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Showing content with the highest reputation since 06/17/2019 in all areas

  1. Check out this first look at all 47 railroad cars that make up this new upcoming homebrew game Gold Rush from classic VCS programmer, Dan Kitchen (programmer of Atari 2600 games Crackpots, Crossbow, Double Dragon, River Raid 2, Ikari Warriors, Ghostbusters, Kung Fu Master and Tomcat: The F-14 Fighter Simulator) He'll be launching a kickstarter soon for the release of the game and ZeroPage Homebrew is proud to have the EXCLUSIVE PREMIERE playthrough of this exciting new WIP Atari 2600 game in an upcoming livestream on Twitch. More info on Dan Kitchen's Blog.
  2. Great to hear you like the game! I want to release a beta of the '2 player vs' mode by end of July. In this 2 player mode you cannot pass each other, which means you can block the other player. E.g. you can prevent the other player from climbing the ledge that you stand on, and by falling down from a ledge you can crush the other player. The player who dies first, looses. Also the game is going to be an 8K rom (using bank-switching), because the current 4k wasn't enough to hold the logic for the 2-player modes and the extra graphics and sounds I want to add to the game. For the cartridge version of the game, I'm thinking about adding an additional '2 player co-op' mode, where you can work together to get the highest score. If you die, you can respawn as long as the other player is still alive. Cheers, Dion
  3. Second on the video cable, but at the same time, if you actually have a TV that can take those leads (or a 300 ohm adapter like the below), then just strip the broken wire back and loop the bare wire around the terminal. It'll work just fine - I ran that way for many years.
  4. Never built my TI collection to any large degree but always interested in it. Only a few systems and a little over maybe a dozen carts or so. Nothing too rare till now. Found what I thought was a great deal on this. Boxed complete. Guess I’ll be hunting down the associated titles now!
  5. nice one Btw. to keep you folks updated, Piesiu joined the team so one can expect top notch graphics, also the game will be published by Retronics on cartridges, cassettes and possibly disks. The game on cartrigde will require 64 kb RAM whereas file version will require 128 Kb RAM, there's just too much code and graphics to fit into stock machine.
  6. So I managed to show up at 4 *AM* my time and spent almost an hour with the guys doing the 'show'. It was quite fun, although a bit nerve-wracking. In the end, the game pulled through without too many dramas and I was able to get to bed and sleep. I appreciated the lovely review and nice words said by the hosts. A very worthwhile reason to stay up late. 10/10
  7. I have an update for this case just need to make sure things are good before i release the stl file. I think the line was when i paused the print.
  8. Tangentially off-topic but of interest to the same concept - the team behind the amazing 7800 homebrew RIKKI & VIKKI which was released ~6 months ago use a clever (cheap!) microcontroller and new bankswitching scheme to allow SALLY and MARIA to access memory independently. If you have played or seen the game, that's part of the way they create such an amazingly advanced title on 1984-era hardware. Seriously, it looks like an SNES or Genesis title. Go check out a YT video and be blown away.
  9. We're definitely getting to the point in gaming where "retro" as just "anything that's more than a couple of generations old" is too vague and we're better off dividing console games into multiple eras. Something like: 1972-1976: Pre-Classic (Odyssey, dedicated consoles) 1977-1994: Classic (games on cartridge, 2-D graphics) 1995-1999: Transitional (move to discs and 3-D graphics) 2000-Now: Modern (multimedia consoles, online play) In another few years what's considered "modern" will change and games from 2000-2XXX will be looked back at as "Pre-Immersive" or something by all the kids with their VR goggles.
  10. Thanks for the link, that proved to be informative 😀 . So after perusing that thread, the info on what probably needs to happen allowed me to proceed with the first test on real hardware. I chose my 1088XLD since it already had 64K of 15 ns SRAM for the base memory. So my first stab was based on this supposedly glitch free clock switching circuit that only allows the high speed clock to come online when the SRAM is being accessed. So all other actions would be at the standard clock speed. In other words stick to the standard speed for all operations other than accessing the base 64K RAM. Well it sort of tried to work, but I think I see my mistake in that I need to be more specific and when Antic is accessing memory, disallowing the high speed clock. As it is now both the CPU or Antic base RAM access will trigger the high speed clock into action. Back to the drawing board 🤔 .
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