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Showing content with the highest reputation on 02/03/2021 in all areas

  1. A guy at work bought a book titled "How to Scam People on the Internet". He says after 6 months he still hasn't received it!
    14 points
  2. Video demonstrating some features of the upcoming release: revamped intro, new cut scenes, etc.
    7 points
  3. Hi guys... Just checking in... I have the following done: - If a Flagship attacks the player alone (no escorts) and makes it past the player off the bottom of the screen, it has 'escaped' the level and shows up on the next one. - I nixed modifying the sound driver. I made 5 different speed background drones. The number of enemies left dictate which one is played. @Synthpopalooza - thank you for the above post. I'll check that out soon... I'm almost done with the TIA sounds, although I'm not happy with my current enemy swoop sound. Need to work on that. That's the only one that might have to be different and start lower in pitch as I don't have all of the higher-pitched sounds. Also, just so you have it, here is the finalized sound index: $00 - Player Shot $01 - Used to quiet the channel for TIA (not used for Pokey) $02 - Player Explosion $03 - Drone 1 (Slowest) $04 - Drone 2 $05 - Drone 3 $06 - Drone 4 $07 - Drone 5 (Fastest) $08 - Enemy Death $09 - Flagship Death $0A - Not Used (I had something here but removed it) $0B - Not Used (I had something here but removed it) $0C - Final Enemy Swoop Loop $0D - Not Used (I had something here but removed it) $0E - Beginning Enemy Swoop $0F - Not Used (I had something here but removed it) $10 - Bonus Life $11 - Coin Insert (Pokey Only) $12 - Intro Music, Channel 0 $13 - Intro Music, Channel 1 Then, it's just making some kind of level indicator, and modifying the shot frequency, dive frequency, and difficulty ramping. Getting there!
    7 points
  4. sheddy_alice_blue_caterpillar.xex sheddy_pen_nib.xex
    7 points
  5. Will wait a little longer with downloading it, because sooner or later TIX (or playsoft) will do a new version with improved sprites, errmm, pm gfx and other stuff and name it Patrol Redux...
    6 points
  6. I’m glad to share my strategy ! It’s not really a pattern but a strategy. The cops don’t come out right away when you start the board so eat as many dots as you can and grab that free money bag. From there, since you’ve eaten a lot of dots, the second money bag will come out very quickly. Be ready. Grab that second money bag. by now, you’ve eaten almost half the dots and you basically got two free money bags. from there, I play very cautiously. My goal is to not lose a life. Especially going after a well guarded money bag. Or a well guarded prize. I repeat on every level. hope it helps! That’s how I play it
    6 points
  7. This score came about because I was playing Lock n Chase and becoming extremely frustrated. So I went back to Beamrider! ?
    5 points
  8. Hey @Omega-TI good jokes and all but you've got 4 of the 10 status slots. Make a thread we can all follow and add to.
    5 points
  9. 11,040 for gbag...just wanted to get a score in for this game...not good at the maze games
    5 points
  10. Quick Beamrider Update: (Updated to post #134) 172,750 - cmadruga [+3 broke old record and set new record][+2 beamriders club patch] 137,932 - bamse [+2 broke old record][+2 beamriders club patch] 80,184 - IntellivisionMaster [+2 beamriders club patch] 64,340 - biffman [+2 beamriders club patch] 63,638 - intellivision spartan [+2 beamriders club patch] ----------------------------------------------------------- 50,688 - jasonlikesintv [+1 beaming up] 50,094 - wolfy62 [+1 beaming up] 49,744 - player one [+1 beaming up] 49,442 - jblenkle [+1 beaming up] 47,406 - rickster8 [+1 beaming up] 45,900 - gbag [+1 beaming up] 39,792 - intyfanmatt [+1 beaming up] 39,362 - intelligentlemen [+1 beaming up] 33,280 - popsicle [+1 beaming up] 32,080 - rogerpoco [+1 beaming up] 26,000 - sneakyturtleegg 12,442 - fakecortex
    5 points
  11. Don’t sandbag us Sparty! Own that score. Even if it’s photoshopped hahahaha jk jk
    5 points
  12. I finally got my Aquarius set up last night! Picked up the TV for $5 just for the Aquarius, too. Thought it matched pretty well. The Aquarius bundle that I got wound up being super minty - boxed with all packing material. Seems like it was used *maybe* once before going back in the box. Fine by me! Here are some pics of my setup. I got a boxed data recorder, too, but that's not set up just yet - I'm waiting on the cassette cable to arrive (it was missing from the data recorder box, which I knew in advance of the purchase, I just couldn't pass up driving only 10 minutes from my home to get it...I bought a cheapish boxed Radofin Aquarius the other day just for the cable and the demo cassette - call me crazy...) Thanks, again, to @jaybird3rd for the Aquaricart, 32K RAM cart and BLBird! They are great. Looking forward to Aquaricart Volume 2 ?
    5 points
  13. if anyone is interested in the unShrinkler decompression procedure for Atari 6502, I have shared it here: https://xxl.atari.pl/shrinkler-decompressor/
    5 points
  14. Perhaps it has a 'Skunk Board'. ?
    5 points
  15. Week 1 Venture (40th Anniversary Game) Berzerk (Game 9) CLARIFICATION: No use of CHEATS, emulation advantages, bugs, cart frying or other variables that gives you an unfair advantage in this HSC. Please assume you have to follow the game difficulty and mode for the playing week/s. There cannot be any game enhancements or favorite settings to play in the 2600 HSC, unless you are given authorization to do so by your humble yet strict MODERATOR! Vocelli Venture (Game 1) Released By: Atari and Coleco Left Difficulty: B Right Difficulty: B Game Mode: Game 1 Berzerk (Game 9) Released By: Atari Left Difficulty: B Right Difficulty: B Game Mode: Game 9 Post your scores right here in this thread, and we will add them to the list. Remember to play the game with the recommended game mode and difficulty settings as shown above so that your scores will be consistent with everyone else. The deadline for posting scores is Midnight (EST) the evening of Feb 14, 2021 Bonus: Beat Your Final Ranking from Season 10! Finish the same or higher than your Season 10 Final ‘End of Season’ Ranking with your Venture (Week 1) Score: Get 5 Bonus Points! Or Took a season off (Or more than 1 season) and you do not have a Season 10 Final End of Season Rank… Post a score on Venture: Get 10 bonus points! Or ALL NEW members to the HSC (That means you have NEVER played in any season of the Atari 2600HSC) and post a score on Venture: Get 25 Bonus Points Venture (Game 1) Scores 34400 - Kermit (+50) (+25) 21800 - ZlichSr (+49) 21100 - Mchetzel (+48) (+5) 21100 - SkippyBCoyote (+48) (+5) 19900 - McCallister (+46) 19600 - IsaiahAustin (+45) (+5) 17200 - RogerPoco (+44) (+5) 15900 - AtariSphinx (+43) (+5) 13500 - TheActivisionary (+42) (+5) 13100 - OyamaFamily (+41) 12300 - GType (+40) (+5) 12100 - Cwieland (+39) 11800 - ToileTunes (+38) (+5) 11700 - DrMooCowz (+37) (+5) 11400 - JasonAtari (+36) 11100 - MoisesTuseto (+35) (+5) 11100 - Evandro (+35) 10900 - JacobZu7Zu7 (+33) (+5) 10700 - Vocelli (+32) 10600 - Deteacher (+31) 10600 - Keilbaca (+31) 10400 - Nester (+29) (+5) 9700 - Nebulus (+28) (+25) 9600 - GBAG (+27) 8800 - HankRearden (+26) (+5) 8000 - JasonHRB (+25) (+25) 7300 - CapitanClassic (+24) 6600 - ClassicGamer (+23) 6500 - Atari_Warlord (+22) (+5) 6500 - 5x7 (+22) 6100 - RoadRunner (+20) (+5) 6100 - LaurenTyler (+19) 6100 - RetroBreakout (+19) (+5) 6000 - AtariWarlord (+17) 5700 - JeremiahK (+16) (+10) 5500 - MangiaBoy (+15) (+5) 5100 - RaymanC (+14) (+25) 4400 - FakeCortex (+13) 4000 - RedMiller (+12) 3700 - LordInnit (+11) (+5) 2700 - PixelStuff (+10) (+25) 2200 - DomBradley (+9) (+25) 2000 - RGC (+8) 1800 - AGB (+7) 1700 - JBlenkle (+6) 1000 - Atarian7 (+5) 800 - SneakyTurtleEgg (+4) (+10) Berzerk (Game 9) Scores 44380 - ZilchSr (+50) 22300 - Deteacher (+49) 17740 - JasonAtari (+48) 13930 - RaymanC (+47) 12860 - Keilbaca (+46) 12770 - Kermit (+45) 11990 - GBAG (+44) 11640 - HankReardon (+43) 10590 - AtariSphinx (+42) 10390 - McCallister (+41) 10000 - OyamaFamily (+40) 9890 - Vocelli (+39) 7510 - ToileTunes (+38) 7260 - IsaiahAustin (+37) 7220 - Karokoenig (+36) 6760 - AtariWarlord (+35) 6350 - RogerPoco (+34) 6200 - SkippyBCoyote (+33) 6130 - JeremiahK (+32) 6050 - JasonHRB (+31) 6020 - LaurenTyler (+30) 5830 - Cwieland (+29) 5720 - DomBradley (+28) 5700 - TheActivisionary (+27) 5500 - 5x7 (+26) 5490 - SneakyTurtleEgg (+25) 5480 - RetroBreakout (+24) 5370 - Nebulus (+23) 5340 - JacobZu7Zu7 (+22) 5230 - LordInnit (+21) 5200 - ClassicGamer (+20) 5090 - MoisesTuseto (+19) 4760 - GType (+18) 4680 - Nester (+17) 4560 - DrMooCowz (+16) 4470 - RoadRunner (+15) 4410 - SpaceyInvader (+14) 4380 - CapitanClassic (+13) 4270 - Mchetzel (+12) 4070 - RGC (+11) 3730 - FakeCortex (+10) 3610 - Atarian7 (+9) 3600 - Evandro (+8) 3570 - RedMiller (+7) 3290 - PixelStuff (+6) 3140 - Atari_Warlord (+5) 3100 - AGB (+4) 3020 - JBlenkle (+3) 2790 - MangiaBoy (+2) OF NOTE FOR NEW PLAYERS Scoring will be as follows for The NEW HSC SEASON 11: 50 Points for 1st Place each week 49 Points for 2nd 48 fPoints or 3rd and so forth. This scoring system will allow players who join later to score more points later in the season and qualify for the Bracket Challenge. The last 2 weeks of the Season will be double Points! Scores will be updated Daily (unless I am out of town). Please check and double check your scores! Please let me know if I double post or make an error. The Overall Rankings will be Posted Every Tuesday or Wednesday. A new Game will be Posted Every Thursday or Friday unless it is a 2 week special game/games. This will give you several games to play every weekend! Season 11 will have: ~ Arcade Games ~ Imagic Weeks ~ Gold Medal winner pick from ZilchSr ~ Silver Medal winner pick from JasonAtari ~ Bronze Medal winner pick from IsaiahAustin ~ Paper Medal winner pick from OyamaFamily ~ Several Request weeks or Special Weeks ~ HomeBrew Weeks ~ Paddle Weeks ~ Quickies ~ Beat the leader weeks This Season will last about 24 weeks and have 28+ Games. The Season should end at the end of July. The TOP 32 will qualify for the Medal Bracket Challenge which will include a special Paper Medal Bracket Knockout Tourney.
    4 points
  16. #Atari8bit shown here is how to use ANTIC display list magic stored in strings to make a static status bar in Atari BASIC.
    4 points
  17. Would rather not have to ever play this again but I was shoved into 6th place ❤️
    4 points
  18. TIF images to read, print, ocr or pdf.... A zip file containing hi res images scanned from the manual for: INVOICE MANAGEMENT PHD5027. 1980. NOTE: The 1982 program package for Britain and Germany contained differing programs requiring a different manual. THIS manual is for the 1980 USA disk. (1980 version = Y or N for Sales Tax; 1982 version = 5 rates of VAT) .The instructions are not compatible. The GB 1982 issue has turquoise disk labels and the 1982 GB disk omits the program WRITE. Requires either Personal Record Keeping OR Statistics modules. The disk programs are written in TI Enhanced Basic (eg with one of those modules plugged in) by Janet Srimushnam. Data can be converted to and from PRK/Stats format "The Invoice package is designed to work with the Inventory Management package".. Thermal printer or RS232 printer optional. All the programs use CALL A and CALL D, and the CONVERT programs of course use the CALL G, CALL H, CALL S subprograms. Listing these programs is a great way to learn what to do to marry TI Basic programs and the Stats/PRK modules for data management. The user is encouraged to personalise the Basic program called "PRINT". Inoice Management allows the user to select the proportion of stock and customer records- for example 10 stock items + 558 customer records. Or 800 stock items with 400 customer files - you enter the number of stock items and the computer tells you how many customers records you may have. There was a European manual for DE/GB in 1982 (PHD5027/GE) and a separate DE disk (Rechnungsstellung) in German. The G/E 1982 disk used different disk files to the 1980 disk, requiring differing instructions. THIS manual is for the USA disk of 1980 (Basic programs dated March 1982). If your disk has the Basic program "WRITE" it is the one this manual refers to. Programs on the disk: CONVERT1; CONVERT2; INIT; PRINT; WRITE; DELETE; UPDATE and data file CUSTOMER used by CONVERT1 ; Files created on disk for the program to use: COND is methods and terms of payment; CUST is cutomer data; STOCK is stock items. Programs CONVERT1 and CONVERT2 require the use of CALL P(8000). There is a separate document available on the extra PRK/Stats BASIC calls (see "http://ftp.whtech.com/datasheets and manuals/Official TI addenda and data sheets/BASIC CALLs in PRK & Statistics modules.pdf"). The number of sales of this diskette may be indicated by Dutch and UK user groups "discovering" the extra calls four years later and spending a lot of time investigating them when a look at the programs on this disk would have revealed if not all, then at least a great deal. Here is also a DSK file to download. Coming next- Millers Graphics DisKAssembler Version 1- yes it is already on Atariage as part of a PDF package containing also V2, but the V1 part is a PDF scanned at two pages per PDF page which is not to my preference- and I also de-skew the worst skewed pages as well as using a high dpi and some cleanup.... after that I have some quite obscure Scholastic educational manuals. Diskassembler is a DISASSEMBLER not a disk based assembler... InvoiceMgt.dsk InvoiceMgt.zip
    4 points
  19. Oh man, just finished doing the audio recording of all 84 (14x6) nominee names and categories with Tanya and preparing the same number of graphics and titles for the Awards presentation videos, phew! Also recorded a lot of the gaming footage for the videos and prepared the layout. Tomorrow I'll be recording the rest of the gaming footage and putting it all together. - James
    4 points
  20. I admit to liking International's pickup trucks. If your work truck also wins points in the style department, it is safe to say that they did something very right. (Ditto for the Scout and TravelAll.)
    4 points
  21. Sparty, you should really start video recording your gameplay and posting the scores on Twin Galaxies. After all this time, it’s clear that these aren’t all “miracles” or “lucky” games as you keep saying. I’ve seen them too many times now. ?. You are obviously great at a lot of games and you could make some waves on Twin Galaxies with your performances!!
    4 points
  22. I enjoyed this game quite a bit. I did not want to ruin many of the intricate puzzles in this game. Hope sales do well for Songbird!
    4 points
  23. I need to pretend I never saw this score or scores like this,or I may give up too easily. Great score!!!?
    4 points
  24. I can't put it off any longer: I've got a Flip'n'File of 5.25" floppies I've been toting around for 30 years and I'd like to archive the contents. Some of it is BBS related, some disks are not single density (Happy formatted if IIRC), but there are a couple of homebrew games written by myself and my high school buddy that have never been released as shareware or uploaded to any internet sites. I'd very much like to share these games... Background: I'm running Atari800MacX and would appreciate any advice on connecting my Mac to the hardware required to read these disks which have been stored in a temperature stable environment. All of my 8-bit equipment was sold decades ago so I'm starting from scratch.
    3 points
  25. 1980s: "Can't wait for all those gadgets and things to come in the glorious future!" 2021: Listening to 80s music and watching classic sci-fi
    3 points
  26. The more I think about it, there is no reason to "develop a standard"...as it already exists. The 7800 console itself, as built and in it's current state of existence, is your endpoint limit of what the control possibilities are. Each controller port can read "x" number of discrete digital inputs, "x" number of analog potentiometers, and "x" number of digital encoders...simultaneously, or alternately...so that is the "standard." There is nothing stopping anybody, right this second, from programming a game that can make use of some, or all of the possible available inputs. Then simply tell those who wish to play said game..."to play this game, your controller will need this quantity, of these type of input devices, wired to these ports/pins." Now, you just need to find the programmer, to program whatever game you're looking for, and from my understanding most of them are just sitting around waiting for requests. ?
    3 points
  27. WELCOME! I am sure it is Feb 4 somewhere... So lets get STARTED! This season we will have a few games that we always seem to circle back to. We will have some cool Imagic games. We have picks by last years winners! We have many games that have NOT been played in while or never have been played. AND we have 3 GREAT homebrew games that the Creators themselves have given me permission to use for our Homebrew weeks! These Homebrew games have NEVER been played in the HSC and will be a big treat for us and will allow the Creators to play/chime-in with tips and tricks! Overall, I think of it as a 'Mix Tape' of games. I used to make 'Mix Tapes' on cassettes and give them to my friends way back in the 1970's and 80's. There would be some familiar songs and some songs they never heard of. I think the 2600 HSC is exactly like that! So, I present to you... Season 11 Atari 2600 High Score Club! Good Luck and start posting!
    3 points
  28. I suppose the Laurel and Hardy look-alikes on the box did not create a problem at all ?
    3 points
  29. From: https://history.blueskyrangers.com/mattelelectronics/games/locknchase.html FUN FACT: In the arcade version, the thief is named Lupin, but not in the Mattel Electronics version. Why not? In the early 1900s, French author Maurice LeBlanc wrote a series of books featuring Arsene Lupin: Gentleman Thief. The books became popular in Japan, where they later inspired a series of comic books that were even more popular. The problem: the comic books were not authorized by LeBlanc. At the time, it was difficult enforcing a French copyright in Japan, so Lupin entered Japanese culture, eventually becoming synonymous with the word "thief." The copyright was enforced in the United States, though, where the Japanese Lupin comics developed a following. In English translations, the name Lupin is often changed to Rupin to avoid the copyright problem. For the game Lock 'N' Chase, Mattel avoided the copyright problem by leaving out the name altogether.
    3 points
  30. No improvement from me but having fun crashing and exploding in lots of ways, including flying into air debris and watch out for this one: I was getting cute with my landings, getting on the left edge - first screenshot you auto-crash when it's takeoff time, 2nd one is ok! Not hit enough critical targets to get past 2nd stage yet, maybe tomorrow
    3 points
  31. Sizecoding is the opposite of sex. You want to reach the result as fast as possible, with the smallest size
    3 points
  32. By writing $8B to SKCTL, two tone mode is engaged. You play notes in the 2nd channel and the modulation in the first, set volume of second channel to 0 ... sometimes both channels can be played. It's used for cassette I/O but I've found some musical uses for it too. I've documented the $Ax modes, and working through one using $4x.
    3 points
  33. first try. - I must play on real hardware It's good old game.
    3 points
  34. I had put some work in last night with the explosions routine. Was basically a comment out what i had, and quick little re-write from scratch. Nothing impressive for the moment as all it does is flips the grass_tile to an explosion_tile where the bomb was sitting on. There is a bit more about it other then just poking the tiles location and swapping out for another. There is a high chance i will need to speak to Matt or Mike about how i can achieve the flip without having to render the full screen. Unlike poking with character_tiles in RAM where the render is basically immediate it's a little different with sprite-based tiles. The 'for' loop that is used to render the full screen of tiles does this over multiple frames so MARIA has sufficient rendering time. So running the loop posses the issue of an approx 30-40ms delay causing the game to have a brief pause. So i went digging through some example code Matt has graciously given me (thankyou) to see if i could understand more of what's going on. This is leaving me to think and im not entirely sure, but more of an sprite based pointer update is needed. So rather then running the full loop when many of those sprites stay the same, you're only rendering certain tiles that actually need to be updated. Anyway i will get onto it and shouldn't be too much of an issue to fix. So having said that yes i do have my first explosion tiles flipping On another note after playing SBM2 on the SNES im very surprised the game got shipped without more optimization tweaks. I mean as beautiful as the game looks there is loads of slowdown when the system is rendering explosions. This makes me wonder what exactly their approach was for the explosions. Im talking it slows to a complete crawl! Maybe 3-4 frames a second with larger explosions ? Im sure i can do better then that even with everything going on. Obviously they're rendering those explosions over multiple frames but im astonished at how bad the slowdown really is. In many cases the game is almost unbearable no matter how good it looks and id prefer to just play another port. Well after my ramble for the moment, im hoping to atleast clean up some the players sprites for the other directions (to the best of my ability). That way even though im still working on the explosions routine i can release a demo ROM. More so that people can just walk around and maybe play the SNES version back to back. Just for some feedback on how my collision and player movement handling compares between the two. Cheers -Anthony
    3 points
  35. Just providing another screenshot of 80 column software I found on the C64 considering the OP asked in his last post for suggestions regarding the C64. This is Interword, naturally the image scaling on these forums and the fact I'm photographing a CRT doesn't quite do the resulting IQ justice, however I'm quite impressed! Very 'Amiga like'. I think I'll make extensive use of this.
    3 points
  36. Maddeningly frustrating...(in that good way) Yup died on takeoff, not enough room to get up to speed
    3 points
  37. ??? The worst kind! The kind where I have to manually enter all data. Argh.
    3 points
  38. Matt you literally made my eyes well up! I appreciate that so much. Thank you ?? I check the Twin Galaxies scores to compare how I’m doing on my scores ... but for me it’s just too competitive. I’m very intimidated to do that This tournament is made for a guy like me. I love playing the games, and competing just for fun I think you won like 5 or 6 in a row last year, and I tried to get second place to keep up with you, so there’s plenty of competition here to keep me on my toes
    3 points
  39. Oh, placed my order the instant I got the email. That's not how it usually goes for me!
    3 points
  40. Playing around with my FujiNet, and had loaded up the Basic program to get and display the date and time. So I thought I'd try my hand at doing the same in ACTION. Now, this is the most ACTION I've written...ever. It works, it's not as fancy, but it gets and displays the date and time. MODULE BYTE DDEVIC = $0300 BYTE DUNIT = $0301 BYTE DCOMND = $0302 BYTE DSTATS = $0303 CARD DBUF = $0304 BYTE DTIMLO = $0306 BYTE DUNUSE = $0307 CARD DBYT = $0308 CARD DAUX = $030A BYTE DAUX1 = $030A BYTE DAUX2 = $030B BYTE ARRAY timebuf(6) PROC siov=$E459() PROC setparms(BYTE ARRAY buf) DDEVIC = $45 DUNIT = $01 DCOMND = $93 DSTATS = $40 DBUF = buf DBYT = 6 DAUX1 = $EE DAUX2 = $A0 RETURN PROC main() CARD I PRINTE ("The time is:") setparms(timebuf) siov() PRINTF("%i/%i/%i%E",timebuf(1),timebuf(0),timebuf(2)) PRINTF("%i:%i:%i%E",timebuf(3),timebuf(4),timebuf(5)) RETURN
    3 points
  41. Hahahaha... I didn’t even know that was a thing! Lol!
    3 points
  42. This is by far the best thread on this forum in a long time.
    3 points
  43. Update time depends on soooo many factors... I'd recommend going back to the IDE controller, and selling the TIPI on ebay. (just kidding) Going from 1.x to 2.x worked from one user, after they let it go overnight... but depending on what base-os your 1.x was still on, it might not ever make it to 2.x.. So just start over with the latest SD card image. Everyone - when you've let it go that long... just start over with the latest SD card image. Clearly there is nothing on the old image you would care about. (of course, I guess I'm talking to the people that don't follow this thread)
    3 points
  44. Thanks for taking a look. I think I've seen that bit hack somewhere, maybe Hacker's Delight, but I assumed it would be too slow. There is plenty of good stuff in there. 256 bytes is fine for a major function. In a 4A DSR of 8K, or my BIOS with 16K resident, 16K paged. Your mention of Unix got me thinking about use cases. 100K/second sounds awful for a virtual memory swapfile... but there should be plenty of RAM (32MB max) Use cases for sustained read/write Loading O/S. Say 128K in 1-2 seconds Verifying disk copies. Is verifying file copies a thing? Virtual memory (100K/sec is way too slow) Manipulating a DSK image in memory - read/write 360K DSK file Image files. 128K max (VRAM max) No memory mapping, only CRU. I'm sticking this device on a 16-pin header, where it has a block of 32 bits of CRU. This lets me revise the I/O card and SD module separately. It can also be a reusable interface to other I/O ports--like moving each 9902 and MAX232 chip out to an external serial port pcb. The big 9901 + I/O card itself needs no knowledge of what's in the modules--it just decodes CRU bases that I set in a PLD. I imagined DSR ROM, which would require a memory bus, too. What could be cool is sticking a SPI ROM on the plug-in, which the OS sucks down at boot time. So the SD card access routines are actually plug-and-play. Ooh... Gregg Eshelman recently mentioned the DSR ROM as a feature of the 4A that deserved attention. So I've been imagining how to stick to it.
    3 points
  45. Should really get more light in on those UV windows of the eproms so people can get a clear picture of what you are selling.
    3 points
  46. I submitted my first game for this year's contest: Patrol It is a playable improvement of an horizontal scrolling demo I wrote last year using the DLI feature of @dmsc's Fastbasic. (post)
    3 points
  47. Whoever made that Jaguar cart, needs to be beaten.
    2 points
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