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  2. Looks like he wanted the project to go further and asks for help in github https://github.com/unbibium/atari64/issues
  3. It's funny how coming back to code after a time let's you see stuff you couldn't see before. Here is a better syntax IMHO for the sound "Assembler" that I made some time back. The sound lists compile into VDP and memory allocation is automatic like Forth with the word VC, . So you can make as many lists as you need. For some reason I had tied these lists to a background player that ran with the multi-tasker. The ISR player is way simpler so I changed it. For comparison here is the Parsec explosion in raw hex format \ HEX VCREATE EXPLODE VBYTE 7,9F,BF,DF,E7,F0,C0,07,5 VBYTE 1,F1,6 VBYTE 1,F2,7 VBYTE 1,F3,8 VBYTE 1,F4,9 VBYTE 1,F5,10 VBYTE 1,F6,11 VBYTE 1,F7,12 VBYTE 1,F8,13 VBYTE 1,F9,14 VBYTE 1,FA,15 VBYTE 1,FB,16 VBYTE 1,FC,17 VBYTE 1,FD,18 VBYTE 1,FE,30 VBYTE 1,FF,0 /VEND Versus the same sound list written with the sound assembler words DECIMAL SOUND: EXPLODE \ GEN3 controls Noise Generator Frequency GEN3 $[ SILENT, 7 NOISE, 0 DB, 999 HZ, 80 MS] GEN4 \ select noise generator for volume fade $[ -2 DB, 96 MS] $[ -4 DB, 112 MS] $[ -6 DB, 128 MS] $[ -8 DB, 144 MS] $[ -10 DB, 256 MS] $[ -12 DB, 272 MS] $[ -14 DB, 288 MS] $[ -16 DB, 304 MS] $[ -18 DB, 320 MS] $[ -20 DB, 336 MS] $[ -22 DB, 352 MS] $[ -24 DB, 368 MS] $[ -26 DB, 384 MS] $[ -28 DB, 768 MS] [MUTE] ;SOUND Here is how it was done. SoundAssembler 2024-05-08.mp4
  4. Hi guys, PixelHeart@PixelHeart_eu It's incredible, all 100 copies of #GladMort #AES JPN edition have been sold... Why not add another copies to the sale, available from 6pm today? When do you think? #kickstarter #RETROGAMING #retrogamer #Neogeo 11:06 AM · May 8, 2024 Anthony..
  5. Hi guys, Well done to the Galdmort Kickstarter campaign as it still has weeks to go.. PixelHeart @PixelHeart_eu #GladMort has demolished his #Kickstarter goal, and it's all thanks to you! To support the project and discover the surprises that will be arriving on the kickstarter, click here: https://kickstarter.com/projects/pixelheart/gladmort… #NEOGEO #Dreamcast #steam #platformer #action #adventure #RETROGAMING 9:36 AM · May 7, 2024 Anthony..
  6. Play the Pinty game -- it is super easy and you win every time! dZ.
  7. Here's an idea, and maybe it has already been done -- sorry if it has, and sorry either way if this idea sucks. But I keep thinking about different and maybe more valid ways to compile a ranking of the best games of all time. A few of the problems, as I see it, with open vote lists include: 1. Most people voting have played only a fraction of the viable candidates, resulting in a major bias in favor of games that have been played by a larger percentage of the voters. 2. Based on the comments supplied with the votes, quite a few people (and probably many more who do not happen to mention it) are relying on old, fuzzy memories colored by nostalgia, rather than a recent or thorough evaluation. 3. Voters can be expected to peruse the ongoing rankings before casting their own votes, which naturally influences the new votes - whether consciously or not. So I would like to see an alternate system tried at least as a supplement to this list. What kind of system? I am thinking probably a round robin tournament style format to ensure thorough comparisons. That way the above concerns are addressed as follows: 1. Everyone voting will have played all of the games they are voting on. 2. The games will have been played recently and with a mindset geared toward making a thorough assessment. The games cannot rest on reputation or faulty memories but must prove their worth anew in each head to head matchup. 3. The ranking list need not be compiled and released until the evaluation period ends. Of course there are weaknesses with using the round robin approach to determine a ranking. It is demanding on the testers/voters, so attrition will surely be an issue. The current best of listing already suffers from having too small a number of contributors. But hey, we just need enough people to step up and make the commitment! To ensure the number of comparisons is manageable and also the most meaningful, maybe a series of tournaments should be devised, each featuring a different game genre (e.g. shooters, mazers, etc.) to make things a little more apples to apples. Each tournament could include around 12 nominees, which would appear to mean each tester goes through 66 (?) game comparisons. A difficulty here is how to select the nominees, and to some extent we would probably need to draw on the existing best of listings. Still, narrowing the scope by specifying genre should result in a decent chance that lesser known hidden gems get included. The top finishers from the genre-specific tournaments could then go head to head in a round robin finale in an attempt to generate a somewhat more informed best of the best list. Would enough people be interested? Does this warrant a separate thread?
  8. Looks like downloads are working again. Many thanks for your quick response and service. Hopefully the rest of your week goes smoothly.
  9. A Mac/Linux version is being worked on.
  10. I'd make sure there was no trace/track damage under the LSI chips that were pried out.
  11. Here's a tip for dealing with those cheap power supplies: Don't. The JagCD is already unreliable and rare enough as it is. Powering it from a source that likely has massive amount of electrical noise and voltage overshoots is only going to make things worse, and could even break it. Also, most of those cheap power supplies are made with little or no care towards safety. And getting an electrical shock while playing Highlander would be a really terrible way to die. Don't try to "fix" it. It's junk, and it belongs in the bin.
  12. Hi @Artoj sorry for the long silence. I have been very busy at work - and then I've also played around with some electronics music hardware. I was actually reading my post above and that was a pretty good refresher for me as well. I hope I find the time and energy to work on the StrangeCart and my other TI related projects soon. Of course finding time is also partially a matter of priorities like one would guess. I have a pretty basic 3D printer which I've had for at least five years, but I only recently started to spend a bit of time learning FreeCAD and thanks to that I have rediscovered my 3D printer and been using it to make some fairly simple designs. The primary use case for me has been to design "base boards" for some simple electronics projects, i.e. slabs of plastic with mounting to screw in some boards. This has been a pretty interesting journey so far, I have been able to put into good use some of my microcontroller and peripheral boards to build more "complete" systems from those. I'll post a picture when I get home. It's such a basic use of the 3D printer, but extremely useful for me, turning a mess of loose boards and wires into a more rugged and organised mess of boards and wires
  13. Looks like you figured it out already, but for what it's worth, there are a couple of places where ram may be available in a compiled program: VDP ram starting at around v0A00 and up should be safe. You'd use PEEKV and POKEV to access this Even better would be using CPU ram starting at >A000 and going up to >F000 or higher. So that's over 20K available, and probably more like 22K or more. To compile you'd choose the option to put runtime in low memory. Then only the compiled part of the program would be in high memory. With the compiled program in the XB loader you can type SIZE and find out how many bytes are available, although I think XB starts at >A040. N.B. This assumes no string variables. (edit) I should add that this same area of memory is available to an XB program, so you shouldn't have to make any changes.
  14. It's things like this I don't have a very good explanation for! Battlemorph seems to hang as it misses an interrupt saying data is ready for it. The very slight difference in timing between file location on the memory card is the only thing I can think somehow helps it work. Seriously frustrating.
  15. Just to add that the liquid damage looks similar to cola which might explain the discolouration of the capacitors, and it seems to extend downwards towards the other capacitor bank which are also discoloured. It could just be they need cleaning with IPA and they are all fine though. The rear of the board does not indicate any modifications since manufacture so the DRAM is factory fitted from what was to hand! There is a small sign of the liquid reaching the rear of the board near J6 but nothing seems to be damaged there. I finally found C42 next to GTIA and it looks okay to me except for being physically larger than similar 100nF de-coupling capacitors. I also see some scratches on GTIA, the deepest being near pin 40, probably from removal in order to clean the contacts?
  16. SpiceWare

    PAL60 ROMS

    2K and 4K games can be converted to a WAV file which allows them to be loaded into a Supercharger. However, since they weren't written for a Supercharger many of them will access the Supercharger's hotspot addresses, such as 0x1FF8 for bankswitching, which can crash the game by changing the configuration of Supercharger memory the Atari sees. Many games have been hacked to not access the hotspots, allowing them to be played on a Supercharger. Not familiar with Gas Hog, though I do see that Stella detects a VSYNC issue for it, which can cause problems on some TVs, and the scanline count alternates between 261 and 262.
  17. Everything about that looks like a combination GTA and OutRun. Man that looks amazing. I will find a way to play this too. @shane857 How about this one? It's showing 79.99 USD with 20 USD Shipping https://www.ebay.com/itm/355336933563?itmmeta=01HXCCW5ZEXH01K2KWBTTEBJT9&hash=item52bbbb50bb:g:wR8AAOSwUshjoF1M&itmprp=enc%3AAQAJAAAA4LPqQWTfOUD0c2bWgJWrcGrz%2B7%2Frw0AiarIq7I4xh4%2BDecmQimDvLCP5%2FV000z2F54pSNq44nbVNEocaxxzy%2BtKiQ0wy9474w8DRx3OkZV3ormlqxCjwtWmP%2Bj%2BvWS%2Fo5BgrnMcCq3G0mvy8iv%2BwUHxhSXQz5pbSDq%2FhTBPLquvI6vTRRcXUvhrP0j4DpDdKAhcHsEaJX8pCnJz%2FYm%2BaaCl5tO0lRGxpTG4rCssJtkQoCyl5Y58gQJgVxoQSjlwdPAqVh8o%2FwMJtSDfQl%2F0PYUkpILC3iUQOIz3ed7014XzN|tkp%3ABk9SR-7f8IzrYw This one is in Spain at 75 EUR: https://www.ebay.com/itm/295909319582?itmmeta=01HXCD6GWEW0TPM1TT386EQ6HN&hash=item44e591e39e:g:4FsAAOSwgFNjqe1G&itmprp=enc%3AAQAJAAAAwDls%2FdJK8o%2Fo3Xc4D%2BUAGMWgTj%2FKsTx%2F2sRFeyWKWSUkMpIPgYaO6Jj7%2Fu%2BRN%2BrEeJQpGrSmlaFtz7lx3CJyUI6lmY0QE66f108yhgZgBMo8ZcciPUj0pd6Z5ntcvyp1jhZYABv94wv5o9GAVpGXX8df%2BuSWSFCZOuicKRdeK%2F5H9WQq62MmY30RkqdhCA5EEina2f%2FLf2SQ8Xqaf30uJZRhza0yQXAn2KHr%2FFirO52j8PSAzx%2BwFGypZ1JtyqUC9g%3D%3D|tkp%3ABk9SR6SOmo3rYw
  18. Good news. One for me, the yellow dude, please.
  19. The sprite bitmap definitions are contained in a 2K block in the VRAM. For CVBasic this is set up to VRAM addresses $3800-$3fff. The VDP allows a seldom used 8x8 pixels sprite mode, so by default, CVBasic starts with 16x16 pixels sprite mode. Each 16x16 sprite uses the space of four 8x8 sprites. When defining sprites the first argument of DEFINE SPRITE is a sprite number 0-63, and CVBasic internally maps this to the VRAM where each 16x16 sprite uses 32 bytes of VRAM, for a total of 64 different sprite bitmaps. However, the SPRITE statement data is written directly to the VDP, and the argument to select the sprite bitmap should be multiplied by 4 to account for the fact that each 16x16 sprites uses the space of four 8x8 sprites.
  20. And, it is the most feature rich cart to date. Nothing in my opinion comes close to it and its features.
  21. Kaboom! 1475 Bumper Bash 124345 - realy had a run!
  22. The Ultimate II+ L is the latest model and Gideon has been consistently in stock up until maybe last week: https://ultimate64.com/ More coming in a few weeks. This is the latest and greatest version. (UII+L)
  23. Today
  24. You cannot use exactly that syntax, but you can use a separate subroutine. ' ' Example of fixed pseudo-random number generator ' ' by Oscar Toledo G. ' https://nanochess.org/ ' ' Creation date: May/08/2024. ' #seed = 1654 GOSUB get_random PRINT AT 76,#seed % 999 GOSUB get_random PRINT AT 76+32, #seed % 999 GOSUB get_random PRINT AT 76+64, #seed % 999 #seed = 4565 GOSUB get_random PRINT AT 76+128,#seed % 999 GOSUB get_random PRINT AT 76+160,#seed % 999 GOSUB get_random PRINT AT 76+192,#seed % 999 WHILE 1: WEND get_random: PROCEDURE #seed = #seed * 3141 + 2923 END
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