Jump to content

All Activity

This stream auto-updates

  1. Past hour
  2. In the upper right hand corner, where it says "Intellivision," they show an artist's rendition of the Atari 2600 version, not the Intellivision version. I guess they wanted the people buying it to think it was similar to their Atari version? I don't know.
  3. Hahah, you're welcome, it was a lot of fun playing Destroyer 7800 on ZPH! The cats are really the stars of the show. 😉 - James
  4. Since the Jaguar is unarguably the best console, you must not be using it properly. Though I'm for sure beating a dead horse here, have you tried playing with the Jaguar sitting in your lap, such that your nostrils inhale the generated fumes in a more concentrated fashion? The controller also becomes more awesome once you become very good at holding it in a different manner for each game that utilizes the keypad, such that you can utilize that game's preferred arbitrary overlay layout. E.g., if you can't play with it resting on your knee at an angle such that you can do an extra fast turn by holding down A+C while performing a flawless first-attempt weapon switch on the keypad while strafing a few tanks and helicopters using the advanced steering/control mode, you're probably still stuck on Level 1 of Iron Soldier 2, just like me. Note this is a level the only strategy guide I'm aware of for this game refers to as "an easy warm-up to get your feet wet," while the next mission's description begins by saying 'Time for a "real" mission!' FML.
  5. My first ever acting gig was a small role in a movie with Al Lewis. I remember sitting at the table with him for hours, both waiting to do our scene - we were waiting until the wee hours. He was a lovely, lovely guy. He offered me chewing tobacco. I was 14! Haha. He told me he never watched anything he was in, I was fascinated by that but now I understand it. I was a huge Munsters fan so it was so cool to be able to spend that evening with him and then even be in a scene with him! Al said to the other folk we were with "You watch this boy, he'll be famous in a year". It was 18 months later that I landed a core cast role in a TV show that still runs to this day. I was in it for 13 years and I literally couldn't go anywhere in NZ without being recognised (fame sucks, btw). Al was only 6 months off. Haha. And now I'm a poor game dev... RIP Al Lewis. Such a legend. I need to play this game now...
  6. Just watched the show. Thank you for including my game. Awesome watching you both play, really a great feeling watching people enjoying a game you made. I have to say though, my favorite part was when your cat was sitting propped up against the wall. I laughed out loud at that. Thanks again.
  7. I love how you guys add 'dust covers' to all of your products as part of the packaging. It may not be a conscious thing but I use them for that. The 2600+ one doesn't fit when it's plugged up though. lol
  8. I gotta say, I don't think you could have chosen three better games for the 7800 to kick off. Even I have heard of these (Sega nut) and played them! I have already pre-ordered everything from Mighty Ape here in NZ. Ninja Golf is so much fun.
  9. Sorry but not familiar with this. Could you please explain for a 7800GD newbie?
  10. Sorry @Ben from Plaion but would you perhaps be able to answer this for me? perhaps it was overlooked during testing? It only affects the team games in breakout where two players can play at once.
  11. whackem_game.rom We're in the mid to late alpha stage. This demo lets you play one round with standard settings. Once it's finished, the game halts and needs to be restarted either with the reset button on the ColecoVision, or the appropriate option on your favorite CV emulator. I'm liking where this is going. I have the level logic for the first two stages set up, but it's not read yet, nor is that section of the game finished. Adjusting the level stats not only makes the game faster or slower, but can be used to create special situations ("sure shot" stages where players are given a limited number of targets, making accuracy a must, "speed round" stages where TONS of Byrons pop out of the holes, etc.). The original plan was to include bonus stages, but I haven't gotten to that yet... I imagine it'll be tricky. While I'm at it, here are a few conceptual scenes in the game. High scores are a possibility, but let's see where development takes us first. The red game over screen appears only when the player strikes a bomb... it's a little showy and may not be in the final build because of memory constraints. (I'm doing pretty well with ROM size so far, but there's still sound effects to worry about.) Anyway! Give it a spin, let me know what you think.
  12. Increased my score a bit. I am playing on "normal" difficulty on that rom that has "Game 1"
  13. Sorry for getting all AVGN on the Jaguar. I just really dislike the system, but each to their own
  14. I suppose I am "quite wrong" about my use of a poorly constructed sentence in the bolded bits. What I meant to say is that this particular collection of Famicom games are all bootlegs, and these particular bootleg titles are dime-a-dozen bootlegs that are "not very collectible." But they do have value to someone who's gonna play them. And I suppose ANYTHING is "collectible" so long as there is someone who collects it. I am, however, confident that collectors of bootleg Famicom games are in a very small minority. Or at least, they should be. A lot of the luster of collecting Asian bootlegs (or any other bootleg, for that matter) wears off quickly when one realizes that purchasing bootleg games contributes to software piracy. It cheats the legal copyright holders of those games out of revenue they -- not the bootleggers -- richly deserve. Bootleggers = criminals. Just so you know. So yeah, I too am of the mindset that unauthorized = garbage. Not to start an argument or anything. I'm just saying I hold a different opinion. -Ben
  15. Hi All, I've bene trying to find the Lo and HI TOS images for the ENG version of TOS 2,.06, I just need the two ROM version. Know where I can download so I can burn with my EPROM programmer? Thanks
  16. When you select a game, the LTO issues the reset signal to the Intellivision. Some Intellivisions don't response so the LTO + Intellivision look hung. I have an Intellivision that does the same thing. Just do a quick tap on the Reset button and the game should start.
  17. As noted, it means the signal on that line will be an active low. Lines without the circle will be an active high. Note also that sometimes active lows will be tied high voltage-wise to make the circuit respond as desired, and active high lines may be tied low for the same type of reasons. . .the important parts of this are that the circles at the chip do not prevent the line from connecting or being read at any point along the trace it is part of, they just tell us what kind of signal is there.
  18. Evening all Perhaps someone here can be of some assistance with an issue I’m having. I’m trying to flash the core of my PokeyMax 2B but keep running into a brick wall. I found 2 different programs on line for this, found the correct core.bin files and used Altirra to put one (stereo + U1MB) into an .atr file, used my SDrive Max to mount the .atr, but for some reason neither of the programs is able to see the core.bin file, I either get a ‘file not found’ or ‘failed to open file’ error. It’s almost as if there is some sort of SIO issue, but I don’t believe there is a problem with any of my equipment. I wasn’t able to find any real documentation on how to flash the cores, so I was hoping someone here has had some experience with this. Btw, my set up is: XEGS U1MB/VBXE/UAV/64k SRAM/PokeyMax 2B Thank you, and please feel free to let me know if any additional information is needed. 👍
  19. First of all the SD card reader in the Dreamcast expansion slots will not destroy your GD reader. Second of all Mac got rid of dual boot as early as Mac OS 12. They're currently on Mac OS 14. Anything with an "M processor" will not work with Windows. Let's just say I feared windows ever since the only way I could get someone to stop tapping into the windows portion of my Mac was literally physically unplugging the power cord in the computer and then erasing it clean from the Mac side. After that I vowed never again. When it comes to PC viruses I'm like Adrian Monk. I try to avoid them if I can't deal with them.
  20. Today
  21. Could you post some 720p screenshot samples of the GSP GUI main screen, arcade screen and game details screen? Might be able to use them.
  22. Just follow all the traces in the wiring for the 156. It goes to the 138 and the 259. And is the key in the memory mapping also with the diodes. The 156 along with the 241 that it is connected with as well is important it what gives you the rambo option and allows the ram to appear at the 6000 space in 8k chunks instead of the 5800 space in 2k pages. Also maybe the reason that led lights up right away when you turn on power if that circuit is messed up. As for the little circle it just means the line is active low, enabled, don't worry about that just map out the lines see my screenshot best to view it via a large screen not the mobile or print it out the schematic.
  23. Do you think you also might be able to, while you are at it, open the GSP firmware in MiniGUI and edit it a small amount to change the buttons and add some libretro cores to its database for us GSP gamers? I could mock up some visual ideas for modifying the GUI.
  24. Oh, this is fantastic, and at such a low price. Thanks for the link! -Ben
  25. Like the others, I also thought that Atari800 used to emulate this but couldn't find any older builds that did so. I took a look at the Atari800 SIO and sound code and it looks like the existing SIO sound approach would need to be reworked. Fundamentally, the characteristic Atari SIO sound comes from the way that POKEY's serial port interacts with timer 3 and 4, particularly in asynchronous receive mode. This is a scope of when the Atari is transmitting a command frame over the SIO bus, specifically a type-3 poll. This is the farting you hear after DOS 2 boots or when no bootable devices are connected. CH1 (yellow/TX) is SIO DATA OUT, CH2 (cyan/RX) is SIO DATA IN, CH3 (purple) is audio out. During a send -- SKCTL=$23 -- timers 3+4 are continuously counting to provide the transmit clock for any bytes that are queued to send. It runs continuously regardless of whether a byte is actually being sent or not. Timers 3+4 are configured for a period of 1/38400th of a sec for 19200 baud and the OS configures channel 4 for square wave output ($A8), so the output tone is 19200Hz. This is inaudible, so the primary component heard is the change when timer 4 starts and stops, and not the tone output itself. This is also why the tone starts a little bit before and some time after the actual command frame bytes, since it depends not on the end of the last byte but when the SIO routine in the OS gets around to reconfiguring the serial port. Each command sent produces a single "putt" of sound. The farting noise comes from the OS SIO routine retrying the type 3 polling commands 27 times, with a timeout driven by OS timer 1. This is VBI-based with a timeout of 2 vblanks, so the puttering occurs at 30Hz for NTSC and 25Hz for PAL. During a receive, SKCTL is changed to $13 to enable asynchronous receive mode: This mode sounds a lot different than transmit because of the way asynchronous receive mode affects timers 3+4. In this mode, POKEY has to synchronize to the device's transmit clock, which is out of phase with POKEY's serial clock. Therefore, in this mode, POKEY holds timers 3+4 in reset while waiting for a start bit, and those timers don't run. At the leading edge of the start bit, timers 3+4 are started, and then count off half-bits in phase with the transmit clock so POKEY can sample in the middle of each bit. Upon sampling the stop bit, timers 3+4 are stopped again to wait for the leading edge of the next start bit. This process causes timers 3+4 to underflow and fire a pulse to the audio circuit 19 times -- which crucially is odd. This means that the output bit is toggled at the end of each byte, which you can see above in the gaps before and after the ACK byte ($41). The result is that the audio output has a fundamental square wave at half the byte rate of the transmission, with bursts of inaudible 19200Hz on top of it. The fundamental frequency varies based on the device, a bit higher or lower than the nominal 960Hz depending on the device. 810s, for instance, produce a slightly higher pitch than a 1050. Note that the byte rate is not the same as 10 times the bit rate, as devices often have a bit of a gap between the stop and start bits. It also means that the tone doesn't depend on the computer's clocks, which means that it is invariant to NTSC/PAL. What Atari800's SERIO_SOUND appears to be doing is rendering the 10 bits for each byte at channel 4 volume -- 1 start bit + 8 data bits + 1 stop bit. There is often a component of this in the audio output due to the SIO data leaking into the audio output, but it's faint and not subject to POKEY volumes. It's what you sometimes hear when a loader shuts off the main SIO sound and you hear still hear tinny buzzing during the sector loads that varies a bit in timbre depending on the data bytes being received. That's not the same as the stronger transmit/receive effects above, which are independent of the data bytes being sent and received. As far as I can tell, the sio.c/pokey.c/[mz]pokeysnd.c don't implement timers 3+4 being held for asynchronous receive mode, which is a main requirement for emulating this effect. Probably the simplest starting point would be to override the connection from timer 4 to audio channel 4 and drive audio channel 4 at 0Hz/960Hz when asynchronous receive mode is enabled, running it only when bytes are being received. It's an approximation but would go pretty far towards something representative. More importantly, it's compatible with cheaper asynchronous audio, so it's easier than the next steps of either properly starting and stopping timers 3+4 during async receive mode or driving audio channel 4 with machine synchronized timing. AFAICT Atari800 isn't set up for the latter anyway because it doesn't actually emulate device transmit timing -- it instead sends bytes at the rate that POKEY is set up to receive them, which is not accurate but works most of the time (though it allows some bogus configurations like receiving at the wrong baud rate). The majority of SIO devices send bytes back-to-back at a consistent pitch, though, so it's not necessary to emulate at that level to attain representative pitch. The nominal pitches for receiving from the 810 and 1050, based on the controller clocks and firmware loops, are 943.4Hz and 910.75Hz.
  26. [Windows App Supplemental : Folder-based file triggers] If you want to optionally use folder-based file triggers to run alternative libretro core libraries, without needing to create database trigger records, or in addition to using database triggers, see the documentation include with this zip file. runme-056b.zip
  27. A highlight of visiting a new city is when the wrong way turns into an unexpected treat. I still fondly remember wandering around a deserted part of Naples only to end up at the best dinner and service I had the entire trip through.
  1. Load more activity
×
×
  • Create New...