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  2. For me, it's a skill I am gaining in pre-processing the images. Even though I've been using this since day one, I just yesterday discovered running one solution can get me a "close enough" image in seconds (a minute maximum) rather than an hour minimum. I will now do this as a first step, and then fine tune any problem issues in the image. Once I am satisfied with that, I run my normal # of high solutions (8192) and most images will run for a minimum of 1 billion iterations. I am also no longer opposed to using some rather strong dithering settings, whereas in the past I either used the default strength of 1, or none.
  3. I would say that saving to an IDE image would be very good, as we could use TIImagetool to access it , but any of these would work. Not everyone has TIPI (Me), but I'm remeding that and will have. Keeping a true 1 to 1 disk image would perserve the disk as they were received. But any of these would be great. The fastest may be TiPi.
  4. It took only slightly more than four years but you can expect this one fixed in the nearest Atari800 release. 🙂
  5. For the week ending April 21 (Not sure I'm going to play much this weekend, so I'm posting early) Sega Genesis * Super Airwolf 45 mins Arcade * Dino Rex 45 mins * Jungle Hunt 30 mins * Out Run 30 mins * Star Castle 60 mins Sony Playstation * Pac-Man World 20th Anniversary
  6. Following up...after I removed the large mylar and the tiny mylar layer over the contacts; I cleaned the entire board and removed the extra contact in the contact area (back to shiny gold) Once I reset the mylar in place, I added a small 3 folder blue painter's tape over the contact section to keep better pressure on the area, once the back was screwed in place.
  7. So I had a sudden realisation today, I already own Canyon Bomber, kind of. 🤦🏻🤷🏻🤣 It's included in the 4 game cart that came with the paddles. Ah well, I'll have a manual and box for it now so it's not a waste. It should be here by mid/end of next week.
  8. Yep. I'm not familiar with all the tracks and details, but from a gameplay and graphics perspective, as a non-Mario expert 😀, it looks nearly identical to Nintendo Swith to my untrained eyes!
  9. I have finally started to update my #Patreon page with my recent #GitHub source code releases for the #TI99 computer, and this is great way you can support my ongoing work for my new retro projects, check it out and let me know your thoughts & suggestions. https://www.patreon.com/GaryOPA
  10. Rather than polluting the eBay thread, what would be the best way to backup 80+ floppies please? Attached to my TI (other than real floppy drives) I have a TIPI, Gotek & IDE Just create folders and copy files using Force Command? Use a disk manager? Any thoughts please? Many thanks
  11. Nice and thank you so much! Looking great on the handheld and congrats on making it into the top 5 scores, I've added your name to the list. Strawberries are coming... - James
  12. Yeah, well, take two XEGS carts that rattle and you've got a pair of maracas for rockin' out on the dance floor.
  13. That actually looks pretty cool. Those Escape Rooms are awesome!
  14. Technically, the arcade Mario Karts are exclusives, in terms of tracks, items, some unique characters and some other subtle features (I can't recall if DX has the "live commentary" that Mario Kart GP1 and GP2 had). The Japanese version is superior though, as they received several years worth of content updates, while the US one stopped after two 😕 Here's one of the tracks that's an exclusive - the game is also supposed to have a lot more items, but IIRC there aren't any that do something different, they just look different:
  15. Maybe it's the skill of the converters, the effects of the new builds or the placebo effect of knowing that there are, but there seems to be less noticeable banding in the recent attempts - like, yes, it's still there, but in shorter segments and with more noise/dither patterns that aren't unpleasant.
  16. Yes, that's the one I played. I don't recall any issues with the sound, but as previously mentioned, it didn't seem like anything different than Mario Cart 8 Deluxe on Nintendo Switch.
  17. Thank you, I hope it can provide hours of fun to everyone! 🥰
  18. Yeah that looks about right... It's very brief but I found this...So here's the place...
  19. Congratulations! I've just put your Pac-Line on my Anbernic handheld and tried it. It is a simple game, yet very fun and addictive. It was a wise choice you made to port it to Atari 2600. I like such small, simple games that fits the platform well. I'm looking forward for the strawberries So, am I already in TOP 5?
  20. Maybe Duddie can take over production, sales and shipping again?
  21. 36 colours, Christina Applegate - poor lady has been through a lot recently. First breast cancer and then MS Stephen_ChristinaApplegate.xex
  22. Latest progress has been impeded by a crasher bug that I haven't hunted down — something something switch to the wrong memory bank executing graphics as code something something. Also, it's just been a busy week in general and I haven't gotten much time to work on it. In the same branch as the crasher bug, however, this week… tidied up some assembly code in general (names, whitespace, branch prediction) kinda fixed some bad color reference issues in the Animation Editor tool for graphics with variable colors (e.g. the player, & generic humans) first draft of save/load serialization definition. (more below) more informative headers in A78 file (includes build date, NTSC/PAL "N" or "P" flag) added a cheesy make remotely target to ssh in to my fast machine from my crappy laptop with great battery life so I can use it for development on the LAN Skyline Tool now accepts the game title and other metadata from a Project.json file, which is another step toward making it a stand-alone utility program. (This is what does all the neat tricks with PNG, MIDI, Fountain, & Tiled files.) Thinking about save game records The serialization routines are … troublesome … for passwords. Despite using some very light compression (RLE on all zeroes or all $ff-es), once converted into a 32-character-alphabet password, I'm seeing a worst-case-possible output of a 136-character password. That's almost enough for me to throw out the password entry system altogether, but I'm looking at the 2600+ over there with its physical inability to access a SaveKey and wondering if it's preferable to key in a 136-character password versus having to play a 20(?) hour game without turning off the power. I expect that the worst-case performance is likely far worse than it would ever be in reality, and I also could probably cut it down by about 20? characters if I did not save the player's name, gender, &c, but made you re-enter those every time. I'm not sure than a worst-case of 120-ish characters is much better than 140-ish, but it's something. The serialized data, in 8-bit form (versus 5-bit form for 32-character text entry) runs about 90 bytes or so — which, in SaveKey block terms, means 2 blocks (64 bytes each) per save record. We're thinking about having 3 save "slots" available for SaveKey/AtariVox. You might notice that that's a lot smaller than the save game records for Grizzards, but in this case, we're not trying to keep track of 30 different sets of stats! I'm not requesting allocations yet, there could be some unforeseen reason that it would fit in 1 block or balloon out to 3.
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