Jump to content

Leaderboard

Popular Content

Showing content with the highest reputation on 07/14/2020 in all areas

  1. Here are some Atari diagnostic and other dumps. I didn't photograph all of them. The Expandovision cart I tried multiple dumps just in case. It would not start with Altierra and I think it did the same on real hardware. Perhaps it's waiting for a handshake from the Expandovision device. It has no label. In fact, I can't be certain what exactly it is. The unknown board has 4 eproms. I believe I couldn't get it working on real hardware (tested on an 800xl only). I included multiple dumps, I was trying everything I could. Enjoy. @Rom Hunter A8 - 810 disc field exerciser 16K.bin A8 - Atari 1200 Super Salt Rev A.02.bin A8 - CPS Super Salt Master Rev. A.bin A8 - Direct Access Program Cartridge 800XL 16K.bin A8 - Disk Diagnostic Test Cartridge.bin A8 - Expandovision 8K.bin A8 - Expandovision 16K.bin A8 - SALT Tune FST Paddle Jitter Test16K.bin A8 - unknown 32K.bin A8 - unknown 64K.bin A8 - unknown.bin
    11 points
  2. I bought this as a lot recently. Here are the dumps of all the carts. One of them didn't work in Altierra. I have attached photos of the carts, which for the most part are not very exciting. @Rom Hunter A8 - Computer Orthoptics - Therapeutics.bin A8 - Computerized Perceptual Therapy - Auditory Visual Orientation.bin A8 - Computerized Perceptual Therapy - Computer Pegboard.bin A8 - Computerized Perceptual Therapy - Directionality Visualization.bin A8 - Computerized Perceptual Therapy - Perceptual Speed.bin A8 - Computerized Perceptual Therapy - Peripheral Awareness.bin A8 - Computerized Perceptual Therapy - Spacial Orientation.bin A8 - Computerized Perceptual Therapy - Tachistoscope.bin A8 - Computerized Perceptual Therapy - Visual Closure.bin A8 - Computerized Perceptual Therapy - Visual Coding copy 2.bin A8 - Computerized Perceptual Therapy - Visual Coding.bin A8 - Computerized Perceptual Therapy - Visual Concentration.bin A8 - Computerized Perceptual Therapy - Visual Diagnostics.bin A8 - Computerized Perceptual Therapy - Visual Memory.bin A8 - Computerized Perceptual Therapy - Visual Motor.bin A8 - Computerized Perceptual Therapy - Visual Scan.bin A8 - Computerized Perceptual Therapy - Visual Search.bin A8 - Computerized Perceptual Therapy - Visual Sequential.bin A8 - Computerized Perceptual Therapy - Visual Span.bin A8 - Computerized Perceptual Therapy - Visual Thinking.bin A8 - Computerized Perceptual Therapy - Visual Tracing.bin
    10 points
  3. I dumped a bunch of Romox ECPC carts, some of which may be WIPs or unreleased or available and you've seen this all before. I don't know. I have images of the carts, but they are 2mb each and failed to upload. Further analysis appreciated. Enjoy. @Rom Hunter A8 - Beat It Mar-9-86.bin A8 - Castles & Keys Final.bin A8 - Castles & Keys.bin A8 - Dancing Feats Dec 08 83.bin A8 - Flapper.bin A8 - Maniac master Mar-9-84.bin A8 - Porky's.bin A8 - Retrofire.bin A8 - Ripper 9-15-85.bin A8 - Topper.bin
    9 points
  4. Figured out that drag and drop wasn't working for the pictures. So here they are.
    7 points
  5. Good morning everyone! As we speak I am continuing to print cases for the new batch of Lock-On 2600s. This weekend I fractured a bone in my right foot so I may be a week late on shipping these. I am hoping to have these ready ASAP. Thanks for understanding!
    6 points
  6. Here's my "something went 'kaka' checklist": 1. Check and touch re-flow all solder points on the bottom (maybe you missed *A* pin or got a cold solder somewhere or a small small bridge) 2. Doublecheck pins and insertion of parts (pins off by one, legs bent and not in the socket) 3. Check pin 1 orientation on EVERYTHING and check it with the SILK screen, not the socket. Lord knows I have reversed a socket in my day and didn't notice until the chip went in socket-oriented and not board-oriented. ESPECIALLY the SIP Resistor networks. 4. R & R daughterboards (U1M, UAV) especially since that U1M has been repaired. At least I am assuming it has been repaired since there is an empty pin and a jumper wire on the MMU connection. 5. R & R the 40 pin LSI with known good. 6. R & R the PIC chips with known good. 7. Crystal contact insertion with the SIP pins 8. Prayer, Mr. Saavik, the 1088 don't take prisoners. 9. Jumpers 10. R & R other socketed chips. 11. Start over at the top and make sure I really did all of the steps instead of saying to myself "Oh, that's not it!" because as soon as you say that, it is.
    5 points
  7. Hi Tix, nice pixeling. Within the released source the sprite sheets have the separate 2bpp shapes and the 1bpp overlay shapes. As mentioned in the PM the sprite sheets don't contain the colours, that's dealt with in the code, it's just the shape data. The overlays which provide the 3rd colour are each one player and its associated missile for 10 pixel width so there are some edits required with your new sprites. I wasn't intending to revisit Bomb Jack but now that you've brought it up I'm contemplating whether I should pull the game apart and totally rewrite it a different way.
    5 points
  8. There is no scenario where it can be a retail success because they're basically selling something that's going to perform worse than even the base models of PS4 and Xbox One that sell for much less and have well-established killer libraries and services. A killer game wouldn't sway much of anyone, because even with a killer game, there would be no other titles to follow it up with. As it is now, there's not even a SINGLE exclusive on it, killer or otherwise. And frankly, I don't see how such a thing would be of help to them anyway, so no reason to worry about the investment. As of now, and since they never did come up with a raison d'être, the people who are going to buy it or not don't really need more convincing one way or the other. Only Atari knows the answer to this, but it may very well be that they already accomplished all the business-related goals for this they cared about and its OK that the VCS has already sold the majority of what it's going to ever really sell.
    5 points
  9. People have been waiting, they will lose it sooner or later
    5 points
  10. Obvious thoughts, by Atarian7: "The coronavirus sucks."
    5 points
  11. 5 points
  12. And the complete sprite-sheet ! Apart from some robot frames that I have marked (and don't know the use for), everything is new, my idea is for all the robots to have the same colors (black, red, light grey), but here I kept them white, as the old sheet had them. @Tezz if you want to use them, be my guest ? old.Spritesheet.bmp vs My.Spritesheet.bmp vs
    4 points
  13. In my opinion, the transition to 3 colors only, do them good ! I went with hard black shadows, and light grey, so if you try really hard you can take them for metallic objects.. ? These completes the enemies, Jack is already done, so some secondary pieces left to do..
    4 points
  14. Day 1: This game is hard. I have the invisible aliens! Guided missiles are rough. Going to try and play every day and see how I can improve.
    4 points
  15. Ed in the house.... wazzup dude? See guys 100k+ is VERY possible... ?
    4 points
  16. Note that it proably makes sense to add the possibility of an opening, especially for those planning to use it in TIPI mode--as the SD card slot is in there.
    4 points
  17. This was my 1st game. I took about 10 more attempts & couldn’t beat it. It felt nice to play Space Armada without a sore finger... (until the 2nd game)
    4 points
  18. Last Tuesday, batari Basic turned 15 years old! here's the original post by @batari Thanks batari! Now I feel old! happy15bB.bashappy15bB.bas.bin
    3 points
  19. Have a look at the "patchrom.cpp" (and "patchrom.h") file of my highspeed SIO patch, esp the update_rom_csum function (and the get_csum1/2 and update_checksum_block functions it calls): https://github.com/HiassofT/highspeed-sio/blob/master/patchrom.cpp#L135 so long, Hias
    3 points
  20. I need to strive for a no death run of the current beta to see what kinda times are possible. I'm guessing about 20 seconds can be shaved off and that a flat 6min run is very possible in the current beta. If you don't worry about the lives, you can skip the extra potions..etc to shave off even more. Just have to be more careful with the timing of things.
    3 points
  21. Here are clean hi-res (480dpi) scans in TIF format for you to read, print, OCR or pdf for: PHM3118 MINUS MISSION in two zip files- quite a large manual at 72 pages. (c) 1982 Texas Instruments, Manual back cover (c) 1983.. Joysticks optional. The second zip includes the green module label at 720dpi, but the original label is very unsharp to start with. This is the EU five language version, Eng, DE, I, NL, and F. The front cover and every other page has two words of French. The inside front cover has two paragraphs of Swedish- anyone from Sweden looking for "Las detta forst" is out of luck. Subtraction 0 to 9, with numbers 0 to 9. For US school grades K to 6, approx age 5 to 12 next project- one or two Asgard manuals for disk programs, then another DLM module... MinusM_Pt1.zip MinusM_Pt2.zip
    3 points
  22. You can use almost the same code if you are doublebuffering the display. I found forcing a restorescreen and then a doublebuffer flip worked well and prevented artifacts in exactly the same way as Matt's code. In EXO I'm retrieving screens stored in another bank so I'm going between banks on each screen change. This method eliminates artifacts and colour ghosts (where the colours remain plotted for a frame the same as the previous screen before Maria catches up - it looks "rough" if you have contrasting colours without a dimming routine). Clear_Palette BACKGRND = $00 P0C1 = $00 : P0C2 = $00 : P0C3 = $00 P1C1 = $00 : P1C2 = $00 : P1C3 = $00 P2C1 = $00 : P2C2 = $00 : P2C3 = $00 P3C1 = $00 : P3C2 = $00 : P3C3 = $00 P4C1 = $00 : P4C2 = $00 : P4C3 = $00 P5C1 = $00 : P5C2 = $00 : P5C3 = $00 P6C1 = $00 : P6C2 = $00 : P6C3 = $00 P7C1 = $00 : P7C2 = $00 : P7C3 = $00 clearscreen savescreen restorescreen doublebuffer flip return
    3 points
  23. I finally got to test out my Lock-On this weekend, and it worked great. I'd actually been thinking about building something like this for myself with wires and a donor cart(s). I'd also looked at getting one of those Game Brains to serve the same purpose, but buying this was simply cheaper and easier. I love it. The community was probably overdue for something like this being widely available.
    3 points
  24. Here's wishing you a speedy recovery. To be honest I don't think I'd be able to build and ship anything with either foot so you're clearly skilled to be able to do that with just your left. ?
    3 points
  25. I stumbled accross this and thought it might be interesting to share: https://retrobrewcomputers.org/n8vem-pbwiki-archive/0/35845334/48860720/33053543/SRAM Replacement for TMS99x8 VRAM.pdf
    3 points
  26. Honestly, if it were not for it being a subscription service (God I loathe being forced into buying access to a game on a reoccurring monthly basis) a lot of the games they demoed look like things I would enjoy playing. I do sometimes enjoy massive world games like Zelda, Fallout and Skyrim; but sometimes you just want to pop in a game and be playing seconds later. This is exactly why my 2600 is hooked to my TV and still sees a lot of use. The Atari Box also still needs its 'Halo', 'Sonic' or 'Mario' system exclusive game if it is going to be a retail success. This latest announcement is more in my line of gaming interest; but certainly not to the point where I would be considering dropping 400$ on a console for it. Especially when it is locked behind 4.99 a month paywall and once again is something that can be accessed on pretty much any device with internet capabilities.
    3 points
  27. The games look like just ordinary flash games. The free version limits to only 11 games unless you cough up $5 per month, but still the games don't seem very appealing.
    3 points
  28. Just 1 day in, already big scores (HIGH SCORES) 1. 148,710 Rickster8 2. 103,190 ed1475 3. 42,900 Ace24 4. 23,660 IntyFanMatt 5. 20,420 JacobZu7zu7 6. 740 jblenkle
    3 points
  29. Thanks for let me know!. I will not post an correct update yet because I am migrating it to a bankswitching scheme, but I found the cause of the issue and corrected it.
    3 points
  30. I cleaned up and updated my Tutorial Blog’s first lesson, Learning fbForth 2.0, Lesson #1. Let me know what more I should do to make it better. ...lee
    3 points
  31. Now with my shiny old controllers cleaned and replaced onto my working console today My newer controllers would hang slightly and not get good action, so they are now connected to my broken system. ? 1st try, with 100% controllers. Already 10ks higher then last season, 20,420 (Game)
    3 points
  32. Well no matter: their house, their rules. Just surprised it took them this long.
    3 points
  33. Hi! The idea is to split the 3D object in triangles, then draw each (filled) triangle in turn. - If you draw triangles from the farthest to the nearest, you must paint each new triangle over the ones that are behind, removing them from view - this is the https://en.wikipedia.org/wiki/Painter's_algorithm - If you draw triangles from nearest to farthest, you must only paint over background and avoid painting over the ones already painted - this is the "reverse painter's algorithm" The first method is usually the faster, as you don't need to test each pixel before painting it. After you made it work, a common optimization is to only paint triangles in which the normal (the direction which the triangle is facing) points toward you, as you can assume that triangles pointing away from you are not visible. So, you only nee three algorithms: - An algorithm to project all triangles in the scene, converting the coordinates to screen coordinates - this is called the Geometry Pipeline in modern graphics, and it is done by the "geometry shaders". - An algorithm to sort all triangles by the distance to the observer. - An algorithm to paint a triangle given its three points (in 2D, as those are already projected) - this is called the Rasterization Pipeline in modern graphics, and it is done by the "pixel shaders". Modern 3D hardware you don't sort triangles, instead a buffer holds the distance from the observer for each point (the z-buffer), and the rasterization performs a test on each pixel before painting it. Note that if you are only drawing a convex object, you don't need to paint the triangles, if you only draw the triangles with the normal pointing towards the camera the object will appear ok. But convex objects are not fun . Have Fun.
    3 points
  34. Amaurote(Disk Version): -------- Take No Damage = [8DAC63D8:EAEAEAXX] Gremlins: -------- Infinite Lives = [75C65E:XXEAEA] Kill The Timer = [00C960:XXA930] Hardhat Mac: ----------- Infinite Lives = [CEB14D:A901EA] Freeze Bonus Counter = [CE1C58:EAEAEA] Super Cobra: ----------- Unlimited Ships = [B48888:XXXXEA] Unlimited Fuel = [07C697:XXEAEA] Surf's Up(DISK Version): ----------------------- Unlimited Boards = (All Three Of The Following) [C6C7A5:EAEAXX] [00A5C2F019C6C7F0:XXXXXXXXXXEAEAXX] [60A5C2F019C6C7F0:XXXXXXXXXXEAEAXX] Star Trek: --------- Unlimited Ships = [0DCEE506:XXA901EA] Preppie: ------- Infinite Lives = [0DDECB0A:XXEAA902] Kill The Timer = [21CE0120:XXEAA901] Preppie II: ---------- Infinite Lives = [D69B10:A901XX] Unlimited Cloak = [C6DF20:EAEAXX]
    3 points
  35. Demonstrating: - new intro screen - debug mode command: level selection (all 5 levels implemented) - collapsing walls: activated when player walks by an invisible trigger in certain screens. Creates a persistent obstacle to movement. - new gfx for rescued people inside cells
    3 points
  36. Also I've decided to, through suggestion, to keep one cart of every game I have for my 5200. I do have some duplicates, if anybody is interested in trading some 5200 games for some 7800 games, let me know. That also goes for hardware, I have lots of controllers, power supplies, weird 4 port rf boxes, etc. I might need a power supply and some controllers for the 7800. All I have right now is the one in the picture and 2600 and genesis controllers. The one in the picture is pretty sweet, huh? I got it in an ebay lot years ago.
    3 points
  37. 25,030 Emu connection fixed. I'm back in the game! ? I'm glad, too, 'cause I really like River Raid. .
    3 points
  38. I haven't bothered to print out any ASCII art since about 1982 (through a VAX terminal, no less). Is anyone still working on these? Are there any new and notable ATASCII examples worth printing out?
    2 points
  39. I have added a new page of documentation on the Wiki showing additional commands added to the R: device, specifically: * 0x4C ("L") bind a TCP listening port * 0x4D ("M") close the TCP listening port. * 0x4E ("N") toggle whether to lock baud rate from further CONFIGURE changes. These commands augment the existing Atari 850 compatible commands to account for the fact that it's running as a TCP/IP device. Of special note, baud rate lock was added to allow certain BBS programs to consistently run at a particular baud rate, e.g. BBS Express, which tries to intelligently change baud rate to match the caller based on the initial barrage of CR/EOL characters. The 0x4C command is implemented in RLISTEN.COM, in fnc-tools, and the source code is pasted in the page above, for programmer reference. The 0x4D command is implemented in RULISTEN.COM, in fnc-tools. The 0x4E command is implemented in RBAUDLOK.COM, in fnc-tools. Examples: to listen for TCP connections to R: on port 6502: RLISTEN 6502 to stop listening for TCP connections to R: RULISTEN to lock the baud rate of R: to 2400 baud: RBAUDLOK 2400 to unlock the baud rate of R: RBAUDLOK UNLOCK More coming, so much to do... -Thom
    2 points
  40. I’m gunna play, I’m just kidding since there is no way I’m ever gunna get close to that score.
    2 points
  41. I like River Raid, but this is one of those games that I fail miserably at when using the keyboard. I think it has to do with the fact that switching from left/right inputs nearly immediately causes the plane to keep its velocity. Because of this, I have a tendency to crash into the canyon walls. The normal Atari joystick has more of of throw to it, so it isn’t so easy to accidentally switch directions and keep your speed. Looks like I am going to have to find my Flashback 2, and fire it up.
    2 points
  42. Damn! I didn't remember that. But that was 13 years ago. I can barely remember what I did 10 minutes ago... Damn! I didn't remember that. But that was 13 years ago. I can barely remember what I did 10 minutes ago... Damn! I didn't remember that. But that was 13 years ago. I can barely remember what I did 10 minutes ago... ?
    2 points
  43. Not surprising, considering I got banned simply for quoting their infamous "summer has just begun" games non-announcement last year.
    2 points
  44. I printed the bottom of the rev A enclosure last night, and received the speech synth in the mail today. Initial test fitting shows I need to give another hole location at the top left corner of the speech card (with it oriented top up, and in line with the TI, with user seated at keyboard) and that I need to give relief for the legs of the thru-hole soldered components on the card. I installed a stand-off "The hard way" like I did with my initial experiment at that location. I will use calipers to measure the location of that hole on the side of the speech board, and implement the location in the models with an M3 standoff hole. The M3 style stand-off locations I implemented could stand to be .5mm larger; It required a considerable amount of beating to seat the stand-offs into the holes. (I modeled hexagonal holes and everything.) I modeled these holes based on dimensional drawings of an M3 stand-off, but apparently my printer likes to make holes a teensy but undersized. The thru-screw locations (that will hold the clamshell together) need to likewise be widened about 1mm in total diameter, as the head of a normal computer screw cannot be admitted. (While I guessed blindly on the diameter of the screw head, the thru-hole size is perfect. I used a normal M3 diameter size.) Test fitting with the speech card screwed down (with the RF shield removed; Initial design is not compatible with the RF shield. Since I am probably gonna roll a Rev B, and I now have the RF shield to measure in my own little hands, I will try to make it compatible with the RF shield) shows that it inserts into the TI just fine. There is a small air-gap at the bottom, as anticipated (Rubber feet yo.) It lines up just fine with the back of the unit, meaning my measurements with the calipers so many days ago worked out fine. An interesting consequence of targeting the speech synth like this, is that the enclosure could potentially be modified to fit the "Pi-Zero+Tipi in a speech shell" type project. I am thinking that once I have this thing the way I like it, I will order some appropriately colored PLA, and print it. (The nylon is good and tough, and good for prototyping, but it wont be as pretty in the end product, and it has a nasty tendency to warp. PLA is super easy to print, and will look real nice.) Pictures of the current iteration of the prototype coming soon. Here we go. The top part of the RF shield totally works. I believe I can make a deep recess in the bottom that can accept the bottom half of the RF shield as well. Then the RF shield can be retained. (The M3 standoffs would replace the heavy nuts and retention bolts used in the initial design, would hold the board down in the clamshell, and should work just peachy I think.) Pictures of the bottom half of the rev A design without the speech, and with the speech fitted, and with it inserted into the TI to test fitting location.
    2 points
  45. This is actually a common 'debate' technique everyone should be aware of in the modern day. It's used frequently by 'professional' bloggers to skew public opinion and sow discourse because it's much faster to shout untruths than it is to prove their false nature, and once your 'opponent' has compiled the evidence against the claim it can just as easily be falsely dismissed. That not only wastes the time of your opponent, but it demoralises them so they're less likely to argue back, then when nobody is prepared to argue against whatever agenda you're spouting you can use that as evidence that you're right. It's nothing new, hate-rags like the Daily Mail and The Sun in the UK have been doing it for years. They'll splash a ridiculous claim on the front cover that happens to align with whoever they can benefit from the most at the time, and then put some small print buried in the back a month later saying they didn't have all the facts on the rare occasion they cross the line where they have to legally correct it. By that point the damage is done, nobody cares to read the apology, and they're already ranting about the next false claim. The difference is that everybody but the densest idiot knows the Daily Mail can't be trusted, but when Joe Bloggs posts in the comments section of some website or other who's to say that's not what they actually believe? With that said I don't mean to imply kiwilove is trying to push an agenda against the 7800 for some reason, I just want to make people aware that this is a thing that happens and is reshaping the world right now. What I will however say, you @kiwilove have a good track record of knowingly or unknowingly using those techniques to waste everybody's time asking questions clearly with no want for an answer and to belittle the 7800 homebrew community. To put it bluntly if you are actually interested in discussion you do a piss-poor job of it because you're all mouth and trousers.
    2 points
  46. The same friend who sold the DS game is going to put up one of those Running Man posters with a handful of signatures. He's a night owl, it'll probably go up at an ungodly hour tonight. He sent me a pic though.
    2 points
×
×
  • Create New...