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  2. it is 16-way. it is taking an analog thumbstick and it goes into an Arduino Pro-mini (really just the Atmega 328P chip itself) that is running a program that is doing the mapping from the thumbstick, and it is looking for the button presses for the buttons that are on the controller. The Arduino has 9 outputs that are going to the Intellivision. You can see that all in the second picture of the first post.
  3. Hi, yeah... looks like something is overheating... Once the problem occurs, reset the unit or turn off and turn it on again doesn't fix the problem. I have to turn it off for about an hour or two to get it working again and colors to come back as well. The VDP does have an heatsink. But maybe VDP has overheat and will fail soon... thanks for the hints
  4. and without this keyboard you can't do anything with the TIPPC ! Another keyboard doesn't work, I tried it
  5. I always liked the Atari XL font. It worked well on a TV with 40 chars per line
  6. Somebody get Zimag's lawyers on the phone.
  7. Missile Command Arcade is only a 16K ROM requiring 16K RAM. Of course, it also uses 64K of VBXE RAM. Eagle eyed players will notice that the logo is different for the .xex version and the .car version. That's because we had to squeeze the cart into 16K so we had to use a two color logo for the cart and so the border around the text is gone. Missile Command+ was an outstanding hack, by the way. In addition to 3 bases, he added the intro screen, a demo play attract screen, "The End" and a high score table. I sure wish that Atari had put out a 16K cart with those features from the start.
  8. Cool. I asked because I'd like to port my game from MSX to Colecovision and SG-1000 in the future. So I'm thinking about buying your book to acquire some know how about this
  9. Today, marks a full 11 months of freedom here in Canada. I made amazing progress so far in restarting and rebuilding my life and I am looking forward to celebrating my 55th birthday soon, which falls on Mother's Day. So, let's try to complete the GoFundMe https://www.gofundme.com/f/garyopa-restarting-his-life
  10. ZeroPage Homebrew is playing Paddlefield on tomorrow's ZPH stream LIVE on Twitch! Hope you can join us! Fri Apr 26, 2024 | LIVE @ 12PM PT | 3PM ET | 7PM GMT WATCH LIVE: https://twitch.tv/zeropagehomebrew/ WATCH LATER: https://youtube.com/zeropagehomebrew/ Games: Robo Tito (2024 Exclusive World Premiere | 2600) by VHZC Games / Vladimir Zuñiga @vhzc Ninja Kombat (2024 WIP | 2600) by Shawn O'Brion @freshbrood Berta and Butterflies (2024 WIP | 2600) by Sławomir Krysztowiak @Dalton Paddlefield (2024 WIP Update | 2600) by Thomas Jentzsch @Thomas Jentzsch
  11. ZeroPage Homebrew is playing Berta and Butterflies on tomorrow's ZPH stream LIVE on Twitch! Hope you can join us! Fri Apr 26, 2024 | LIVE @ 12PM PT | 3PM ET | 7PM GMT WATCH LIVE: https://twitch.tv/zeropagehomebrew/ WATCH LATER: https://youtube.com/zeropagehomebrew/ Games: Robo Tito (2024 Exclusive World Premiere | 2600) by VHZC Games / Vladimir Zuñiga @vhzc Ninja Kombat (2024 WIP | 2600) by Shawn O'Brion @freshbrood Berta and Butterflies (2024 WIP | 2600) by Sławomir Krysztowiak @Dalton Paddlefield (2024 WIP Update | 2600) by Thomas Jentzsch @Thomas Jentzsch
  12. ZeroPage Homebrew is playing Ninja Kombat on tomorrow's ZPH stream LIVE on Twitch! Hope you can join us! Fri Apr 26, 2024 | LIVE @ 12PM PT | 3PM ET | 7PM GMT WATCH LIVE: https://twitch.tv/zeropagehomebrew/ WATCH LATER: https://youtube.com/zeropagehomebrew/ Games: Robo Tito (2024 Exclusive World Premiere | 2600) by VHZC Games / Vladimir Zuñiga @vhzc Ninja Kombat (2024 WIP | 2600) by Shawn O'Brion @freshbrood Berta and Butterflies (2024 WIP | 2600) by Sławomir Krysztowiak @Dalton Paddlefield (2024 WIP Update | 2600) by Thomas Jentzsch @Thomas Jentzsch
  13. A lot of games have more than 16 colors (and overscan, one of A8 strenghts).
  14. ZeroPage Homebrew has the Exclusive World Premiere of Vladimir Zuñiga's newest game Robo Tito on tomorrow's ZPH stream LIVE on Twitch! Hope you can join us! Fri Apr 26, 2024 | LIVE @ 12PM PT | 3PM ET | 7PM GMT WATCH LIVE: https://twitch.tv/zeropagehomebrew/ WATCH LATER: https://youtube.com/zeropagehomebrew/ Games: Robo Tito (2024 Exclusive World Premiere | 2600) by VHZC Games / Vladimir Zuñiga @vhzc Ninja Kombat (2024 WIP | 2600) by Shawn O'Brion @freshbrood Berta and Butterflies (2024 WIP | 2600) by Sławomir Krysztowiak @Dalton Paddlefield (2024 WIP Update | 2600) by Thomas Jentzsch @Thomas Jentzsch
  15. Admittedly I don't know how it works... But I did know that the 2600+ had an arm cpu. I guess I wasn't thinking that it was some sort of architectural difference. But that somehow the code in the rom chip on the cart had some kind of arm processor to accelerate certain functions that it had to access while running and that was possible on original hardware and not on the plus because the chip wouldn't be available after dumping in a dumper scenario. Well, I'm not super sure why I thought that because probably that's not anything close to how it actually works.... I think I might have been thinking that because I couldn't get their free demo roms for these games working on stella on my emulation handheld either, they all crash. Sounds like we are all gonna find out soon tho.
  16. I never could but figured my conversion was failing more than the JagGD. Did you do anything special? Did you get it from a disc or a digital version of some kind? I'd like to know what software you ripped it with, to what type of image, and if it just converted fine. I gave up on that one.
  17. How is that version of scramble compared to the 7800 cart ?
  18. I was just about to say a similar thing. Plus, why would they want everyone to think that the Intellivision version was as crappy and limited as the Atari VCS version? dZ.
  19. Grom is slow and lethargic. I do not fear him.
  20. Sorry. I just wanted to see if your design was flexible enough to make an easy to describe mod. And also whether your joystick was a 16 way solution, or a 4 and 8 way solution. You seem to use some sort of analog to INTV2 pinout adapter, as your video shows 16 ways. May I know what you use for the 16 way to INTV2 translation so I can cobble a solution for myself/others?
  21. Job interview tonight. I haven't had to take a second job since 2020 (when I first started at the company I am at right now.) Will do this as long as I have to. Shouldn't be too bad considering it's not too intensive and I have plenty of free time to be able to take a second job

  22. As I said various places throughout my web life, I've come to terms that if I were to make money on my inventions, the money itself might actually be a nuisance because I would have to reprove disability and my insurance is worth a lot to me, therefore the fact that I can't gain without risk is your gain if you want to use my knowledge, as limited as it may be, to help design ambidextrous controllers. I see the retrogameboyz.com Intellistick as well as this new pad I found for the Intellivision happened to choose the exact same layout for the three buttons, a triangle that is mirror symmetrical. Both of those are fairly easy to 180. If you think having a joystick that is user-serviceable to be easily ambidexterized is a better feature than what you give up contourwise by having hand dedicated features. (like for example having the d-pad and the buttons offset like an Xbox joystick) I could come up with some ideas that are worth at least what you pay for them (which is $0 and whatever time you invest in listening to them) and have a user switchable Lefty/I righty controller. I agree the vertical layout of most second generation controllers caused arm asymmetry usually causes more pain than the more horizontal layout pioneered by the NES and Nintendo. The only problem is that the baby of ambidexterity got thrown out with the bathwater of vertical layouts. The easiest thing to do is to make the layout vertically mirror symmetrical so that rotating the joystick 180° gives you an inverse layout that works just as perfectly on the opposite side as it does on the original side. The triangle layout is ripe to do that for the Intellivision layout. And if you have an easy switch that can easily switch around those three buttons then you can accommodate all layouts of the three buttons, even the same person having different layouts for different games just by redefining the buttons. Some games like Tutankham Side Arms have a hard left and rights concept in their control scheme whereas most games have a main and auxiliary function between the index and middle finger buttons. Use your switchable buttons for all three of those buttons would be perfect for all people in all cases. You just have to slide the switch over to whichever one you want. Just offering my services for what they're worth.
  23. In assembly source, you of course write code and data differently, but at execution time the distinction is based on how the bytes are used, not what they were intended for. Code can be handled as data and data can be executed as code. The most direct example of this is DOS: sectors are loaded off disk and into memory as data, and they become code when DOS jumps to the starting address to begin program execution. There's no explicit command or mark to indicate when code becomes data or vice versa, that just happens when it's used that way. In some cases, code is intentionally also used as data, such as 2600 games that reuse part of their program code as noise or flak graphics. This poses problems for disassemblers, which have to use heuristics to guess what is code or data. They have trouble with constructs like jump tables, where the bounds of the jump table are hard to determine statically. They're also often fooled by constructs like CLC+BCC to do an unconditional branch, as they can trace past into regions that aren't actually executed. On some CPU architectures, there is more of a distinction. Some older CPUs had tag bits to mark memory regions as code or data, and newer CPUs have read/write/permissions in the page tables. Some CPUs even had separate memory buses or address spaces for code and data. On the 8048, for instance, you can't even read code as data without external hardware support or using special MOVP instructions, and similarly it isn't normally possible to execute data because it's simply not mapped into code address space.
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