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Showing content with the highest reputation on 08/22/2019 in all areas

  1. He was a good hearted guy, and a long-time supporter of the 7800 scene. In fact, he confirmed that my first 7800basic test code worked on real hardware. I don't recall ever seeing a single negative post from him, about anything. Just a nice guy. I agree whole-heartedly with Stephen. In addition to remembering our fallen friend, we should take this as a reminder to embrace family members, appreciate each other, and complete any work we don't wish to leave behind. RIP Mark.
    13 points
  2. What about being done now? For those that would like to get it all, pre-packaged and organized, here's my complete collection of Incognito ROMs (full XL/XE and Colleen package), with every setting and BIOS parameter already preset, on each BIOS profile, and ready to be immediately flashed at once, on your Incognto's 512KB flash-ROM chip: incog_v9.rom This is my every-day, all-days workhorse, and use according to the following criteria: BIOS Profile #1 (General Productivity): (Set to COLOR=08) Based on fully-loaded "XE04-fp.f14H.LR" OS rom, , and extensively relying on BIOS' PBI extensions. High speed Floating Point package, directly from Altirra 3.17 (unbeatable balance between precision, speed and true 2KB code-space). Running on RAMBO-1088K mode, BASIC disabled by default. SDX dimensioned to 192KBytes, and GOS rom IS flashed and available! BIOS I/O sound synthesis is set to SIO-only (quiet for everything else) Ideally suited (and configured) for use with SDX, booting from D5 (APT partition on Incognito's SIDE). Supports high-speed modes for IndusGT on D1/D2 (left on hands of SDX) and PBI HSIO / PC-Link on D3 / D4 (best of all worlds). Boot-drive control accessible with "D", so you can even boot a large 16MB (back-up) SDX .ATR from SIO attached on D1 or D2. BIOS Profile #2 (Enhanced XL/XE compatibility): (Set to COLOR=09) Intended to be used as out-of-the box XL/XE, for booting legacy Atari OS, Basic and games-titles designed for XL/XE OS. Based on fully-loaded "XE03-fp.f14H.L" OS rom, , and extensively relying on BIOS' PBI extensions. Could also be ran or tested with included "TEST-fp-Aver317", especially with Basic and anything relying on OS calls for screen drawing, fill, etc. Ultra-high performance Floating Point package, that takes close to 4 Kbytes of ROM space for the highest possible speed (no Int'l Char. Set). Running on CompyShop-576K mode, to ensure compatibility with XE extended-ram access for ANTIC. Videoblitz-130XE runs perfectly! SDX=disabled, BASIC=ENABLED per OEM OS behavior. I/O sound synthesis is set to SIO & ATR. GOS rom IS flashed and available! Ideally suited (and configured) for use with SIDE-LOADER, and booting from SIDE-attached or SIO-attached .ATRs. Supports PBI HSIO on D1 / D4, for full acceleration of all your SIO access. Boots directly from D1: or Default-set drive ("D" command is not accesible). BIOS Profile #3 (for Gaming and Demos, old and new, U.S. and Europe): (Set to Color=10) Profile of choice for launching about any game, demo, whether old or new. Based on fully-loaded "XLXE-fp.Qmeg404" OS rom, , and partially relying on BIOS' PBI extensions. Q-Meg also supports shutting of keyboard-clicks (CTRL-4) and DMA=OFF (CTRL-6). High speed Floating Point package, directly from Altirra 3.17 (thus curing a long-time deficiency of QMeg-404). Running on CompyShop-576K mode, to ensure compatibility with XE extended-ram access for ANTIC. Videoblitz-130XE runs perfectly! SDX=disabled, BASIC=DISABLE per QMeg-OS behavior. I/O sound synthesis is set to SIO & ATR. SDX is BOOTABLE from D5, and GOS rom IS flashed and available! Ideally suited (and configured) for use with SIDE-LOADER, and booting from SIDE-attached or SIO-attached .ATRs. Supports Qmeg's HSIO on D1 / D2, and PBI HSIO / PC-Link on D3 / D4 (best of all worlds), for those times where booting SDX may be required. Boots directly from D1: or Default-set drive ("D" command is not accesible). BIOS Profile #4 (true 800 / Colleen mode): (Set to Color=02, reddish, as you are no longer on XL/XE land!) Profile of choice for launching all of your OS.b and legacy 400/800 titles in any RAM configuration of choice. Runs in 52 Kbytes mode for largest possible linear-ram space. SDX is also supported with AXLON ram Emulation. Based on Newell's "OS.N-fp.601.Z67" load, which is true (to the best of my knowledge) to Newell's OSN 6.01 load. High Performance FP package from Newell (last revision and patch known) Also available: "OS.b -OEM.Atari", "OS.b-fp.Newell", and "TES-fp.Aver317", all for Colleen mode. Have fun this weekend!
    11 points
  3. I liked that he visited this place one last time on his final day. Its like he still kept that passion going to the very end. RIP Drac.
    10 points
  4. You are gone, but you will not be forgotten. RIP to very a good member.
    9 points
  5. Really unfortunate news. I do want to echo the sentiments above - he always always very polite and supportive, even when we didn't agree on something. May he rest in peace.
    8 points
  6. Sad to hear this. Cherish every day as we are not guaranteed tomorrow.
    8 points
  7. Mark, we will miss you. Our thoughts and prayers are with you. Rest In Peace, my friend.
    8 points
  8. Please Rest In Peace, my friend. God sometimes takes the wrong people.
    8 points
  9. Here's a peak at the boxes for Wizard of Wor Arcade. Dave Dries did a stupendous job with this artwork and design!!
    7 points
  10. Game is now available for download. See post #1.
    7 points
  11. My deepest condolences to his close friends and family. I never knew him personally, just swapped posts with him on here over the years. But he was one of the nicest souls i have had the humble pleasure to encounter on here and i was horrified to hear he was terminally ill when the news broke. He's been taken from us all too soon. R.I.P...you will be missed a great deal.
    7 points
  12. So, so sorry to read this. He’ll be missed.
    7 points
  13. I see the page has the ability to leave condolences/memories. Maybe someone who knew him well enough to consider him a friend could write something positive about him there on behalf of the community?
    7 points
  14. Could you post this info on a topic in the main 7800 forum please? He was a great longtime member here that I think deserves our respect and remembrance.
    7 points
  15. I disagree. I actually loved 2600 Pole Position. I wouldn’t change a thing. The only thing I “added” (and still add to this day!) is every time I play I always say: “Prepare to Qualify” out loud when the opening chime music ends. It’s a habit. I can’t help myself.
    7 points
  16. Long overdue for an update. Thanks for the nudge. Most of the programming work before play testing is complete at this point (there will be more after the play testers start). After re-programming Flappy McFur and Odd-It from the ground up, there are still a few gameplay polishes found in the older versions of those games that still need to be added into these rebuilt versions. The reason for the reprogramming of both of these games was that there were problems with combining all three games into a single ROM. Poorly written code was the main culprit. I have learned allot over the last few years, so it felt prudent to start from scratch on both of these to solve the problems I was running into. This ended up feeling like the correct course when I implemented some eeprom stuff later on for Flappy McFur (Highscore tables!). I have rotary support in Odd-Ball, but there is a visual glitch that I can't resolve after setting the PIT. I reached out to several people for help on this, and the problem has stumped me for quite a few hours, but still no solution to this bug. So, I am planning on doing a post in the programming section of the forum sometime in the future to seek help from the community in general. There is a lot of talent here, I guess I should leverage it a bit more. With most of the programming out of the way, I have approached the heavy workload of visual assets for Odd-It Will Be Watching. There is ton to be done, and to be honest probably a bit more than there needs to be. I am taking this game as an opportunity to build small portfolio of sprite work for future goals. So at least the extra visual assets will be good for me, and I am hoping they will enrich the experience for players as well. Work is steady, but taking much longer than anticipated. So, to help satiate those who are eager for these games, and to even get a bit of feedback, here are a few close to finished shots for the pre-title introduction scene.
    7 points
  17. Wizard of Wor Arcade Atari 2600 by John W. Champeau, Nathan Strum, Mike Haas, Ross Keenum, and Dave Dries Story ...My hope is whomever finds this message can learn from our misfortune and perhaps be better prepared for the challenges that await. There is an ancient legend passed down by deep space travelers. The legend of the Wizard of Wor. It tells of an evil wizard who studied in the sciences of dimensional travel and teleportation. It is said that the Wizard possesses the ability to entrap travelers at any point in space and teleport them to his labyrinthian planet. A planet populated by an array of malevolent creatures, all teleported there against their will. The wizard entertains himself by watching these creatures battle each other in a struggle for survival in the land of Wor. The first time I heard this story I was a young recruit in the star academy. An old, veteran star pilot shared the tale with me over a few pints in the local spaceport. A rite of passage designed to spook young recruits. Or so I thought. En route to a lucrative mining job in the Midway 1980 asteroid cluster, our ship’s navigation computer suddenly malfunctioned. It reported our coordinates to be light years off our programmed course before losing all power. Our lifeless ship soon crashed into the jagged surface of the planet below. Somehow my crew and I managed to survive the crash. We salvaged what we could and set out on foot to climb the tallest peak for a better vantage point. From this perspective we could see a landscape defined by an endless, sprawling maze that reached to the horizon and beyond! About Wizard of Wor Arcade is an incredible Atari 2600 port of the arcade game of the same name by John W. Champeau, whose previous efforts include Mappy, Super Cobra Arcade, Scramble, Lady Bug, and Conquest of Mars. As well as the upcoming Galagon! While a version of Wizard of Wor was released "back in the day" by CBS, this new version is more faithful to the original arcade and adds new features, such as AtariVox support for full speech from the arcade game! Wizard of Wor Arcade also includes a built-in Maze Editor that allows you to build and play your own mazes! Included are three mazes from a Wizard of Wor Maze Design Contest held by John W. Champeau back in. Wizard of Wor Arcade Discussion Thread
    6 points
  18. RIP Drac and thank you for the entertaining and informative posts all these years. You will be missed.
    6 points
  19. DracIsBack Although I didn't know him, I certainly knew "of" him as a very active member of the community. I'm truly surprised and saddened to hear the news. He will certainly be missed.
    6 points
  20. ...This is how I imagine Best Electronics too. edit: and @DavidMil's attic.
    6 points
  21. 5 points
  22. Verdammt... 45 Jahre... Ruhe in Frieden.
    5 points
  23. 5 points
  24. me along with Duddie decided to share demo version of the game, here it is rescue.xex
    5 points
  25. Always enjoyed talking 7800 with him here. Got some really neat 8bit stuff from him once, awesomely nice guy to deal with.
    5 points
  26. Idiots panicking is the biggest issue. It's like when it snows over here, suddenly all the supermarkets are empty as everyone buys 100 loaves of bread and 50 pints of milk. It's fecking snow not a nuclear holocaust. Anyway, yes, it's in the interest of the EU to deal with us. We are a large economy and buy a shit-load of everything from the EU, if it becomes uneconomic to buy from the EU, then we'll start actually producing more "in-house" or buying elsewhere. This will screw the EU economy as a whole. It's not a one way street, it's a symbiotic relationship. Sorry, enough political crap, very dull! Retro hardware is what you want. Just re-testing and packing the first batch of JagSD's.
    5 points
  27. 4 points
  28. Just to give everyone who contributed closure.. The U1mb board is sturdier than I thought. Works just fine. Now I just have to get a joy2pic to program the pic chips (that all my other programmers wont.. LOL) So.. the build is on hold until I can get some chips programmed. James
    4 points
  29. Ever since I got my RetroPie a few weeks ago, my 17 year old son is playing video games with me again. Last night we completed Sunset Riders together. Good times.
    4 points
  30. “Like one that on a lonesome road doth walk, in fear and dread; And having once turned round walks on, and turns no more his head; Because he knows, a frightful fiend doth close behind him tread.” ― Samuel Taylor Coleridge, The Rime of the Ancient Mariner LonesomeRoad.xex
    4 points
  31. the more I see them post, the more I'm convinced that Jessie Scroggins and Brandon Harris are some kind of AI/Turing Test thing gone horribly wrong. lol
    4 points
  32. A Gem Race in reduced size
    4 points
  33. Having read the news about DracIsBack I just wanted to say I had hoped to get a demo out before now, and I want to apologise for the delays. He among others have kept me motivated and I intend to complete this project no matter how long it takes.
    4 points
  34. Sorry for google translation this time, but my english is poor so... This is how the casing of my product will look (attachments, 3D printout). Now the specifics: - fixing tiles identical to the one indicated earlier in the XE GS cardridge - closing cards with four pins instead of tabs (on the ToDo list to change - thin elements can be strengthened) - the basket inside is 5mm wide, which makes it possible to design longer tiles (cutting base - until cutting out) - the middle mounting on the plate will be (supported) adapted to add an additional screw, if someone breaks the catches or wants to use, for example, a suspension, a warranty seal (a hole for the screw to be made, which covers the scope, but it is possible) - on the upper part of the housing, on the inside will be marked (to-do list) where to drill for any screw The best news - even after breaking the pins, available in the test version - the insert closes well and holds (ABS - such a filament I had for testing). Now yes: if someone wants to mention a project or have a test casing for their projects - I can prepare a 3D printout (PLA - gray or white to choose from), but with remarks on printing time and overheads - I decided to divide it into three possibilities (plus shiping cost): - 0.3mm layer thickness, 10% filling - 6usd/5EUR / item - 0.2mm layer thickness, 10% filling - 7USD/6EUR / item - 0.1mm layer thickness, 10% filling - 8USD/6,75EUR / item If someone uses the purchase (I remind you - 3D print for now) - I would like information or an e-mail. Any printouts according to the report. Enclosures must be printed with corrections appearing, but the surface for PCB does not change, so you can laugh at using prototyping or fixing bare PCBs. Next weeks I try add PLA photo with inside details
    4 points
  35. My theory is that if we all enter our storage and keep walking... eventually we will meet brad,david,bruce, et all in the center... it's all one big temporal rift. on the other hand, who has the iron filings?
    4 points
  36. YES, I will prepare an update to the OS topic (HELP-Key on Incognito), and will include complete list and descriptions for both Incognito and Ultimate/XL/XE loads, with the most current versions I have flashed on all my systems. Just be patient, and stay tuned!
    4 points
  37. I imagine Out Run should probably be inserted in there somewhere
    4 points
  38. This year's PRGE (Portland Retro Gaming Expo) is being held on Fri - Sun of October 18th - 20th. Friday will only have the Retrocade arcade open (no vendors or speakers). I am going as usual, will have my booth full of TI stuff and my arcade games in the free (with entrance) Retroarcade. Anyone else? Tickets available at: https://www.showclix.com/event/prge2019 Main site is at: http://www.retrogamingexpo.com
    3 points
  39. I will add support for Antic mode 3 in next major release. Definitely one of the less used modes on Atari.
    3 points
  40. I knew there was something fishy about you ? I'm really super interested in how that editor turns out!
    3 points
  41. I think I'll be using this font editor instead of Envision from now on. Looks great. Minor suggestion: Antic mode 3 preview as well? I realise this mode is hardly ever used, but it would be really useful to see the lowercase descenders 'in situ' while editing.
    3 points
  42. Attached is a still image of the title screen. I am currently changing the color ordering for one of the converters while Jammer is working on instrument design for our music player and v3to prepares graphics for the credits.
    3 points
  43. NAMCO's game, FFS People need to stop giving Atari unearned credit.
    3 points
  44. Ex GF surprised me with tickets to RUSH: Cinema Strangiato 2019 in ARQ Tonight!
    3 points
  45. There are a few people asking for strategies on the 2nd phase. I'm not getting monster scores right now, but I have improved on that screen, I'll share. When the 2nd phase starts the entire enemy group will move right a bit, and then the first of the enemies will start it's rush. It will do that at an angle from the laser ship, and to the right. Get in it's way and shoot it down. (It's probably a 45 degree angle, but it is surely something close to that.) As soon as you do that start moving left because the 2nd ship will do that same thing. You will have to move left again to hit the 3rd ship, and this will put you a little close to the laser, so watch out for it. For the 4th ship start moving to the right as soon as the third ship is down. Basically, the way the ships make their first rush is predictable, watch it and get in the way. You will need to get your nerve up a little as the ships will be getting very close to you. If you don't get these ships on the first rush things get more complicated. If you don't get the first rush for all the yellow ships I find less movement is more consistent. Smaller movements get you into less trouble. Fire not to hit the ships but to have the ships move sideways into your missile. If you get the laser ship the enemy group that remains will move constantly until the laser ship respawns or they are all gone. This can speed up the process of killing them off just by having them move sideways more often, and thus into your missiles more often. With the laser ship gone you also only have to dodge the one rushing ship. Do be careful to and try to predict when the laser ship will respawn as it tends to do so firing that laser. If there are still ships left in the main group when then laser respawns you will have some idea where the laser will be, right in the middle of that group like always, but if you are down to one rushing ship and a laser that will respawn soon it can be hard to know where the laser will be when it comes back. Either way, it is only gone for 20 seconds or so. I hope that helps, I don't feel like I was very clear but I'll leave it here anyway. If you have questions I'll do what I can to make myself clearer, or correct myself as needed. Game on.
    3 points
  46. New version 0.9.7 Most updates and fixes were done in Player/missile editor. Some highlights of new version: - support for loading and saving missile data (file format includes height, color and byte array data representation) - representation of selected missile in all possible sizes - enhanced formats for saving and loading players and multi-color player files: - byte array data representation instead of binary (the size of file is automatically quite smaller from older data format) - player height information (currently fixed to 30-pixel height) - player color information - Source code generator: - full support for selecting the size of each missile (this one was pain in the ass finding out all 255 combinations of selecting different sizes for each missile) - selection of player/missile color - player/missile coordinate values are now interchangeable between editor and generator (remembering current values) - checkboxes for setting a player and missile default position - (Mad Pascal): universal skeleton code on using P/M graphics (without any external P/M units) - Bug fixes: - proper loading and saving of multi-color player (*.mpl) files (bug in loading data from old format found by Philsan from AtariAge forum) - proper usage of color registers 2 & 3 when loading data files - Text editor - A warning message after closing source code generator, so the user can decide to copy new code contents in source code editor (suggestion by Philsan from AtariAge forum) - Buf fix: - saving new/unnamed filenames by using standard naming convention of incrementing number by one (removing annoying consequent 1's in filenames reaching number 19) - Animation player editor - Bug fix (source code generator): switched selection of Action! and Mad Pascal example source code listings Definitely this program needs some documentation which will be prepared in some later version. Regards madstudio.zip
    3 points
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