Yeah! Finally found a cam lock for the coin door at a local hardware store. So now my cabinet has a door (no mechs though). I also bought a sheet of MDF and had it cut (thanks Home Depot) for the back door. So, current to-dos:Woodworking: Cut the MDF to length (easy work with a circular saw), add the notch & cover for the monitor, add top & bottom "latches", paint.Software: Play around some more with AtomicFE, try out the patched version, create a layout / background I'm happy with,
As my wife often reminds me, I have a habit of not finishing projects once I've started them. (Usually while pointing at one of them.) I have to say that I've gotten better at managing this habit (although not necessarily at finishing projects). I try not to start projects, or at least start spending money instead of just time, unless I have a relatively clear understanding of what it's going to take to finish the project (and why I'm bothering). But i still have quite a few projects hanging
I'm getting ever closer to completion of my Tempest cabinet. The rear door has been completed (although I might sand down the length, it's a might bit tight). I've been working on getting Atomic FE set up. I think the next step is getting the software on the PC and the game-specific configs done. I've soldered some speaker wire to the on/off button, now I need to find a SPMT switch to put at the other end. I also need to hack up my extension cord and connect the main on/off switch and the d
Via slashdot Team Twiizers (now known as fail0verflow) has made some significant strides in demolishing the security of the PS3. (By discovering a flawed crypto implementation - allowing the private keys to be recovered.)
It makes me wonder if it is possible to implement a truly unbreakable anti-piracy mechanism.
Last night I told myself to stop playing Minecraft and get back to work on my iOS game. At least start to put together the level editor. Once I have something partially working I'm much more likely to spend time working on it. But XCode had other ideas as it had updated. So when I opened the project, it asked me (twice) whether I wanted to convert it to the current version of Swift. I said no, but then it said it wouldn't be able to compile it. That wasn't a good option either. So I made
My arm is still tingling. I was connecting up the receiver/amplifier in my Tempest cabinet when my hand brushed the dangling monitor on/off switch. Silly me I had left the monitor plugged in. Well, it turns out that switch is line AC, not a sense DC. Now "120" AC isn't as bad as the 240 they use elsewhere (which can kill), but it'll still make you yell and jump.Current beauty shot of my Tempest MAME cabinet. Just added the speaker marquee this weekend.Still to do:1 - coin door: need a lock,
For my iOS programming project I been using sneakernet to try to keep the iMac and MacBook project directories synchronized with limited success. While XCode has support for Git and Subversion (and will create an local Git repository for tracking local changes), the instructions on how to do the initial setup. The Apple documentation starts with "Check Out the project from your repository" and is mum on how to import an existing project into a repository. Well, with some help from http://sta
The Propeller has two "native" languages. Like any microprocessor, Propeller Assembly (or PASM) is the human version of the machine code executed by each processor. But like 8-bit computers of old the Propeller has an onboard interpreter. However instead of being a version of Microsoft BASIC, this interpreter is for a new high level language called SPIN. The SPIN interpreter itself is written in PASM, but the initial code for any Propeller program is in SPIN (which can then start additional
Made some minor revisions to my tracker code and posted it to [stella]; no feedback yet (whine). One thing I'm not happy with is the byte to note ratio being 2+. This chews up ROM space much faster than I imagined. Certainly with a lot of repeated sequences, the total bytes per song will come down, but even my demo takes 168 bytes. Which kinda puts my idea of dedicating a page of ROM in Leprechaun for music to be woefully inadequate. I could probably come up with a data format which would lo
I've merged in the initialization and display list builder code from 4K SpaceWar! 7800 and made the necessary tweaks to handle the moving zones. Fun! My main problem with this code was I kept running out of ZP RAM, which would push a (ZP),Y pointer variable to $FF, which doesn't work at all.
I first ran into the problem when I put in the initialization code and tweaked the display list initialization (so the constant parts of the tile headers only get written once). Kaboom! So I dragge
I've just played through the StarCraft2 demo for the n'th time. Part of me wants to like it, but I can't get past the basic nature of RTS - having micromanage everything in real time.
I have to say I never played the original StarCraft. The closest RTS I've ever played was Pikmin. But the resource management on that one is pretty minimal and there's no need to protect your base.
Anyway, although I like the single player storyline, I'm just having problems trying to optimally use my ba
In summary, the demo is better than the game.
Many moons ago I downloaded the free demo for my PS3. I played through that demo numerous times, searching for secrets, discovering combos, and finding new ways to wipe out hapless stormtroopers and rebel scum in efforts to achieve the frenzy bonus. So when I saw a kid selling it at a garage sale, I scooped it up (along with Prince of Persia). Now that I'm playing the actual game, I'm pining for the demo.
The one thing which is keeping me
I found a couple of bugs in my code (using MOV instead of MOVS and wiping out the pixel counter), and I've determined my 240 pixels will probably stretch into the overscan. But even with those bugs fixed I still didn't get anything more than a B&W picture. Hrmm... But, curiously, my video capture card picks up colors although it's not stable.
Found a typo / miscalculation in the number of pixel clocks for the blanking. Getting closer, but still not 100% stable.
On the Prop front, I now have 2 to 5 COGs happily working together, alternating lines to produce a stable static screen. This is very, very cool (for me).
1. (Easy) fold the blank line code into the active line code. Every bit is sacred!
2. Put back in the sprite -> lineRAM code.
3. Create a demo to show it all off.
And... that'll be about it, just ready for release. Which brings me to my topic question - Software licenses.
What I want to do is release the code
My son recently bought himself Pokemon Platinum so I retired the SNES & Gameboys which were only used to play Pokemon Blue. But those weren't the only SNES & Gameboy games we had. So I downloaded the entire GoodSNES collection via BitTorrent (dang that was easy, although I don't see the need for all of the bad dumps, hacks etc.) and put an SNES emulator on the Wii along with the ROMs for just the SNES titles I owned. I'll probably do the same for the Gameboy titles. And I'd like to g
The other day my wife casually said "my DS". Now, I have to admit that we may have discussed that my son's Nintendo DS was hers since he now has a 3DS, but I hadn't really considered it. The problem is my wife's interest in games doesn't match mine or my son's. And although she has more free time to play, her interest in a particular game can disappear quite quickly. In other words, she's the typical Facebook gamer.
So how to possibly satisfy her needs? Hmm.... I've always wanted a flas
For Christmas I got Skyward Sword. Unfortunately, my wife didn't get my email about the game+controller bundle, so I had to pick up a Motion Pus controller before I could play it.
I've played about 4 hours so far, so consider this a very early review.
I will say there's been an awful lot of dialog in the game so far, on top of the intro backstory movie. I just hope they do something with Groose, or that was a whole whack of dialog which wasn't that necessary.
The game - it's Zelda
I shoulda posted here earlier (since the first episode was shown this past weekend) but it's never too late to get started.
Anyway, if anyone is into anime / cartoons / animation then you really should watch Skyland (Weekends @ 7:30 on Teletoon in Canada, also on one of the Nick stations, and probably also some over in Europe). The quality of the animation (particularly the backgrounds) is equivalent to the big screen anime of Studio Ghibli (Howls Moving Castle; Spirited Away) or Akira. No
That was both easier & harder than I expected. The hard part was the usual lack of debugging tools on the 7800. The easy was more a reflection of how my 6502 coding skills have improved over time.
Next challenge is to put in the Y & SINE routines. I also need to do some cycle counting and figure out how much CPU time the background starfield will eat. I'd really like to be able to recalculate everything every frame, but I have a sneaking suspicion I might need to interleave backg
One of the things I did while visiting my in-laws was to do some cleanup of their computer. In spite of having the McAfee suite, they'd managed to pick up a bunch of malware. I suspect it started with some kind of "free" download which installed a toolbar or taskbar tool, which then installed something else . . . and next thing you know they're getting random pop-ups and error messages.
Anyway, I'm wondering if anyone has ever found a sensible guide to safe computing? Not just "install an
My Propeller video driver is almost done, but I've run into a snag. The following is a snippet from the pixel byte to long lookup routine.
SHR sprgfx1, #8 ' shift byte into position
MOV sprbyte, sprgfx1
AND sprbyte, #$0FF wz
MOVS :byte6, sprbyte ' update source pointer
MOVD :byte6, sprdata ' update destination pointer
ADD sprdata, #1
:byte6 IF_NZ MOV sprdata, sprbyte ' copy color lookup table entry to lineRAM
SHR sprgfx1, #8 wz
https://arstechnica.com/gaming/2017/06/sega-forever-emulation-performance-problems/ For some reason I've never gotten into Sega's consoles. Sure I've played Sonic, but that's about it. However, when I heard about Sega Forever, I thought I might give it a try - watch a few ads, play a few games. But now I probably won't bother. The question for me is why Sega would release anything less than perfect. I have to conclude the decision makers at Sega don't care about their games, only about m
Last friday was my son's 9th birthday, so I got him Scribblenauts for the DS. After playing through the first world (11 "puzzle" levels and 11 "action" levels), I have to say I'm fairly impressed. The game manages to squeeze a mind boggling number of items onto the cartridge. And there's another nine worlds to be played through (each with 11 puzzle & 11 action levels). I also like how it makes you think - and the spelling is a good "edutainment" angle.And yet, I have a few complaints:
Monday my wife declared my son's piggybank to be finally full and started sorting and rolling. In all, it was over 40lbs and C$800 (those $1 & $2 coins add up quick) which will be added to his university account. But there was also over C$200 in paper money, which he has earmarked for buying a Wii. Unfortunately, the cost of the system plus one game (and tax) will cost C$400. So I guess he still has some saving to do. (Which he will probably accomplish in a year or so as he rarely spend
A couple of years ago my wife and I played an MMO called Glitch. IMHO Glitch was doomed from the start because it only charged real money for vanity items and it wasn't social enough or fun enough to play indefinitely. However, the stylized artwork was was very well done and one of the more enjoyable parts of the game.
When I first saw screenshots of "Road Not Taken" on gamasutra, I was struck by how much the characters reminded me of Glitch. Not surprising since the same artist, Brent Ko