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  2. This is known, yes, I mentioned it a long time ago, but has most likely got lost! It has nothing to do with fragmentation as mentioned above, the CD image cannot be fragmented or the GD will give you an error. it’s down to how fast the memory card responds and provides data. Personally I found the older cards I had gave issues, but the newer were ok. There may be issues with certain new cards too, I guess! I mostly use a 16GB sandisc card.
  3. Update, still not good enough for them so I told them I want a full refund for all my purchases and reimbuserment for 2 XBOX ONE consoles!
  4. This page explains it better: https://github.com/Provenance-Emu/Provenance/issues/1484 You need a raw file of 4096 RGB triplets, the 12 bit index of the triplets is the value of the BRG4 color of the lynx and the indexed 24 bit RGB value is the color rendered by the emulator. You can have a global color mapping with a lynx.pal file, but you can also have a custom color mapping for every single lynx game with a pal file with the same name of the rom.
  5. Saw this on a baseball cap the other day: "Cordinator of the entire shit show!"

  6. I do not know anything about what you want to connect, but from what little I looked at things in the internet, this is how I'd do it: You'd use an Arduino Pro Mini (either 5v or 3.3v variety), and you'd wire it to a 15-pin connector for your flight stick. Then for the output, you have to use two optoisolators (LVT-846) to keep the circuit isolated from the console, and have the 9-pin cable wired to the optoisolators. This shows an Intv2 cable connection. Now you just need to learn to write the Arduino code. There are plenty of samples on the internet for using thumbsticks on an arduino. Then you just need to write the code to handle the XY mapping to the 16-directions and the button presses, and the appropriate outputs to the console.
  7. I'm going to try to put these backgrounds on the original Space Invaders on M.A.M.E.
  8. Today
  9. For anybody who wants to check out my BBS thecell.ar port 1040 @Tillek should I send you a seperate PM to add it to your listing ? I've added it also to demozoo.org and .telnetbbsguide.com (awaiting approval). Let's see if this generates more interest ?
  10. It has that classic WD-40 smell too! I should put one of my extra 2600s on ebay and say it was "cleaned" with WD-40! And wait for the reactions!
  11. Well, if you don't press "submit reply", you have all the time in the world to reread your post, silly!
  12. They're not still called Infogrames, sure, but it was easy for them to bring back the name since they always owned it anyway.
  13. The Atari’s display is defined by a display list which is in essence a program for the ANTIC graphics chip. It defines how many lines and which graphics modes are on the screen and where in memory the data for those lines comes from. The LMS instruction is used to define where to read the graphics data from. A different part of memory can be used for every graphics line (mode line) on the screen but if you don’t specify a new address the next line will be read from memory after the last one. So if you tell ANTIC to start with a hi-res character line (Gr.0 in BASIC) at $8000 the first character will be read from there, the second from $8001, etc. If you don’t add a new LMS the first character of the next line will be loaded from $8028. If the next line is a hi-res graphics line the first 8 pixels in that line would be defined by the bits of $8028. If that suits you for whatever reason, you can grab screen memory from a different address for every graphics (mode) line. On the 130XE or with compatible memory expansions you can even grab screen memory from a bank that is not currently visible to the CPU. Shifting the load address during vertical blank can be used for vertical and horizontal scrolling without moving lots of graphics data (which seems to be a lot more complicated and timing-sensitive on the C64). Due to hardware addressing limitations ANTIC cannot cross a 4K boundary while reading screen memory. You have to manage this and add at least one extra LMS instruction mid-screen to point it to the rest of memory. (You can also define a DLI on every line to change a few parameters like colours or player position to enhance the display. The multicolour pictures above probably make heavy use of that.) I am not an expert on this but there are lots of explanations in various magazine articles, De Re Atari, the Altirra Hardware manual, blog posts, etc.
  14. I'll be interested in what you find out, I recall one of your machines started working properly with my device when we increased the NOPs. I've also done some calculations for what adding an extra NOP means to the base setting of 250MHz: 1 clock = 4nS @ 250MHz (basically 1000/250) which is the time it takes to execute a NOP in the Pico at this speed. For the PSRAM to read 1 byte = 48 clocks...4*48 = 192nS Now, adding in an extra NOP increases the start time by 4nS, so we have to shorten the PSRAM read time by as much to get the same timing as before... 1000/252=3.968253r....*48 = 190.476190r - no not enough 1000/254=3.93700......*48 = 188.9763779 - no not enough 1000/256=3.90625......*48 = 187.5 - yes, it's now more than 4nS shorter So we need to increase the frequency by around 6MHz for each NOP that's added, but that's only a rough guide. It really depends on the TI, for how many NOPs are needed and for when the sample takes place by the multiplexer - which both seem to be different amongst consoles.
  15. The was a note in the guide written for users at Texas Tech University: The 990 system has been sysgened to provide for a special I/O device under the device name VTO1. This speech device was installed in the expansion chassis in slot 13. A schematic of the card is attached for reference purposes. The DSR installed was located in pathname .s$sysgen.sd.dsr.dsr5200 and the PDT under .s$sysgen.sd.pdt.pdtvo01.
  16. Hi guys, SNK JAPAN@SNKPofficial_jp EVO Japan 2024 At the SNK booth, in addition to the first demo of "Fatal Fury City of the Wolves," popular cosplayer Enako will also be participating on April 28th! We look forward to seeing you there. #SNK #餓狼伝説 #CotW #EVOJ24 #えなこ Was this translation accurate? Give us feedback so we can improve: Anthony...
  17. Hi guys, SNK JAPAN @SNKPofficial_jp EVO Japan 2024が開幕しました! 皆さまのご来場をお待ちしております。 #SNK #餓狼伝説 #CotW #EVOJ24 Translated from Japanese by EVO Japan 2024 has begun! We look forward to seeing you there. #SNK #餓狼伝説 #CotW #EVOJ24 Was this translation accurate? Give us feedback so we can improve: 8:03 PM · Apr 26, 2024 Anthony..
  18. I was playing the Last Squadron with my 7 year old today and he wondered if it would be possible for 2 players to play at that same time or if the A8's limits was the reason it was turn based. I told him I'd post the idea in the forum in case there was ever an updated version or a new project by Shanti77.
  19. Not sure the doc is allowed, so I'm posting the interweb where extract is located: https://www.ataricompendium.com/archives/magazines/spectrum/spectrum_feb82.pdf
  20. First the bad news: The light bulb in my room finally burned out. It had been on constantly for the past at least 3 years. I got one of those special bulbs that last longer. And boy they sure do. I got a bunch of the light bulbs I need (hopefully they will work). I can't change it now because it's almost 11 p.m. and so it's really dark in the house. So I'll wait until morning so I can see better. Man it's dark in here. Now the good news. I worked on Pac-Line last night. I started at 10 p.m. and gave up and went to sleep at about 11 a.m. It just wasn't cooperating with me. So when I woke up, I went back to work for a few hours more, trying things and I miraculously got this to work. Here, Pac-Man is about to eat a dot. I don't know what the trouble was, but I had to put in separate collision detection for each dot. Since I've gotten sick of working on this for more than half a day, I'm going to quit for now. I don't know if I can fit the whole game in just 2k, so I may have to cut a few things. Next, I will attempt to put in a score. I've used up 780 bytes' worth of code on just this. What is in the game right now: pac-man can be controlled, with special animation for opening and closing his mouth both ways. the tunnels are now operable. if pac-man runs out of dots to eat, new ones come up. One thing I don't know is if it will work on a real Odyssey 2 or not. I will test this later this morning once I change the light bulb.
  21. See, that's an example of why things get tricky. According to an interview with the developers (Jaguar Explorer Online, 1997 Volume 1 Issue 1, Internet Archive link here), Zero 5 is fast because it renders at 8-bit/256 colors and doesn't use lighting (It *looks* like it has lighting, but apparently it's all just pre-baked polygon colors that sort of look like shading), and they used something like the painters algorithm instead of depth testing. Given the Jaguar's limitation is always memory bandwidth (Even with that bitchin' 64-bit bus), this is huge savings. Removing the 16-bit depth buffer halves the bandwidth compared to what Atari was recommending and implemented in their sample 3D renderer, and cutting it down from 16-bit CRY to 8-bit cuts the bandwidth in half again (Note all this is in theory. You still have to make sure you're using the bus right to get the savings), so you've cut your memory bandwidth down to 25% of most games. Then you take out lighting, because it was ~for free with CRY but would be tricky in an 8-bit palette (Though Quake/Quake 2 show it can be pulled off if you're clever with your palette), but still probably saves you a few instructions. You have to add the complexity (more instructions, bigger code, more clocks to run it) of depth sorting your polygons to account for the lack of depth buffer, but that's not *that* bad for a small number of polygons compared to the cost of per-pixel depth test memory bandwidth. That's why Zero 5 is fast (Usually running at a solid 30FPS), and yes, it shows the 3D capabilities of the hardware off very well by... avoiding some of the specifically-for-3D hardware because it hogs the bus.
  22. Meaning you sold a restored one? The going rate of falcon is pretty high, for parts 900+us$ and working conditions easily 2000+us$ …
  23. The Micro-Mark web-site sells model-building supplies and tools. A few years ago I ran across some tiny speakers for installing into model trains and figured I could mount one inside my console. Those cooling slots looked just right for one of those speakers. After buying a postage-stamp sized amplifier module and knob from All Electronics before they folded, "life" intervened and it never got installed. Found the module and knob last week while cleaning up. I'll have to look at those speakers again. K-R.
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