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  2. A lot of the usual common games there. If you're starting fresh, there will be plenty to get. I bought a bunch if titles I didn't already have.
  3. You mean the pascal code I posted? That has the corrected randians conversion.
  4. an option to enter the server IP manually, which can be changed.
  5. @Tursi Microsoft silently launched code signing for developers with a free preview until June 2024. Only catch is you need 3 years of verified tax records as business and after the free preview it is 9.99 per month
  6. This is more or less where it's sitting with me. Caveat: I am a bit of a sucker for backstory, but it absolutely needs to not feel forced or hokey, and being outright ignorant of established storyline is an instant noose around its neck for me. Given that the original storyline involved mutant houseflies from outer space as a central plot point, it'll be interesting to see how or if that gets worked in. I did catch the Qotech T-shirt that our protagonist wore, and that she went by 'Yar' online. OK, there's a couple of hints, but nothing concrete enough to go on - and, quite honestly, between that and the preview, it's not hooking me in a big way. It's very much wait and see, and I hope that my concerns about the final product are misfounded.
  7. I see those chd files go in subfolders and are typically quite large, so I wouldn't expect that the GSP would handle those very well.
  8. Cross posted inquiry and answered in the other post. Difficulty Switch was in the position for the buttons to fire both weapons simultaneously instead of separate assignments.
  9. Check out this very long list of links and rankings for NES homebrews: The Top 500 Indie NES Games, Vol. 9 - by Seth Abramson (substack.com)
  10. Yes! Is it garbage? It saw a lot of "Combat" cartridges, so I didn't get my hopes up. 😀😀 But man did they have a lot of cartridges when I was there. I figured if I did get a 2600+, at least those crates should provide all the basic classics.
  11. Outstanding! Stuff like this is what really sells me on the VBXE. I'm not interested in getting Amiga- or VGA-level graphics from my Atari 8 bit, but pixel-perfect early 80s arcade ports? Sign me up!
  12. Is it the one on Race Track? I've been through those crates.
  13. It took significantly more tries to get SNAKE as in the video. This code works, but isn't perfect: 10 REM SNAKE 20 CALL CLEAR 30 X=10 40 Y=10 50 DX=1 60 DY=0 65 PX=X 66 PY=Y 70 CALL HCHAR(Y,X,64) 80 GOSUB 372 90 REM MOVE SNAKE 100 GOSUB 400 110 X=X+DX 120 Y=Y+DY 130 IF (X<1)+(X>28)+(Y<1)+(Y>12)THEN 380 140 CALL GCHAR(Y,X,C) 150 IF C<>ASC("O")THEN 160 151 GOSUB 372 160 CALL HCHAR(Y,X,64) 170 FOR DELAY=1 TO 50 180 NEXT DELAY 190 REM HANDLE KEYS 200 CALL KEY(0,K,S) 210 IF K=ASC("E")THEN 250 220 IF K=ASC("X")THEN 280 230 IF K=ASC("S")THEN 310 240 IF K=ASC("D")THEN 340 245 GOTO 100 250 DX=0 260 DY=-1 270 GOTO 100 280 DX=0 290 DY=1 300 GOTO 100 310 DX=-1 320 DY=0 330 GOTO 100 340 DX=1 350 DY=0 360 GOTO 100 370 REM GENERATE FOOD 372 FX=INT(RND*28)+1 374 FY=INT(RND*12)+1 376 IF (FX=X)*(FY=Y)THEN 372 378 CALL HCHAR(FY,FX,79) 379 RETURN 380 REM END GAME 382 PRINT "GAME OVER" 390 END 400 REM SNAKE TRAIL 410 CALL HCHAR(PY,PX,32) 420 PX=X 430 PY=Y 460 CALL HCHAR(PY,PX,45) 461 RETURN Importantly the trail is only a single character long, so you can never hit yourself and you never grow. It required significant coaxing to make the keyboard and food work, to remember the limitations of IF..THEN, and repeatedly I had to call out specific line numbers in its own code. BUT it did better than ChatGPT did and I didn't WRITE any of this code. (Oh, and for some reason it decided maximum row was 12... but that's good enough for today.)
  14. … and I can only have my general sense a d opinion of what story-elements really brings to the table, and will respect that others may find new elements completely off-putting. My general view here, is that if you add elements that are close to inverting the story, - or twisting it beyond reasonble hinting in the outset -, or make the first parts meaningless or arbitrary, it usually wrecks the story-part. For a movie of book-franchise that’s a little (selfmade) doomsday right there, but for games you’ll have those who never cared (even half-a-dot) about the story.
  15. Glad to see I'm not the only one who thought it would be neat. I'll post again if/when I can turn my full attention to it
  16. I will check the power supply. Thank you.
  17. I did research into it, but adding DMA isn't possible (at least nicely) with how I'm handling addresses. It may be possible to implement in a later version, but I can't find any public specifications on how the Drive turbo actually operates at a low level and I don't have one to test on, so for now I'm not worrying about DMA compatibility. Honestly if I could tinker with it I could probably write a custom driver for the drive turbo that would hopefully perform as well as DMA (theoretically an 8mhz block move instruction would be able to saturate the 1mhz expansion bus anyways at 7 cycles a byte). I'm also considering if it would be faster and simpler to add some sort of SD interface on the accelerator itself. TLDR I'm going to be looking into storage options more closely once the actual accelerator is up and running, but that's a project for another day. For now, it won't have any dma capability
  18. I would agree the difficulty settings are just something that works itself out. From the factory (with default firmware), the difficulty switches were set so that the games registered a default difficulty of 'B' even though that didn't match the physical imprint on the back of the console. To be honest, I didn't even look at the back to see what the physical imprint 'A/B' was (my old eyes need a magnifying glass for that). I just played on oblivious to it all. It wasn't until I upgraded to the beta firmware that I noticed the reversal. I was playing Superman and unexpectedly Lex and henchmen were uber-fast and Lois didn't automatically appear when I got clocked by Kryptonite. I was able to deduce that the game now registered a difficulty switch setting of 'A' and only then messed with the switches.
  19. Bump! I just added a lot more items, and have a large batch of Famicom / Sega games that will go up sometime this week! Until then, the boxed Ending Man Famiclones and brand new Magic More Famiclone might strike someone's fancy, same with the Bit Corp Creator machines. Sign up to the mailing list for a 10% off coupon, too! Thanks for checking us out.
  20. Here's the little piece of TBXL code I wrote to figure out how that works again. It just reads and displays the first 4 bits of joystick port 0 register. It would probably be a faster routine if using bitwise operators; but it works well enough to see what's going on. 100 GRAPHICS 0 110 DIM A$(4):POKE 752,1 115 ------------------------------ 120 DO 130 X=PEEK(632) 140 A$="0000" 150 IF X>7 160 A$(1,1)="1" 170 X=X-8 180 ENDIF 190 IF X>3 200 A$(2,2)="1" 210 X=X-4 220 ENDIF 230 IF X>1 240 A$(3,3)="1" 250 X=X-2 260 ENDIF 270 IF X>0 280 A$(4,4)="1" 290 ENDIF 300 POSITION 10,10 310 PRINT A$ 320 LOOP
  21. Today
  22. Don't know why it would not work for you. I just copied and pasted the code above and it works fine.
  23. Still working away. I wasn't happy with the first prototype so now I'm working on the second one. I'll post when there's any major news
  24. I am interested in playing Lunar Lander Beyond, and don't mind that they've expanded on that. It looks like it's a creative, interesting way to take something, although it's not like LL had much "lore" to begin with In the case of YR, like I said, I'm not big on retconning stuff as that more often sucks than ends up as better or more compelling, but maybe it'll be great and there's no reason for me to care. We'll see.
  25. Here are the schematics of the 4000B card, in this thread. You can start running traces to see if something is not right in your build. @Ksarul's 4000B build is rock solid and he does a pretty good schematic too. Using the construction manual, these schematics, and the working card, you should be able to trouble shoot this issue. I believe it's a construction issue, solder joint, reversed diode, or something along that line. Just to check are you using this Ramdisk on a Geneve? or on a TI? Are you using the 32k upgrade at M32 on the Board or leaving that off and using a 32k card internal/external? Are you leaving the the IC at U11 off if you are not using the 32k otion on board? Do you have both transisitor mounted so that the flat side faces toward the bottoms of the board, or if using the can type transistor, being sure the tab is pointed toward the upper right corner of the baord?
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