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Netsurfer_x1

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  • Custom Status
    INTRUDER ALERT! INTRUDER ALERT!
  • Gender
    Male
  • Location
    Coronado, CA
  • Interests
    Netsurfing, Xbox gameplaying, Compter collecting

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  1. I kinda figured it would be. But that's one thing I'm having trouble hashing out: How to have the knobs, switches & whatnot "command" the TIA to produce a certain waveform/sound.
  2. Indeed. That's why I posed the question the way I did.
  3. Hi all. I was just wondering if there was ever any software and/or software/hardware combination (not counting the old PreVue Channel hardware) that turns an 8-bit into a Chyron/Character generator. Preferably one that has an "Operators" view and "Broadcast" view (assuming such a thing exists). Just thought I'd pose the question to the group.
  4. Fiberwire, do you still have a 130XE in the lot or is it all gone now?
  5. Netsurfer_x1

    WTB: 130XE

    Hi all. Looking to buy a 130XE for a reasonable sum. Must include manual, PS, and composite video (YEL/WHT/RED) cable. Let's make a deal!
  6. Hi all. But a question that's been burning in my mind in the past few months is if it is possible to build a synthesizer utilizing the 2600's TIA (or even two of them) to build a Minimoog style synthesizer. I've seen broadly similar projects (google them) like midi controlled TIAs, & the Gatari 2600. But would going all out & adding "Moog style" controls, a VCA, VCF, pitch bend & modulation wheels even work? (assuming it's even possible) Just a question I thought I'd pose to the hardware hackers & mods here. I'm sure this will make for some interesting reading!
  7. Ok, I know I'm gonna catch crap for this one, but here goes: Gimmicky Hardware: The best recent example is EVERYONE who has made a motion-sensing controller. It was tolerable when the Wii did it (But even Nintendo have realized they f-ed up by going that route almost exclusively), but now that Sony & Microsoft are trying (and failing epically!) to make their own motion sensing controllers. The result: A glut of mediocre (at best) games that pander to this gimmick. I guess they've forgotten: Quality software makes a good console, not gimmicky hardware!
  8. The ROM will be made available once the limited run of cartridges has sold out.
  9. That's something I'd like to do. My goal with regard to that is have a limited run of 104 (hand numbered, and maybe even autographed by myself) cartridges per volume with full (gatefold) packaging, and clear cartridge cases. Once they're gone, they're gone.
  10. Indeed! We need devs to sign on, and with a quickness!
  11. Well, I was trying to make the label design look like something that got released in 1981. So it's simple, but effective. My goal is to make the 26th game locked, but once conditions are met, game 26 is unlocked. And, I didn't want to call it Action 26, when the average Joe boots up the game and finds one game missing, assuming of course that the unlockable game idea can be made to work.
  12. Since we're all revisiting our previous work recently, here's some different versions of the A52 cartridge art I came up with. Since it seems like this is gonna have to be split into more than 1 volume, this is what said label art would look like with either of the two proposed names for this two-parter. The last two are an idea I came up with for making the label art red. As always, comments are welcome.
  13. Well, if you go through with a page indicator, maybe placing it in the top right corner (where the "ACTION 26" title bar is) would work. That'll help with the problem of avoiding a cluttered menu. Rendering it in black will help make it more visible. Naturally, it'll self-adjust w/ the situation (i.e.: in a "game" submenu, it might read 1/3. Whereas in the main menu it might read 1/6 or what have you.) As far as a scroll bar goes, I'm perfectly ambivalent about it. If you think you need it, add it, if not, then don't.
  14. Wow, that's impressive! If anything, I thought that the joystick L/R should be used to switch pages in the "game" sub-menu, same goes for switching between pages of the main menu. To me, pressing U/D is confusing in the "game" sub-menu, especially when the page arrows point L & R.
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