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captainrhythm

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  • Gender
    Male
  • Location
    Texas
  • Interests
    Composing music, playing music, playing games, reading books.
  • Currently Playing
    The Legend of Zelda: Four Swords
  • Playing Next
    The Legend of Zelda: Twilight Princess

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  1. Hello! I'm curious about the rarity of this particular version of Enduro. I read the thread about Mexican releases and they all seemed rather scarce but not terribly desirable. Anyone able to fill me in? Thanks
  2. Opening this thread up for those who wish to leave me feedback. I've decided atariage is a heck of a place for enthusiasts of all kinds and perfect to do a little business with (atariage is in fact the only "mature" forum I've ever browsed).
  3. Well, hum... I think my questions are answered.. then again, I have trouble being precise sometimes. As for visual batari... well, the music editor has left me in the dust. From what I saw, you could only program the duration of both channel's notes at a time... but I couldn't make heads or tails of the tutorial. Also, it wont compile to test the music for me; well, it compiles, just doesn't produce a file. Actually, I was wondering about the music system in vBb. When I click a note quickly, just to test out the editor, I get: 8,4,13 0,0,0 6 But, when I click and hold the note, I get: 8,4,14 0,0,0 15 2,4,14 0,0,0 8 From what I see here... the 8,4,14 is the first channel's note played, 0,0,0 is, what, the second channel's note? and 15 is the duration, right? Sorry I'm such a dunce. It's just hard for my brain to wrap around. Also, no one commented on the musics; bad, good, meh?
  4. I'm very much interested in making music work for the 2600, but I haven't really run across any 'definitive' document on the musical capabilities, and the tools I've found haven't really been much help--partly because I'm code-ignorant, partly because it's all so complicated. I'm just curious and frustrated with getting anything working correctly... So, I figured I'd whip some examples, post them, and have someone tell me if it's even feasible. (I might have to abandon the whole thing if I can't make the darn machine do what I want. ) Note: I understand that the notes are a little hard getting tuned just right and that not all notes are available, I'll deal with that after I get what's generally possible. And... I added reverb to the examples because strait bleeps and bloops grate my ears... and I'm complete garbage at mastering my music . Example one: Triplets, and 8ths http://www.mediafire.com/?ikhomgwjumw Possible, not possible? Example two: rapid sound-font switches http://www.mediafire.com/?ngjnoz1dkj4 - channel one http://www.mediafire.com/?zmzzqmiiyli - channel two http://www.mediafire.com/?bclzjcxylif - combined I've heard some nifty demo music that seemed to do what I'm aiming at here, but they might have been doing something different. Example three: here's two tracks I threw together... http://www.mediafire.com/?zzc5wdmtrvy http://www.mediafire.com/?tngmbkmqg2i Both follow the two channel thing... ehhh... tell me what you think.
  5. No such luck. I already had office installed, but went ahead and gave it a shot. On the irrklang site, there's a thread about this problem. One of the developers (maybe, I didn't pay too much attention) mentioned that this might be a bug in the current version. *shrug*
  6. Sorry if I didn't make myself clear. This is a different person than the last to have this problem. I'm not running a virtual system, just plain ol' Vista 64.
  7. Jeff, As listed before, I too am having the "Unhandled exception - irrKlang.NET2.0" problem. I've got both files zipped into the same folder, I've got all the .nets versions, I'm running Vista x64, and everything is on the hard drive. Anything else I need to check to fix this? NOTE: Also, if you use backspace inside the settings tab (to, say, edit the bB compiler path) it causes an unhandled exception as well. Here's the actual unhandled exception text:
  8. I see. I just figured that it came with a South American Enduro and was so cheep feeling that it couldn't be an actual copy. Thanks a lot for the information!
  9. Hummm, it certainly does look like the one I have, that's for sure. But, should it play in my NTSC machine? Because it does.
  10. I picked up a little lot online. And this was in it: Sorry for the crappy pic, used my webcam as best I could. This thing, as far as I can tell, is certainly not from 1989. It feels like it was made in the last 10 years of so... thin, flimsy, clam-shell plastic case, really slick label, and the pins are pristine. It also has Spanish/English on the back. Is this sort of thing common? Seems like a waste for a company to go through all the trouble... what market could they be aiming at?
  11. I wish you could configure the emulator to play Robotron with one dual analog controller. Even joy2key doesn't help
  12. eBay Auction -- Item Number: 330410233288 Not much time left.
  13. The problem here is that the analog stick housing, controller housing, and the plastic sticks themselves actually limit the rotor movement a LOT. ex: So that the resistance never really gets a chance to go beyond the very center range. Also, I experimented with a desoldered analog stick housing--connecting the center line (W in diagram) to pin 1 and one of the sides (A, B in diagram) to pin 8--and no matter the position, the Atari simply did not pick up on ANY current from a completed circuit which means I would have to have an interpreter of some kind which is far from my skills in electronics. So, I've opted for the method I mentioned before: a replaced resistance board inside the potentiometer housing (copper, etc.) with a gap for the centered analog stick. ex: For example, I'd attach (A) to pin one, (W) to pin 8, and (B) to pin 2, making this one potentiometer a digital up/down controller. Thanks for the thoughts though, I'm just not very educated in electronic engineering--I'm just a tinkerer--and while this project is rather dear to me, it's simply not worth the effort of learning a large, completely new skill set to achieve success. After all, there's MAME and PC analog controllers, and a 360 live arcade version of Robotron... making it a little moot. And The arcade stick thing, I thought of that first... but, if I wanted to go that way, I could have just built a housing like the ones offered in the first place for Robotron--you know, the plastic thing that held two controllers. So, that was kind of the 'easy way out'... on both accounts. Thanks all for letting me kick some ideas around. I'll post later (probably much later) on how successful I am with this current plan.
  14. Well, to play it properly you need to use two controllers--one to walk around, one to fire--and with 7800 or 2600 controllers it's a little imprecise and uncomfortable. What I was aiming at was having a single controller with dual sticks and two cords. As for the technical electronics stuff... I have no idea. From what I've read, that sounds like a solution that's be proposed before, but it's simply too much for me to put together at the moment. I think I might just replace the resistance material inside the potentiometer with some copper or aluminum with some space in the center and go from there, I was just hopping I didn't have to.
  15. I am looking in to options for modifying controllers to better play Robotron: 2084 with. As of right now I'm at a stand still for two reasons: 1.) I can't find any digital thumb-stick options 2.) I can't find any way or any helpful information on how to convert an analog controller's potentiometer to act in a digital on/off fashion. (My own experiments in this area have failed) A digital thumb-stick seems to have never been produced so I've largely ruled it out, but I'm still holding out hope I can figure out a way to convert the analog's potentiometer--what better set up than a dual shock for Robotron, right? Any ideas?
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