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Member Since 29 Sep 2005
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#3037317 the eternal question

Posted by Rybags on Tue Jul 22, 2014 8:27 AM

The possibilities are various depending on priority setting of the PMGs.


Mode 4 actually gives 5 colours vs only 4 for Mode E, same resolution.


With PRIOR set for multicolour Player mode I believe you can have 23 colour combinations all up, without resorting to DLIs or colour changing tricks.

In Mode E that'd be reduced somewhat.  Also the process is by ORing so you'd need to be careful with colour selections to begin with.


Realistically though, you'd probably be better off just using colours you want rather than settling for ones that will work by that method.  But still, you'd end up with a reasonable number of useful ones.


The 23 colour combos...


background =1

players =4

playfields =4

PL0 Ored PL1 / PL2 Ored PL3 =2

PF0 Or combos with PL0/1 = 3

PF1 Or combos with PL0/1 = 3

PF2 Or combos with PL2/3 = 3

PF3 Or combos with PL2/3 = 3 ... total = 23

#3031818 Centron 3D Official web page completed. Info + Pics

Posted by Rybags on Mon Jul 14, 2014 9:33 PM

The truth seems to be that this "game" is just vapourware and you're wasting everyone's time.  You've had every opportunity to prove otherwise but have produced what appears to be blatantly fabricated level pictures and little else.


The attention-whoring is becoming pretty tiresome.  It's the sort of shit you'd expect from a 13/F/Cali on Facebook or something.

#3031798 Centron 3D Official web page completed. Info + Pics

Posted by Rybags on Mon Jul 14, 2014 9:06 PM

The truth is, we just called him on his bullshit and he's used the "abuse" here as a convenient excuse to not produce any more evidence that a product even exists.


I guess once the Amiga community cut short his next ego trip, he'll pull the same trick or another one.


Produce a video of it running on real hardware as well as an emulator and a few apologies will probably start flowing... although whether anyone will entrust you with payment for a physical copy is an entirely different question.

#3031472 Centron 3D Official web page completed. Info + Pics

Posted by Rybags on Mon Jul 14, 2014 11:07 AM

I just found the Micro Mart review mentioned earlier (July 10 edition).




#3031345 Atari 1200XL Pricing

Posted by Rybags on Mon Jul 14, 2014 6:45 AM

Depends where you are.  In North America they'll be reasonable as that's about the only market they were sold in originally.


Elsewhere it comes down to shipping price.  When Bob gave a bunch of them away a few years ago for cost of package+shipping only, I grabbed one and it came to something like 60 bucks to get it over here.

Some of that cost was packaging but overall it was a bargain.


On the rare occasions 1200XL does show up on eBay here they're usually in the $80-$150 range - for NZ you could probably safely assume even more than that.


Really, you're paying for a collector's piece more than the functional value which is matched for the most part by an 800XL or an XE.  Other thing to note is all the factory 1200XLs were NTSC, the only PAL ones are where people have gone to the trouble to perform the conversion.

#3031344 Possible screen ANTIC4 with 30charlines

Posted by Rybags on Mon Jul 14, 2014 6:41 AM

That show CPU% doesn't relate to the Atari - it's just saying how much of the PCs CPU the emulation is using.


You can't really easily meter the 6502 - it has no wait instruction, it's always "busy" - about all you could do to calculate idle time is to have a profiling system that knows which blocks of code in the OS are wait loops.

#3031314 Centron 3D Official web page completed. Info + Pics

Posted by Rybags on Mon Jul 14, 2014 5:34 AM

Move Systems (which seems to be the name behind their RetroPC) exists as a business name and would appear to be active for some time:






Post Code is the same for website and ABN lookup record.  ABN registration isn't something trivial unless you're just doing so as a sole trader (I did so some years back, no cost for sole-trader).

#3031166 Centron 3D Official web page completed. Info + Pics

Posted by Rybags on Sun Jul 13, 2014 8:56 PM

You can't copyright something that hasn't been written.


And if someone beats you to market with your own game concept, you don't have much of a leg to stand on.

#3030641 Centron 3D Official web page completed. Info + Pics

Posted by Rybags on Sun Jul 13, 2014 7:24 AM

And now the 'credits' area doesn't line up with the rest of the screen... so bizarre...


Maybe an incorrect blit setup... or a copy/paste mistake in the video editor.

#3030560 PinMAME Questions

Posted by Rybags on Sun Jul 13, 2014 2:31 AM

I've not used it in a while either - it's been far surpassed by Future Pinball which uses true 3D rendering techniques although the list of available machines is much smaller (no doubt they take way longer to develop).


There's the Visual Pinball component which takes care of the actual table physics and display and there's the PinMAME component which runs the actual ROM and receives input from the button and playfield sensors that VP generates.


Some tables, e.g. most "original" ones will work with VP only but all of them require VP.


Hopefully they've sorted out the annoyance with expiry of Visual Pinball - AFAIK further development has practically halted although tables come out once in a while.  They had expiry date on VP in an effort to make people keep it up to date.

#3029917 Which classic computer had the better or best storage sub-system BITD.

Posted by Rybags on Sat Jul 12, 2014 1:17 AM

BBC was pretty good - onboard FDC controller which gives speed to match the likes of Apple II and the DOS is resident on bankable ROM so minimal intrustion into the 64K memory map and quick startup.


But the overall system suffered somewhat since 32K was the typical maximum RAM (disregarding expensive upgrades that use the Tube) - no idea if any HDD solutions were available.


Apple II suffers in similar fashion to Atari in that a DOS has to be booted although that's the case with most computers.


The C= model is good regarding keeping RAM free and quick startup but loses out a bit in programming flexibilty.  The default slow speed of course is well known, so makes the whole disk subsystem a bit of a joke on their home machines.


Atari ST fares pretty well in that most of the OS is within ROM, to do much useful on the Amiga required booting Workbench from floppy or HDD.


The philosophy of having the drive controller built into the computer made adding disks less expensive but the initial base unit cost of the computer itself goes up.


Looking at it from the 80s perspective, it was justified for Atari and C= to do it their way to keep the initial system price down.


Best of all worlds though might have been having the controller and drive smarts in the first disk drive then have cheaper "dumb" drives tethered to the first one, although that'd drive the cost of the first drive up somewhat and add to the complexity of the system.

#3029350 Centron 3D Official web page completed. Info + Pics

Posted by Rybags on Fri Jul 11, 2014 9:43 AM

The question I have is why/how so quick to get this Amiga video up yet the game was supposedly finished for the XL but no video of gameplay, only obviously fabricated screenshots.

#3029285 How to find out what system your floppy game is for...

Posted by Rybags on Fri Jul 11, 2014 8:22 AM

Entirely possible as well.  Also, many multi-disk games will appear to boot from the non-boot disk and get to a point and hang.

#3029267 How to find out what system your floppy game is for...

Posted by Rybags on Fri Jul 11, 2014 8:04 AM

You'd want to be holding Option until the blue startup screen to disable Basic.


Pre-XL games, it's a must do in many cases, later on a lot of the programmers were just lazy and printed it in the manual to do so rather than spending the entire 8 bytes or so of program code to do the same.

#3029231 Altirra and multiple cores

Posted by Rybags on Fri Jul 11, 2014 7:07 AM

It comes down to a case of dependancy - at each cycle the program can change a single hardware register that can affect the behaviour of most of the machine.

And a case of accuracy - no point having emulated Antic+GTIA render an entire scanline worth of pixels if the CPU goes and changes stuff midway - it effectively makes most of that work pointless because of the changed state.


There's stuff that could get farmed off to other cores - I think Avery explained some of it elsewhere - but the overall benefit of farming that work out isn't particularly great.


In theory you could have 4 threads e.g. doing CPU, Pokey, Antic, GTIA - but the thing is that each thread would have to wait on the others, never getting a cycle beyond what's going on with the others.  That means some inter-thread communication required, not to mention the fact that each thread needs to be active which in a multitasking Windows environment is no way guaranteed.  Alternatively of course, a thread that's completed it's task can go into a wait and allow the other thread/s to complete their little bit of work unit on the same core (assuming the Win scheduler executes it).

At the end of the day, a bunch of extra complication in the overall system, possibly for not too much gain.