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Rybags

Member Since 29 Sep 2005
ONLINE Last Active Today, 7:41 AM

#3042927 SD Card Floppy Drive Emulator (for multiple classic computers)

Posted by Rybags on Wed Jul 30, 2014 9:32 AM

Haven't got or used one but it sounds really impressive.  Should be able to emulate practically any "standard" floppy system as it presents data to the controller as it would be coming from the real media.

 

Advantage of this over others is that it's not platform-specific so you could have one and use on Amiga, ST, and many others.

I see it can even take folders on the card and present them to an ST as a disk image - nice.




#3042888 ;)

Posted by Rybags on Wed Jul 30, 2014 8:20 AM

It just looks ... lame!  There's no animation of the balls, maybe 4 or 5 size increments, the 3D effect is practically non-existant.

The background has nothing to do with what's going on, the sound effects are bland (and that bounce sound I suspect was ripped from another Amiga game).

And the gameplay looks monotonous... about as much staying power as a modern-day 3rd rate Flash game.




#3041925 Sega light gun vs XG-1

Posted by Rybags on Mon Jul 28, 2014 8:47 PM

The light pen resolution as reported by Antic is 2 scanlines / 2 hires pixels (both registers only report 8 bits)




#3041458 Atari Indus GT disk drive - equivalent to a 'Happy' drive? Better?

Posted by Rybags on Mon Jul 28, 2014 9:51 AM

Happy copied software will run on any drive... it's only the tricky ones where they had parameters to emulate the copy protection that were limited to Happy drives only.

 

Personally, I don't see a modded 810 being better than a modded 1050.  For starters the 1050 is a more reliable and compact unit.

 

Also re the Indus - I also find it strange they didn't make it more soft-moddable... or maybe it is but nobody's ever bothered to try it.




#3041440 Did Infocom floppy disk games have copy protection?

Posted by Rybags on Mon Jul 28, 2014 9:31 AM

Not that I know of... but all their games I had were copies.  I had a sampler disk original, for whatever reason it had some stupid sector skew that made it read about 2/3rds the normal speed (although it wasn't a copy protection measure).

 

But even at the time of release, many of their titles had collector's status.  They were one of the few companies that took pride in packaging and extras thrown in with their games.




#3039206 Ugly Classic Computers

Posted by Rybags on Fri Jul 25, 2014 12:17 AM

CompuColorII.jpg

 

Compucolor II - we had one at high school.  All the innards including floppy drive with astounding 53K capacity are in the monitor.  Aside from that, the floppy drive was annoyingly slow which is piss-poor considering it's built in.

 

Keyboard is connected by a flimsy ribbon cable.  Uses an Intel 8080 CPU which was cloned/improved on by the immensely more successful Z80.

This system was somewhat buggy - pressing a key while a program was running could cause screen corruption and even weird program behaviour.

 

The text screen was nice - you could have 64x64 characters in 8 colours.  The graphics were kinda poor.  No sound.  Games were somewhat lame, but one we played a lot was Shoot.  I took a listing home and converted/improved it for the Atari, available here http://www.atarimani...tout_14374.html




#3037733 Raycaster for the 2600 (Discussion) (2014)

Posted by Rybags on Tue Jul 22, 2014 7:26 PM

You'd probably do better with a conventional raycast - you're effectively rendering twice although of course rendering a small grid and putting the missile in isn't a lot of processing time.

 

The other thing re RAM - given that a raycast+render cycle will virtually always take > 1 frame, you need to retain 2 copies of many of the involved variables so it becomes a case of doubling up with some things.

If something can be done in 128 bytes, I'd be fairly impressed though.




#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).

 

MicroMart.JPG

 




#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:

 

http://www.abn.busin...abn=90939844510

 

http://movesystems.com.au/

 

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.