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  2. Do the original beige TI keycaps fit on modern switches? They look like they would, but I don't have any modern switches to try.
  3. A fun little week for gaming this week! I spent the whole week just kinda dinking around on my RG353V, playing several games of Monopoly and doing a full playthrough of Pooh and Tigger's Hunny Safari for the GBC, then put those two analog sticks at the bottom to good use playing a few games of Robotron 2084 for the 7800. I also decided to try out the Bluetooth and 720p HDMI out features to consolize the handheld and play Die Hard Arcade for the Saturn on the big screen modern TV with my 8BitDo SN30 Pro controller. It worked pretty dang seamlessly and was a lot of fun, and I really like that now that my SN30 Pro controller is paired with the device and configured anytime I turn on the controller it automatically switches to the SN30 Pro as the default player 1 input. Smart programming! I may have to pick up a 8BitDo M30 controller next week to pair with it as well for all my Sega gaming needs on the big screen. Atari 7800 Robotron 2084 - 24 minutes Game Boy Color Monopoly - 324 minutes Pooh and Tigger's Hunny Safari - 93 minutes Nintendo DS Alpha and Omega - 22 minutes Sega Saturn Die Hard Arcade - 82 minutes
  4. Remember this news story from a few months ago? On Jan. 1, the earliest version of Mickey Mouse became public domain. I wonder if that applies to video game property?
  5. I wouldn't worry too much about the supposed copyright holders, except maybe Nintendo. The worst part about the ones that do bellyache is they didn't have them anymore. Back in the late 90s when emulation started taking off, these were just old games nobody cared about. A lot of lawyers got work even figuring out who owned what.. But they didn't have the ROMs or the source code anymore. They downloaded them like everyone else.
  6. Sadly no way I can make the anniversary Jagfest - and I was at the '99 one. But I will go bug Carl @Songbird at the MGC in 3 weeks, and we can talk STL Battlehawks again as well.
  7. The is a wav file to be loaded into Classic99 or JS99er or a real console.
  8. Any news on this project? I just picked up a beige boy with a bad keyboard. Would love something like this.
  9. Great! Glad you got it fixed! Al was able to fix mine as well. Thanks!
  10. Yeah, the comments on Intvfunhouse suggests it's a Hong Kong vs USA difference. Other than the copyright year, not sure what the difference is.
  11. sadly, all i hear is a loud whistle, no video. i had the same problem recently myself, uploaded videos just becoming audio or not displaying at all after an hour or so, even tho it looks great when you first post it.
  12. It arrived today, hooked it up and it works, picture looks great. I only played a few minutes of Demon Attach, but I did not notice any lag. Any particular game(s) that lag tends to be noticeable on?
  13. Yes, all fixed! Al was able to change my email address in the system and then I was able to set a new password after that. All good now!
  14. Thanks for the update! Definitely a good choice.
  15. I already had the spare cord so I didn’t have to buy anything. It’s easily reversible. And it’s nice not to have to use an adapter. I’m always messin around with adapters and dongles and whatever else. This is just plug n play baby
  16. Today
  17. Converting images of computer chip dies don't convert nicely or anything that has small detailed parts. The Pc I use for rasta is off-line for de-dusting and fresh thermal paste on the cooler so today I was using a much older Pc that I have here it's a Phenom II 6 core runing at 3.75 ghz the Video card is also old Nvidia GTX960 and 8 gigs of system memory ddr3 1866 . I had a die shot of the prossor on the desktop so I thought I would try a conversion on it... Most likely it will not turn out good but I'll give it a try.. I'm posting a WIP the src and the CPU usage as you'll see rasta puts a good load on the cores.
  18. There is no need to preserve the game roms themselves. Pirates will always exist, and many people will have archives of all but the most obscure of games More importantly is preserving the engineering development documents, the concept art, build machine images and source code, and pre-production builds and other historically significant material.
  19. My CDROM.COM script here is pretty big. Actually, it's -3- files. You enter all 3 script filenames into the compiler at once. It compiles, passing all variables from the 1st script to the rest. Express's MUSTER.XES file, which activates the first hour after 12am, is a maintenance script (jobs like file backups, running files like "Today in History", "Who's called" etc) is huge. I have daily, weekly, and monthly jobs in it. It's 584 lines. The CDROM script for the Crawly Crypt Archives holds the high place of honor here though - it's 767 lines. Ugh. Does Michtron's MCL language have a variable limit? Express is limited to 100 variables and even though it seems unlikely, I have at least a couple of scripts that I have to juggle variables in because it kept running out. Nasty that.
  20. Plok's music is great, it's the gameplay that sucks... I tried so hard to like it, but I'm not buying the story anymore that Miyamoto loved it and would have let it be licensed if it didn't so called seem as a threat to yoshi's island. Mario/Yoshi had no fear from this one, the handling and unbalanced gameplay and challenge just sucks, coupled with it being overly long with no save feature it's a hot mess of many great aesthetics and ear treats and wretched mechanics.
  21. Ah, well if that's the case then it will still look better on the FinalGrom with the changes I proposed, I think you just won't get the customized MTS. I implemented the changes, and they work well in emulators, but I too don't have a finalgrom at hand to test on (at least not here in Hong Kong). Maybe @ralphb can shed some light on the finalgrom menu algorithm (or I could be less lazy and go and read the menu code on his github... hmmm.... ) And I'm going to wait and see if I need to be concerned about @publicarni's bug report before releasing a new version. Man, this game is complicated to test though, lot's of moving parts!
  22. Sorry to be a nuisance but I'm still having some trouble here, though I'm further along. I've downloaded all the above tools and followed the above outline. I took a few SBF files and first I put them through the bin2inc tool with the same parameters as outlined above to create an .a99 file. I then edited that file in Notepad and added the DEF MUSIC at the top and END at the bottom. Then I assembled this with WinAsm99 (under assembler options I chose Produce HEX Obj File and did not check off the compressed obj box so as to leave it uncompressed (bear with me, this is the first time I ever used this or assembled code so I don't really know what I'm doing). So this made the .OBJ file and I loaded that in Classic99 under the Editor/Assembler in the way described above with EDIT/PRINT--everything seemed to go smoothly and it produced a file. I'm not sure how to play the file though... I opened the example program that plays the GUILE tune and changed the filename to point to my file but this gives me an I/O ERROR 02 when trying to load. Does this have something to do with the size of the music being different than the original supplied tune or some difference in the addressing? I was looking around in the BASIC code and I couldn't figure it out--looked to me like the code was setup to auto-detect addressing and stuff... I also did try out that VGM2XB converter but unfortunately I couldn't get it to work with the few VGMs I tried. I see from the original posting that it was based on an older version of the VGM Compressor toolkit so perhaps it only works with SN76489 type VGMs (I was trying Gameboy and NES). While I think Tursi's player would be the more efficient route for any reasonably complex music, I do think VGM2XB could be very useful for sfx at least and will delve further at some point.
  23. Nah, nothing else to do during the driving sections. I think in the original design it was meant to convince you to be smart about driving around on the map. The length of the drive correlates to the number of dots you layed down on the map screen, so the more economical you are getting to flashing buildings, the less time you have to waste on the road. I had never heard of the Necker Cube, but I've certainly experienced!
  24. The FPGA is only considered the "holy grail" because it's "hardware", and yet can be updated like software. It's basically high end firmware, but it does come with the caveat that it's really aimed at rapid prototyping and specific industrial use cases (with a cost to match), and isn't meant to be used in consumer game systems. It's also limited by the same thing that limits accurate software emulation; you need to have a deep understanding of the system you're emulating/recreating in order to make an accurate implementation on an FPGA.
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