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21 Blue


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#51 the.golden.ax OFFLINE  

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Posted Sun Apr 3, 2011 11:03 AM

On the vox, I'm waiting to hear back from mos on the left over parts he has. I have all the specs and data on making new boards but that will take time.

Thanks,
AX

#52 RevEng OFFLINE  

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Posted Sun Apr 3, 2011 12:15 PM

Yeah, it would be a shame to waste all the parts, time, and effort he already put in.

Still, I'm hoping that this will be the year that we get AtariVox back in the AA store! :thumbsup:

#53 Richard H. OFFLINE  

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Posted Sun Apr 3, 2011 1:04 PM

Still, I'm hoping that this will be the year that we get AtariVox back in the AA store!

From what I understood, AX will be doing both the construction and distribution. Doesn't matter either way, I'm just glad folk are building it and coding for it :thumbsup:

#54 RevEng OFFLINE  

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Posted Sun Apr 3, 2011 2:02 PM

From what I understood, AX will be doing both the construction and distribution...

Ah, thanks for the correction. As you say, either way is good! :D

#55 Philsan OFFLINE  

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Posted Wed Dec 17, 2014 1:37 PM

AtariVox+ in AA Store.



#56 Yosikuma OFFLINE  

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Posted Thu Dec 22, 2016 9:35 AM

That custom kernel is fantastic -- I assume that's what you're using to do most of the display work (cards, girls, etc.).



#57 RevEng OFFLINE  

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Posted Sun Dec 25, 2016 7:51 PM

Thanks! and yep, definitely custom kernel code. There's an interlaced bitmap mini-kernel for the girls, a regular bitmap mini-kernel for the dealer's phrases, a mini-kernel for the cards, and one for the scores.

#58 Yosikuma OFFLINE  

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Posted Thu Dec 29, 2016 12:20 PM

Nice. Using these kernels, does it operate kind of like the title screen kernels? Did you program the kernels yourself? I would love to see how these all work!



#59 RevEng OFFLINE  

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Posted Sat Dec 31, 2016 7:50 PM

Yeah, they operate very similar to the Title Screen Kernel - I actually created the TSK from the code in 21 Blue.

More or less all of the minikernels here behave similarly. The 2 player objects are set to display 3 copies and are positioned on the screen - spread apart for the cards, and close together for the bitmaps - and then changed as needed, after the beam passes each copy. The timing for those changes varies depending on how far apart the players are. Stella's timing accuracy was a godsend with that.

A good chunk of the work was actually writing a PNG parser in C, to convert the girl images to the necessary interleaved byte format. It was very gratifying when it all came together correctly. :)

#60 Yosikuma OFFLINE  

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Posted Tue Jan 3, 2017 8:40 AM

That is fascinating. I won't lie, I would love to play around with that!






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