home/woj/repos/atari_800xl/atari_chips/pokeyv2/build_10M08_fullv4_stereo/pokeymax.vhd Line: 1993 Error (23031): Evaluation of Tcl script /home/woj/intelFPGA_lite/23.1std/quartus/common/tcl/internal/qsh_flow.tcl unsuccessful I have zero experience with this, but the last one might as well be the result of the first two, don't know. From your messages above, the first two seem like something you have been working on recently. In any case, no usable files are created in the process, in particular there is no POF file created. All in all it seems I am not far from getting there, but I am currently stuck.
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