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  2. Thanks DOC, I figured it out just before you posted and just loaded RS232.com from the ATR, and then relaunched the app and just enabled the chat line to be able to type in stuff. But even before doing so, I could see that the RetroScaler 2x was correctly interpreting the Atari's video output because of the flickering that was occurring. Here's the result from entering underline and hyphen characters in the one line chat window. Looks correct 👍
  3. For a company trying to build public trust and appeal to not only old Atari customers, but new ones, I find it unfathomable that they aren't dealing with this in a direct manner. Openly admitting to a mistake, then showing a genuine effort to do everything it can to make things right is how a company builds or rebuilds trust in its name. Doing nothing is the worst thing it can do. Don't get me wrong, I know this is only known to a relatively small group of people and actually affects an even smaller one, but they need to head this off at the pass before the negative, even if by word of mouth on social media, gets bigger.
  4. BTW @Dubis7 already reached out to me and as I'm not familiar with most of what they are needing help with, this isn't something I can look into.
  5. @RevEng My thought was to do this: rem ** display sprite from orignal postion in ROM plotsprite bg_top 0 x y 0 rem ** copy and display from orignal ROM postion to same postion at $4000 in RAM rem ** So $8600 would become $4600 memcpy $4000 $8000 12288 plotsprite bg_top*0 0 x y 0 rem ** copy and display from orignal ROM postion to same postion in RAM at $4000 + offset*4096 rem ** So $8600 would become $5600 in this example memcpy $5000 $8000 12288 plotsprite bg_top*1 0 x y 0 So in statements.c i was going to see if I could add this code to accommodate the above example. void plotsprite (char **statement, int fourbytesprite) // appx line number of 1416 in statements.c { assertminimumargs (statement, "plotsprite", 4); // add following code int len = strlen(statement[2]); int ram = -1; if (statement[2][len-2] == '*') { if ((statement[3][len-1] >= '0') && (statement[3][len-1] <= '3')) ram = (statement[2][len-1] - 48) * 16; else ram = 0; statement[2][len-2] = 0; // make this the end of the string to continue normal operation of statement[2] } // end of added code // appx line 1480 before adding the code above printf (" lda #>%s\n", statement[2]); // add following code if (ram>=0) // modify the hi-byte of the address before storing in temp2 { printf (" and #$3F ; convert hi-byte address @ 16k boundries from $8000+ or $c000+ to $4000+ \n"); printf (" ora #$40\n"); if (ram > 0) { printf (" clc\n"); printf (" adc #%d ; add # of 4k blocks to offset graphic postion\n", ram); } } // end of added code printf (" sta temp2\n\n"); // etc....
  6. Good afternoon everyone, I'm back with an airplane racing simulator, a sequel to Quest! Fire is being produced. New games have increased the Atari 2600 library with these games produced by Olioni Games, a Brazilian indie. Link Game Rom: https://www.mediafire.com/file/iboam8snfgwqtlg/planeracersimulation%28NTSC%29.bin/file Kink Manual Game: https://www.mediafire.com/file/kciaeom1axbhs6p/Manual.pdf/file
  7. My copy of Ranagard Shinoken finally came in, after a slight shipping delay. Expect a gameplay video tonight!
  8. I am quite interested in ordering this. I see that currently the only option available appears to be the Amidar/Donkey Kong Jr. "Super Game Club Season 2" bundle. Is there any way to order Amidar by itself?
  9. Supergun

    Movie Cart

    Can we at least get the original Dragon’s Lair; at the bare minimum, just the attract mode in a loop. And, at some point, the entire game running through complete with the ending. This is an absolute must for me as it’s the key thing I need to have on display at my yearly game expo. (closest thing to having a 2600 Dragon’s Lair cartridge and how I intend to label the cart as well)
  10. Entonbed is fun, but gets too challenging too quickly. I still like it, but it could have been so much more.
  11. Doing some digging around on this, I found this post from our very own @slydc from 2010 that you may find helpful: As for the Odyssey 5000, here's what i know: It had x2 dedicated chips inside, one made by National Semiconductors called the MM57106 and another one by Signetics called the CR861 (aka MUGS-1). The MM57106 has 7 games in color which with variations, gave a total of 23 games. This chip has never been released here in the U.S. but was released in Japan and in Europe (called the MM57186). Philips used the MM57186 in their Odyssey 2100 (color display) and Videojeu N30 (black & white display). As for the CR861, it only had two games (x1 helicopter game and x1 tank game), which the tank game is featured in your picture you scanned from a unknown magazine (would appreciate to know which magazine you've find the picture ). So the Odyssey 5000 had 9 games but with variations totaled 25 games all in color. Also, Ralph H. Baer worked on the Odyssey 5000 between the 8 & 9th of September 1977. He was later informed (September 19th 1977) that Magnavox management finally decided to proceed with the Intel 8048 processor (the CPU of the Odyssey 2) and scrap the Odyssey 5000. For the helicopter game, you can see a screenshot in the book "Video Games" by Len Buckwalter (page 84 - Fig. 8-3 "Battling Helicopters"). It is still unknown if the Signetics CR861 still exists somewhere but they did manufactured a bunch of them. Oh and if you didn't know this, Signetics was brought by Philips in 1975 and Magnavox was owned by Philips. So here you have it, that's all the information i have regarding the Magnavox Odyssey 5000. P.S. What i would give to see the CR861 in action!! Sigh... --- Sly DC --- So the really juicy part of the Odyssey 5000--the Battlefield and Helicopter games--would have been the MUGS-1/CR861 chip, which unfortunately doesn't appear to have been used in any console that ever made it to market. Or in anything other than Odyssey 5000 at all, for that matter. Judging from the mockup screens, I'd surmise that the gameplay of the two games would have been essentially the same, with destructible barrier blocks (borrowed from the MM57106/86's Knockout game?), object shapes, background color, and possibly axes of movement (Y only vs. X+Y?) being the only differences. I also suspect that the tanks and helicopters would have simply been re-shaped paddle sprites and would respond to the analog joysticks accordingly, which would make for some unexpectedly nimble tanks! 😆 What else is interesting, though, is that, based on screen mockups from the Odyssey 5000 brochure posted above, Odyssey 2100 and 5000 would have had some completely different ball-and-paddle games despite sharing the MM57106/86. Which suggests that the Odyssey 5000 screen mockups are either poor/underinformed representations of the MM57106/86 game series, or that the Odyssey 5000 would have actually used something else... 🤨
  12. Subtitle text for ' Dodge introduces a new model Super Bee 'would be nice.
  13. Starfield, with more possibilities and with a real open world.
  14. I have no idea if it works, but it's free Sega Game Gear Columns
  15. .. I would think it would get in the way there...
  16. @Beeblebrox, You are from UK, that looks like black tea?
  17. I don't have a lot to contribute to Pascal discussion, but I do remember that 99er published a Pascal game called Cannibal. I never saw it run
  18. I've seen them, but don't own Picnic and Piece o' Cake, do you recommend?
  19. You can use an R:BIN instead, it will run but you will have to set half duplex in terminal, as there is no device
  20. The music is generally handled outside of your effect, since we want a smooth experience across the effects. Assuming we aren't changing how we did it last time? My music player has no trouble playing out of ROM, it just needs 120 or so bytes of RAM somewhere. Putting that in VDP is possible but it's not a good choice, it's very random access so you can expect it to take 3 times as long to execute with data in VDP. But, not confirmed if we're using it yet. I'd have to add the attenuate into the new player. Disk loadable was a restriction last time, I think that's a good restriction to keep. Maybe that's where to start - what are we restricting to? It's completely possible to go completely nuts and do anything with the modern options available.
  21. Hi Stephen, I just now tried running FlickerTerm80 V0.51 and it says it can't find the R: Handler. Since I don't have an 850 or PR Connection is there a version that maybe incorporates an R-Verter compatible handler instead that I can get to run?
  22. Thanks! The best part is the printing is not going to come off if touched or scratched because all of my labels are laminated.
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