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MrFish

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MrFish last won the day on January 12

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  1. Yeah, Windows 7 64-bit, and I'm running RasterConverter 64-bit version.
  2. I've been using it with the GUI. I haven't experienced any problems or differences yet.
  3. Oyyy... I completely missed the inclusion of that feature; in fact, I still don't see it on the list of features you've provided (although it's late here, so maybe I'm not squinting enough). Anyway, the window resizing works great. The only problem I see (aside from the problem I posted about where the source and destination images disappeared) is that when I scale the window, the source image gets flipped upside down; the other two images stay properly oriented.
  4. On Windows 7 64-bit, using the 64-bit version of RastaConverter, the original and destination images have disappeared and won't reappear when I hit "s" (save). Only the output image is displayed (and all process-status text is still there). I don't recall if the window was just covered by another window or if it was covered sometimes and minimized sometimes. I just know I was shifting around various windows on my desktop; and I am running two monitor; and the RastaConverter window was moved from one screen to the other one or more times.
  5. If there's any interest and it's not too much trouble, I have a request for making the preview screen a little larger. Something like this could be done: - All the images would be 2x magnified - Window area needed for the images and text would be 1280 x 960 (most moderns screens can easily accommodate this) - Space for an even larger font and/or more information/data (for instance the current input-parameters list) would be available.
  6. - Appreciate the larger process-status font - Missing the parameters list in the title bar
  7. Yeah, wow!... and thanks! (to you and all the contributors)
  8. Actually, there are basically threads for each game as it was released; but, most of the games were done either by @phaeron (the author of the emulator Altirra) or @glurk (hence the name "GlurkVision" in his 2600 games, where you'd normally see ActiVision). Miniature Golf was done by @playsoft (coder for AtariBlast, Scramble, and some other notable 8-bit games). Enduro was ported by @Vin_the_2600_Man. The original 2600 games were either disassembled, or the 2600 source code was available, and they were used as the basis for the 8-bit versions -- which is why they play so much like the originals. You can search for any of the specific games on the main 8-bit computer forum to find out more details about how they went about porting the 2600 code over. In the case of @phaeron's ports, he's provided his commented source code for the finished ports in each thread. Source code may have been posted for some of the other ports too (I don't recall for sure right now). Ports done by @phaeron are: Adventure Combat Cosmic Ark Midnight Magic Raiders of the Lost Ark Seaquest Stampede Ports done by @glurk are: Barnstorming Fast Food Fishing Derby Freeway Frostbite Tennis
  9. Yeah, no problem. Check them out. They're made to play just like the original 2600 games, with no enhancements to the graphics or sounds (except a few minor graphics tweaks on a few of them).
  10. Actually, you're not the first person who's thought that. This only emulates the Atari 8-bit computers and the Atari 5200. The reason the Atari 5200 is included is because it's easy for an emulator to add 5200 support because both of these systems have very similar internal hardware. Therefore 5200 support is included with most (if not all) Atari 8-bit computer emulators. A nice bunch of 2600 games have been ported to the 8-bit computers. Here's a zip of all those games. 2600 for 8-bit Computers.zip 2600 for 8-bit Computers - Games List Adventure Barnstorming Combat Cosmic Ark Enduro Fast Food Fishing Derby Freeway Frostbite Midnight Magic Miniature Golf Raiders of the Lost Ark Seaquest Stampede Tennis
  11. Actually, I don't like them either, even on real hardware or emulation on a PC. That's why I said that clean versions of nearly all games exist that don't have either trainers or demo-scene titles. So, it's literally not an issue. My entire collection of sorted, tested games is clean from these annoyances. If I have a trained copy of a game (for the sake of cheating occasionally), I also have a non-trained copy.
  12. "2600 cartridges"?? Are you speaking of 2600 games that have been ported to run on the 8-bit computers (or 5200), or are you talking about actual ROM files that run on an Atari 2600 or 2600 emulator (like Stella). If it's the latter, these are never going to work from The400 Mini, because it doesn't have the capability to emulate an Atari 2600 and run any of the game ROM's from that system. Cartridge-type numbers for 8-bit computer and 5200 ROM files can be found in the document I'm attaching here. The document I have is from 11/22/2021, which should be current. I forget where I downloaded it from exactly; probably in a thread on the 8-bit computer forum here. I'll search to see if I can locate where the updated docs are being deposited. In the first column of the table in this document, labelled "Id", are the two numbers needed for the ".c##" extension. I'd imagine single digit ID numbers need a leading "0" (zero); but I'm not 100% sure on that, as I don't own a 400 Mini to test it on. CAR File Format (11-22-2021).txt
  13. Yeah, I thought SIDE3 might have that capability, but I wasn't sure. I'm not sure if any of the other cartridges (FujiNet, AVG, etc.) provide the same capability; I'm guessing not. Yeah, SIO2PC can't do everything a multi-cart can -- particularly loading ROM cartridge files. SIO2PC has it's own niche of useful features, though.
  14. Well, it is, actually. You have to remove the SD from the device (SIDE3, AVG, etc.), connect it to a reader on the PC, copy the file(s) from your PC's drive to the SD, and then remove the SD card from the reader (which includes making sure the SD is properly ejected from the PC) and then insert it back into the device (SIDE3, AVG, etc.).
  15. I would agree that ROM images (or even real ROM cartridges) are nice for instant loading. Although most ATR's aren't what I'd consider slow loading from an SD card. Executable files (XEX) are even quicker loading from an SD; so, the difference with them becomes less relevant. The issue of having to bypass trainers or demo-scene title screens is rather nitpicking here; but, for the vast majority of available games on the 8-bit computers, there exists clean versions that don't have trainers or demo-scene title screens to deal with. So, the issue is easily eliminated. I would imagine there are probably no more than 100 8-bit to 5200 conversions available. So, if you add those to commercial releases and homebrews, you're going to end up with around 200 games or so for the 5200. For the 8-bits, you take 450 and add homebrews, and take disk and XEX games that were converted to cartridge format at some point. I currently have 532 ROM file games in my main, sorted collection folder. A few of these are duplicate titles that use different cartridge banking schemes. So, I'd estimate a little over 520 unique titles. I still have a fair number of unsorted ROM files that haven't been added to my main collection folder; but we can just let those go, as it's apparent there's no real contest for overall number of games available, even if we just restrict things to ROM files. I still think most executables files (XEX) are quite close in load times compared with ROM files, when we're talking about loading from SD carts. Counting XEX files is a little difficult. For sure there are thousands available. Many of these are rather simple games, or bad ones; so, I'd hardly consider counting everything; more relevant here are the solid games in the library. I'd estimate the total solid games to be somewhere between 2,000 and 3,000. What I've gone through and sorted isn't enough to prove quite that many. I currently have 1,185 sorted, tested, games that I consider to be solid, or at least interesting enough to spend time playing around with; but since playing games isn't my only objective for using the 8-bit computers, I haven't spent as much time doing that as some others out there have. Fandal's Atari 8-bit computer games site lists 4,964 games. I estimate that maybe half of those are at least decent games; but I leave it to someone else to determine exactly how many would qualify here.
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