Jump to content


Popular Content

Showing content with the highest reputation on 03/10/2020 in all areas

  1. I had some time after the Raymaze thingy and I used it to test some ideas "accumulated" in my head, after all these years. So be warned, long post ahead, with raycasting ramblings.. I had 3 things that I wanted to see working: - what I call the "line flicker" effect for APAC modes - an idea for a new (very fast) renderer, called Project X, that uses APAC over a char mode - and all the logic to have objects working APAC Line Flicker: The line flicker effect is basically having a normal screen in the "even" frames, and setting the screen one scanline down in the "odd" frames. So for an APAC mode, the GTIA 11 and 9 lines of one frame mix/merge with the GTIA 9 and 11 lines of the next frame. Then this is similar to interlace, but the idea is to reduce the dark lines product of using the GTIA 11 mode. Here.. a video is better.. (you need to set the quality to 720p50Hz to see it): In the middle of the video I activate the "frame blending" option in Altirra, so that's why the effect start looking "better". From what I understand some modern TV's do a similar effect. I'm a little undecided about this, but it could be an option. Probably I could give a final verdict if I see it running in real hardware. I think it would be a little better in NTSC also (30 Hz instead of 25 Hz). Implementing this with DLI's is trivial, but with IRQ's it was kind of a "side quest". First problem was that I was using one IRQ every two scanlines, to flip between GTIA 11 and 9 every line. Why?, because for 32 bytes mode lines, is faster to do a medium IRQ every two lines, than one small IRQ every line. Given that I was also going to implement this effect over a char mode, using one IRQ every two lines was "convenient", to skip the bad lines. But if you want to move your screen one scan line down, every "odd" frame, you will need to re sync the starting point of your IRQ's. That means touching SKCTL (15KHz clock) or STIMER (1.79MHz clock) every frame. And if you also want to play sounds or music, you don't want to write SKCTL or STIMER every frame, because they are going to sound wrong. I don't know if there is a way to do that.. maybe this is a question for phaeron In the end, I also needed to change the font every mode line, so with all those requeriments, the only solution was having one IRQ every line. Using the IRQ on channel 1, clocked to 1.79MHz, I can use the remaining 3 channels without any restriction (no need to force the music to 15KHz). Also you can sync the IRQ's to a point before the start of the badlines, so there is no conflict there (it still needs to be short). And you can move your screen one scan line down every odd frame, without the need to touch STIMER, just by moving the scan line of your DLI that init the IRQ's for that frame. Project X: The idea behind Project X was having a renderer with a processing cost near 0.. is that even possible?, without using all the memory?. Well.. yes. For starters one screen window uses 64 bytes, compared to the 4K per screen of Project M. So is kind of obvious that writing 64 bytes is a loooot faster than writing 4K (we are talking about the same screen resolution). I suppose this is a good example of the flexibility of the A8 to generate special "graphic" modes x) The big drawback of this mode is that you can only have very simple walls, so no complex textures. If you are smart you can have a good number of variations (more with a cartridge), but you have only a few number of different designs to use. The good thing is that they can be colorful, you win a nice and free depth cue effect, and you get back like 16K of ram (comparing it to Project M). Also, most of the processing time can be dedicated now to the "raycasting rays" part, and also.. objects experiments. Project M has a type of renderer that uses a block of around 14K for the scaling code (to scale up or down the textures). The scaling code points to a fixed 8K area in memory, where all the textures reside (and that would be one hell of a use for the banks of a cartridge). This is basically precompiled code, very fast, but still need to fill a 4K area for every logic frame. On the other side, Project X is the type of renderer that has all possible wall columns already scaled in memory, so it only needs to write 2 bytes to generate a final scaled wall column on screen (with background included). For this particular renderer it could be useful to use GTIA 10 instead of 11, to generate the color part of APAC, but I would need to see how that looks, because of the different offset of the GTA 10 pixels against the GTIA 9 pixels. Another advantage of Project X, is that it allows the camera/player to be closer to the walls, so is easier to move through doors. Also, the extra speed allowed me to increase the visual quality, using more precision on some of the raycasting data. Raycast Optimizations: After this, it was time to optimize the raycasting code. Now that the camera pivot is in the player position, there was a way to speed up a lot the camera rotations. It could have minor visual imperfections, but they are noticeable only if you are looking for them, so I tried it on. Then.. rotations were running at 54 fps in PAL ... yeah that's not an error (still NTSC was a little slower than 60). Because my frame rate was never that high and I use double buffering, I never needed a hard screen sync before. So it could happen that I render more than one logical frame per hardware frame. I added a "soft" kind of screen sync, so PAL don't go over 50 (softer than just waiting for a specific VCOUNT value, I wait for a VCOUNT "zone", so you can start rendering the next frame sooner, if the previous one was shorter than average, for example). After that, was the turn to improve all the raycasting that is done outside rotations. I had the idea, long ago, about interpolating most raycast info between 2 rays that were touching the same wall. The full idea means doing something like a binary search over the rays, and a general interpolation between any two rays. But there is a danger that doing all that could end up costing you too much time. So I decided to do a simplified version, that only check if ray N and ray N+2 touch the same wall, and then see if it can interpolate most of the data from ray N+1 (interpolation is also easier this way, with some specifics to the type of data you are interpolating). It was another good optimization. I would say in average 8 rays get interpolated (which is a lot faster than doing the raycast). So the speed up is similar to the one when you run Project M in the smaller window (starting the demo with SHIFT pressed). I can easily move these optimizations to Project M (fighting a little with ram distribution), so that's a low hanging fruit for the future. Objects: The implementation for this is another old idea. It was kind of surprising that it worked so easily and without major issues x) Basically, for every active object, I need to get the direction from the player, the distance and the screen size of the object. For every one of these I have a table that is accessed using the positive deltas between the camera position and the object position. Is little more complex, because there is also a "scale factor" involved, that is related to the distance between the camera and the object. If the object is closer to the player, then the tables provide more "resolution" for the data that they contain. The direction is transformed into a world angle index, that is later changed to a screen angle index, to see if an object is inside the screen. Then the distance is used to see if we need to clip some columns of the object, against walls that can be between the camera and the object. Finally the object should be rendered using the correct sprite frame, for an object of that size and with that orientation. This is different in the video, because for now I only draw columns of different width and size, and also change the color according to the distance. Right now the angle table uses 1K and I think it would look better with more resolution (that would mean 4K instead). The distance table uses 256 words (so 512 bytes), and it haves 7 bits of precision that I'm not using yet, but it works well enough. I was using a size table of 256 bytes, but in the end I don't need it, because objects also need the perpendicular distance to the camera (same correction as wall columns), so I'm using the same code used for the walls, to get this scale factor. In the video I implemented two "objects", one of them moving in a loop. They get activated when they are at a "visible" distance from the player (like 8 tiles away) and if they are disabled they should not cost much processing time. Probably two enemies at the same is a good rational limit for this engine, but I would have to test this more. Set the quality to 720p50Hz also for this.. For the future: (whenever that is..) For Project X, it could be useful to force a max frame rate of 25 in PAL (30 or 20 in NTSC), so it is a little more stable. Now it can go from 50 to a little below 20 (in very specific points of the maze, looking in specific directions and with 2 objects active.. but maybe I can optimize this worst case), so that variation may bother some people. In general I would say the average goes between 25 and 35 fps. So maybe locking the upper limit could be another option. Also, for any movement logic, is better to have a stable frame rate, but you can also solve this moving the logic to an interruption. The next step would be using better graphics for the objects, and that would require more complex clipping and lots of sprite frames . This can be done using P/M's, or char based software sprites in Project X (there is space for that), or just software sprites, in Project M. I also need to move the optimizations and the object code to Project M, but maybe it would be more productive to start migrating everything to a cartridge. Regards!
  2. Finally compiled everything and finally got all of the data put into a menu menu'ing hierarchy I've wanted to implement for a long time. RAINBOW page will be updated soon. Waiting for some documents to come from Kevin Savetz and I have a bunch of chip tape outs and other materials I'll add in. The AMY stuff is already up in the RAINBOW page. http://www.atarimuseum.com/computers/aed/OMNI/
  3. This is something I’ve kind of wanted to have (or otherwise, to make) for a while. Which is to say, a good TI-99/4A “soundtrack” which is in effect just a collection of longer uninterrupted and continuous musical compositions (hence, almost inherently, title tunes) for classic TI-99/4A games. Especially Alpiner’s, Midnite Mason’s and Protector II’s title screen music really made an impression on me, back in the day. So good I barely wanted to leave the title screen. In the present day, there are homebrew games and demos which are absolutely killing it, when it comes to TMS9919/SN94624 musical compositions. But I wanted to revisit some 80s era classics first. I can definitely see how a “soundtrack” of the best of all eras, or the best of the modern era, would be desirable, though. Including glorious stuff like Bouncy’s Obstacle Course and Flying Shark and Tursi’s Mega Man 2 conversion and what have you. But that feels like a different category from what are, in these cases, mostly PSG translations of classical or traditional music. I also didn’t include any jingles or fanfares or otherwise very short compositions, here. Or any which I simply don't find very listenable. Title List in play order: Alpiner Anteater Jawbreaker II Midnite Mason Mouskattack Protector II Slymoids Arcturus Blasto Hustle St. Nick Driving Demon Ambulance Hangman Hen House Junkman Jr. Rotor Raiders Tombstone City Tris Yahtzee
  4. The real danger with periodic sales is people start expecting them and waiting for them. If a game has gone on sale for 50% in the past, I'll just wait for the next sale rather than buy it now. As cheap as Amico games plan to be, I would think Tommy is more concerned about protecting the value than making a few extra sales. He's mentioned they're going pretty low margin to keep the price down, so even a 25% sale might mean selling at a loss.
  5. He must have finally run through his list of games that he wondered would be on the Amico. With that in mind, this was the next logical question... 😄😆😂🤣
  6. Cranker, I couldn't have said it any better! This is a unique situation seeing a CEO interacting and trying to please and satisfy anybody (which, of course, can't be done). Honestly, when I first heard about Tommy's project I thought "Nah, this is never gonna work" - in the meantime, after realizing how passionate and enthusiastic he is and seeing his every word absorbed in the best possible way by the folks gathering round here, I definitely believe the AMICO is going thru the roof as soon as it hits the stores.
  7. Hey Tommy, This is becoming par for the course today and as such I find myself in a super fortunate position to pay it no mind whatsoever. I'm not social media savvy at all...but i got twitter, this forum profile, and check my Facebook all the time just to be a part of this. I personally think this thing will be crazy big and for all the reasons you've said so far in all your interviews. You have changed some of the things you've said in interviews...but as a guy who has seen almost all of them I can also vouch that you've remained over 90% consistent and most of the changes you've made have been great changes that will allow your machine to be better, more user friendly, and more fun all around. In my own sphere I told my wife about this and she said "We don't need another console"...I told her she can connect her cell phone to it, showed her the dice rolling video and told her you were going after Q-bert and she said "I mean buy it". Friends of mine all hardcore, many early Atari adopters were laughing at this and then I said "they're redoing Archon and Lode Runner" and they said "Oh shit really?!? Keep me in the loop". You dropped the Night Stalker and the Astrosmash videos and one of my buds from the last sentence bought a Founders along with the two I bought...another one is interested in the VIP edition you have coming next and is pissed off he missed the Founders. The big win for me is my daughter Tommy...she saw your night stalker video and said "when are we getting that one...I love the music...can we all play together at the same time!!!"...then the same story with the Astrosmash vid. My family is all looking forward to this thing. Whoever this guy is he entitled to his opinion even if its based in misguided feeling rather than fact...I feel bad for the guy...but i'm willing to leave it at that because I'd rather talk about all the innovations, ideas, and games games games you have coming our way! Anything else is a waste of text Your team is world class, you're hitting all the chords, coronavirus is super unfortunate for everyone and everything, don't get dragged down by negative types, you can't please everyone...you'll have to settle for the 3 Billion you can please Cheers, best to the Intelliteam, and Thanks so much for answering all our questions!!! The Wren
  8. I agree and I don’t expect or even want sales, especially in the first year. They need to make some money. If they don’t, we won’t be getting good quality games . To me, the software is already very cheap and I do have some concerns That the developers won’t make enough money. Remember we are not dealing with the same user base and the big 3 and they can not absorb losses in the same way. The last thing I’m concerned about is sales . I want quality games.
  9. They keep making all these press releases, and the usual suspects make posts on IGG or social media about what great news it is. But this stuff NEVER amounts to anything tangible to backers. The news in the press release is actually pretty bad when you think about it. They said they would have at least 11,000 consoles shipped by the end of March. Now, they might have 500 made by that time. The rest? Who knows. The rest of the release is just jibberish. I hope no one really believes this bunch has the ability to produce and manage a cryptocurrency.
  10. Zipped TIF format images of the manual for: Myarc MEXP-1 Memory Expansion Card for you to print, read, OCR or PDF. This manual covers the 32k, 128k and 512k models. Note- there is an extended section on using DATA files in Basic/Extended Basic which may be helpful if you are struggling with file access using floppy disks. The 512k model could be configured to be used as normal 32k expansion plus a ram disk plus a print spooler. The contents of the ram disk disappeared on power off. The ram disk could be used in any language or module that allowed you to use a device name "RD." instead of "DSK1." OR it could be configured at the comand line to emulate DSK1. for those programs that did not allow RD. And for limited programs such as Multiplan which looked for DSK.TIMP, you could also have the RAM disk emulate disk DSK.TIMP. There is also a note in the manual regarding assembly access to the ram banks- the 128k and 512k cards had 96k in four banks. From memory I think the Funlweb operating system could use this to tuck part of itself somewhere safe. Myarc Extended Basic OS used/required the card but the card was very useful without Myarc XB.. Myarc_Mem_Exp.zip
  11. Even Gamestop's hopes are not high. 😷 https://www.gamestop.com/video-games/arcade/products/atari-vcs-800-onyx-base-system/10178640.html (scroll to bottom)
  12. This is why it's rare Sent from my LM-G820 using Tapatalk
  13. Please keep politics out of this and all discussions on AtariAge. There will be no further warnings about that in this thread. Thank you, ..Al
  14. Meh. I'm a small fry compared to big hitters like our Flo! 😎 It's not a competition young man! 🧔
  15. Thanks to the help of a nice user here my Atari is complete again!
  16. I am definitely "LAUGHING NOW!!!!" Jerry ... and it's got nothing to do with the markets. A new announcement from Ataco up at ATARI Investisseurs, including new game launch details, Ashoebox manufacturing update, Atari Token details and Casino dribble. Some interesting details. If you like taco's, CLICK HERE.
  17. https://www.arcadeshopper.com/wp/#!/Bounce-N-Pounce/p/179773047/category=0 [emoji4]
  18. Hi Tommy. Two quick questions. When will the interview with ReviewTechUSA take place ? Will the next trailer will have game sounds or will it be "music playing in background" ? By the way, it could be great to have an exclusivity during the interview (a few seconds of the next trailer !?) to attract viewers for his video with a catchy title. 😉
  19. Yeah, me But I'm still waiting for PCBs from China, I'll put them assembled on my Tindie when they come.
  20. It seems to me that they will want to avoid this. A big part of the physical games is probably to give retailers an additional reason to carry the console in the store... think "store exclusives". Yeah, the retailers are making decent money on the console sales (especially compared to the big 3), but IE is, for now, an unknown player. If IE can say to the retailer "Hey, look. I've got this $30 physical media game you can sell, and it only costs you $10", suddenly the retailer is a lot more interested in the console and all of its associated merchandise. If IE also says to them "This physical game is exclusive to your store, no other retailer has access to it", then the store executive is going to be begging for the system.
  21. @Spriggy, I'm shocked you haven't "won a day" at AtariAge since December 23th... Imagine what would happen if Tommy Tallarico did not post that much!
  22. This might have been asked before, but about purchasing digital games: how is the system going to be set up? I mean like will there be separate stores for each country or just like a master storefront with language/currency display options? What about region locking? Each country has its own Switch eshop and each eshop only accepts cards from that specific country. I don't use my US bank or card anymore since I get paid in my Japanese bank and don't want to bother with international transfer fees every month, so it's annoying to buy stuff on the US eshop since I have to go to Amazon and buy one of those prepaid card things to put the money into my account. I am very glad they email you the code now instead of having to get it in the mail. I'd rather pay more money to import physical games from the US than buy digital games, but in some cases there is no physical release like with Sonic Mania (before it actually got one, anyway) and I have no choice. I think the PlayStation store actually lets me use my Japanese card, but it's been so long since I bought anything there that I completely forgot. No idea what Xbox does. Steam doesn't seem to care as long as it gets your money. By the way, Steam is actually region locked and that is one of the biggest reasons that I hate Steam. Want to buy Metal Gear Rising, a Japanese game made by a Japanese company, when you are living in Japan? Too bad because you can't. Same with Sonic CD and many other Japanese games. Can't get Shogun 2, either. Please don't do this, but since you are publishing everything yourself, I don't think this should be a problem.
  24. Your ATR is correct in itself. I booted it successfully from SIO (using RespeQt, at 57600 bps) and from a real HDD (IDE+ 32 MB partition). So the problem must be in the configuration of your SIO2SD. Maybe the serial speed you selected is still too high for SpartaDOS, try something like 52-57 kbps (POKEY divisor from 8 to 10). By the way, many programs you have collected on that ATR in the SD_UTILS directory are SpartaDOS X programs which will not run under SpartaDOS 3.2. For example: CONFIG, ECHO, INIDOS, KILLDIR, MDUMP, NEW, RUN, TOMS, TRACE, TTD, VIEW. Most of them is so old that I doubt if they could run even under modern versions of SpartaDOS X. And, by the way... Seeing KILLDIR.COM in there truly touched my heart. It was my first ever program written for SpartaDOS X (then version 4.20) with the use of the SpartaDOS X library calls and compiled into the native, relocatable SDX binary format. I still have the source code, it is dated 21 Sept 1993, which must have been the day I last touched it. Since there was no appropriate assembler which would allow to generate the relocatable binary (no Mads, not even Fast Assembler yet), the source code is named KILLDIR.M65 - yes, MAC/65. All the fixups and stuff generated as blocks of .BYTE data, plus probably a helper program (I do not have it) which fixed the header afterwards. We had no information on the SDX internals (nobody had, as far as I know), so all the stuff: that it is there, what it is, and how to use it, had to be gathered first by analyzing the binary code. The program lives until now, cleaned up, debugged, enhanced, renamed, compiled with Mads, but still the same: it is CAR:DELTREE.COM in the current SpartaDOS X distributions. MDUMP.COM is probably mine too, and I too still have the source: same M65 format, same stuff as above. And it is MDUMP.COM until this day (CAR:MDUMP.COM). Man, people were doing such stuff when the world was young
  25. Oh shit, and that's been out for a while! So why can't so many people boil water without producing soggy Ramen Noodles or follow directions on a box or can? 🤣
  26. We could name it the "Jimbo" (runs and ducks for cover)
  27. Thanks man. Once I clear some things out and get set back up for success, I'm gonna get myself back into some coding. I have issues with accumulation... not just computer stuff, but many other things as well. I need to de-clutter the world around me. Then I will be able to enjoy my hobbies more.
  28. Ok. I got a hold of Tommy Tallarico's police report (hey it's public knowledge) It says here he's been convicted of "stealing hearts and breaking records". Well there you have it. Another Italian with a winning rap sheet. Too bad I'm Irish. 😔 At least I can live vicariously through him though. Sigh. To be that close to John Alvarado. 😎
  29. Thanks Greg. I'll be putting several items up over the next week or so. Likely to be included in this set of auctions are: -Funware collection (already up) -Mechatronics XBII+ with manual (already up) Coming this week or next: -MG GRAM Kracker (in original box, new) -Super Sketch (in original box) -Red Baron cartridge -Miner 2049er cartridge -Plato Interpreter cartridge -Large lot of sealed PagePro software and add-ons I also have many non-TI-related video game lots coming up including a rare boxed Sears Intellivision with 50+ games, and an Intellivoice module. Also will be selling a gorgeous, boxed, complete Tandy 102 Portable with all the case candy. This one's a gem. Im not getting out of the vintage game/computer world, but I need to reset my priorities. My loss is your gain.
  30. Not directly Amico related (although GameStop has been rumored to be an Amico retailer) but certainly interesting - Reggie Fils-Aime (was President of Nintendo of America until retiring about a year ago) has joined the board of GameStop (and several other board members are leaving): https://venturebeat.com/2020/03/09/reggie-fils-aime-gamestop/
  31. Are you being sarcastic? I genuinely can't tell at this point.
  32. Yeah LordRayken is just one of those people who doesn't realize the messy development path that all projects (especially complex ones like, you know, developing your own freek'n game console) goes though. Excited for the good news but panics at the thoughts of production difficulties or E3 being cancelled or insert any other bump in the road. Your right, that is why most companies hide all development progress, but I am so glad you didn't do that. Your confidence in the project's final destination has shown through from beginning to end - most folks here know not to sweat the details in between. As far as Fiasco & Tony (you are lucky you missed Tony's hit piece he posted twice - it got removed by two different mods) is they have a selfish ax to grind while both are trying to cloak themselves in "outing the truth" about the the Amico. It seems that them lying and trolling is perfectly OK in their search for that "truth" - disgusting.
  33. Tom Hudson (@Klankster) was a technical editor for ANALOG computing and wrote some A8 games, including Livewire!, Buried Buck$ (eventually published by Imagic as Chopper Hunt), Planetary Defense (updated in 2012). He programmed Solid States, a 3D object viewer and 1020 plotter printer, published on Analog Computing magazine February 1984 issue #16. Eventually he developed DEGAS (1985), co-developed CAD-3D (1986) and Cyber Studio (1987) for Atari ST and then the famous 3D Studio (1990) for PCs. Analog Computing magazine and Solid States program are available on the net but AFAIK the two 3D examples (pyramid and 3-d space shuttle) aren't included so I typed in the data. Screenshots from Altirra emulator: I attach two disks with Solid States (Atari Basic and Turbo-Basic XL, faster). Solid States (1984)(Analog).atr Solid States (1984)(Analog)(TBXL).atr Eventually two articles appeared on Analog Computing June 1984 issue #19 and September 1984 issue #22, with enhancements (animation, print) and readers objects (Atari 800, X-Wing, Tie Fighter etc.). Thanks Atari_Ace for the heads up. I made a PDF with the three Analog Computing articles: Solid States (1984)(Analog)(manual).pdf You can read the articles in html format: issue #16, #19, #22. It would be nice to enter the data from issue #19 and #22 and design an Atari logo. Solid States inspired Super 3D Plotter II (1985, Elfin Magic Software). Manual - Download. The author Rand Constan wrote on the manual: "I wish to thank Tom Hudson and A.N.A.L.O.G. magazine for finding and publishing the "SOLID STATES" program, as this was in fact the original inspiration to create SUPER 3D PLOTTER". In fact on the disk there is the above Solid States 3-d space shuttle and there's a Basic program to convert objects from Solid States. More infos on Tom Hudson and 3D Studio ancestors can be found here: https://en.wikipedia.org/wiki/Tom_Hudson_(programmer) http://www.klanky.com/ https://doudoroff.com/atari/index.html https://knowledge.autodesk.com/support/3ds-max/learn-explore/caas/simplecontent/content/autodesk-3ds-max.html
  34. https://www.youtube.com/watch?v=mdh5zU1J4Kk This is a compilation of every Atari game to be released on more than one of their cartridge-based consoles. If it was released on a combination of the 2600, 5200 or 7800, it's on here.
  35. Tommy, With the physical games, will they be sold on the IE website as well? Also will some of the physical games be exclusive to the IE website?
  36. As long as you know how to cook bacon you are good.
  37. Americas Test Kitchen on DS was neat. Worth the $2 new I bought it for. Don't think it would revolutionize the cooking world.
  38. Anyone ever see the 'Untitled Goose' game? What about an 'Untitled Tallarico' game? You are Tommy going through a city if people all of whom have ideas for a new console. You have to somehow get their ideas and take them back to your headquarters to build the perfect machine. But watch out for the trolls and naysayers. You have to Metal Gear Solid around those people all stealth-like. Instead of "honk honk" you could just have Tommy saying "Amico " in different ways (like as a question, a statement, a curse and an 'aha' moment) 😆
  39. Some major real life skill sets absent from a lot of young people today. If a cooking game will help inspire/teach them how to cook in real life, I'm all for that!
  40. Easier said than done since the address listed isn't actually the correct address. Last time I had sent mail to them it had come back undeliverable and the phone numbers were also disconnected, called to get a current address but couldn't even get that. It's amazing that anyone is able to do business with them.
  41. LOVED Temple of Apshai! Played it a LOT. Epyx FTW!! We have contact. Summer Games anyone? Next interview will be a big one! With Rich over at ReviewTechUSA!!! Over 800,000 subscribers on YouTube alone! Yes... the new trailer has the dice rolling stuff in there! Just edited it in last night!
  42. Speaking of old PDubs I think we are past the point of his banishment from this thread aren't we? After a certain time frame should things like bans and moderated posts be lifted? Maybe he is ready to have some tacos.
  43. Yes, however even after a patent expires, you have what’s called Trade Dress (the look of a product) however just like trademarks, trade dress has a 3 year non-use abandonment clause. Atari stopped making the classic 77/78 joysticks in 92 and by 94 the patents had expired. 96 Atari ceased to exist and was merged into JTS which ran a division called Atari Interactive. In 98 Hasbro buys all the game copyrights & IP from JTS, Infogrames buys Habros gaming assets - Atari Interactive among them. So from 96 through 2001 Atari is a software only company. No hardware has been produced. Their last know hardware - the Jaguar is the only thing people remember of Atari and the only controller is the Jaguar controller. Atari has abandoned its trade dress on its joysticks, it can’t argue Residual goodwill because everyone in mainstream culture has forgotten about Atari, it’s been a software company for 5 years straight until the Jakks Pacific 10in1 license. On their console, that’s a lost cause... Atari back in 1984-1992 abandoned the entire trade dress of the 77-83 VCS design, in 83 Atari itself abandoned its wood grain usage. Most of the mainstream public only knows the 2600 as the wedged shaped 2600jr design. Atari has ZERO standing on that. This case is a no win for them.
  • Create New...