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Showing content with the highest reputation on 04/28/2021 in Posts

  1. Self-portrait of Leonardo da Vinci, 14 colors. amarok_leonardo.xex
  2. Ok, i start with this new class product... I will attach news about it in this thread...
  3. Another compiled game: - Dice Crash. A tetris-style dice game. More infos on TI99IUC page (Dice Crash). I've added joystick support and fixed a bug with keyboard (not set correctly unless configured first with the appropriate menu option). ------------------------------------ Total compiled games: 272. [GAME] Dice Crash (2015)(Keith Bergman)[Compiled by TMOP].zip
  4. Finally!!!! After almost 2 months of playing catch-up, I just finished reading all the posts. This thread grows faster than I have time to read. I'm excited for the Amico and my kids (2, 7, and 9) LOVE to wear thier Amico T-shirts to school now that they go in person. My 7 year old boy was playing the original Utopia quite a lot last year. Now he is playing the original Civilization on my old B&W Macintosh. He also plays the old Maxis Sim games alot. I never thought a child that young would be into these more "complicated" strategy games, but he keeps leaning toward these world/nation building style games. He also loves Risk. I guess these are somewhat similar to his all-time favorite (and most kids' favorite) game, Minecraft. In all of these, the player becomes the creator of the game. I know Utopia is being reimagined, but what other games are in the pipeline that would really allow the player to build, create, strategize, and control the environment? I use video games with my kids as learning tools because I realized how much I learned from video games myself. Much of my troubleshooting skills, multitasking abilities, prioritizing methods, and man-hour time management of my work crews come naturally to me because I developed the skills as a kid playing video games. Solving puzzle rooms in Zelda, juggling multiple tasks in Lemmings, and and sending off hordes of armies in Starcraft all trained my brain to be efficient and effecting in complete tasks and achieving goals. I don't want only boring ABC/123 "learning" games, because I never wanted to play them as a kid. Those were created to appease parents in a time when the media was blaming video games for everything bad in the world. They were definitely NOT created for the childhood version of me. I want games that are simply fun, but challenging in ways that teach my kids skills without them knowing it. Similar to how Sim City teaches kids about taxes, money management, and government without being marketed to the child as an "educational" game. I also WANT the games to be somewhat addictive for my kids, as long as the game helps them develop skills. How great would it be for my kids to voluntarily spend thier free time in something good? I would absolutely love to come home and see my two older kids playing a game of Monopoly together on the kitchen table. I would feel the same if I came home to them playing Utopia or some sort of reimagined multiplayer Sim City Amico game. This is all asuming that Amico is able to deliver the same quality of game as Monopoly. None of these scenarios will ever happen unless the game is so fun for my kids that they are begging to play it. I would rather have to deal with my kids being somewhat "addicted" to a problem-solving game than have to try to convince them to play an "educational" game. Any way, I'm just rambling on with multiple thoughts because it will probably be another 2 months before I catch up with reading this thread again. I might as well get it all out while I'm here. Thanks everyone and hopefully the people at Intellivision can incorporate my parental thoughts into the vast majority of thier games. And also add more world-building, strategy, and Sim-City style games.
  5. I've been working intermittently on a project to create a replacement for the TI-99/4A keyboard using modern keyboard switches. So far I have the PCB shape and key placement working well enough to slot into the case. In the attached photos you can see the 3D printed part representing both the PCB (bottom layer) and the keyboard switch substrate that the Kailh low-profile switches plug into. In its final form there will be a PCB on the bottom layer and a 3D-printable layer on top of that which the switches plug into. Some additional clips that are screwed into the original screw holes on the case should hold it in place, though I haven't designed those yet which is why you see a bunch of tape holding the prototype onto the case. This is an earlier prototype. It's printed in two pieces and joined because my 3D printer isn't large enough to print the 24 cm wide piece in one go. The raised area is the substrate for inserting the keyboard switches. They just snap in. The lower flat area would be the separate PCB, secured to the substrate with some screws. I chose the Kailh low-profile brown switches because: a) I had some of them b) the low-profile switches with low-profile keycaps match up nearly perfectly to the height of the original keys with just the PCB + switch substrate. Using full-size switches would require a much thicker substrate, which is not the end of the world, but would take a lot longer for me to print prototypes. c) I think browns are probably the closes modern approximation to the TI's Hi-Tek keyboard. I've also designed 3D-printable low-profile keycaps for these Kaihl low-profile switches, but I am expecting that some injection-molded keycaps would be used in the final build. One issue with this is the tilt of the keyboard in the case doesn't leave much option for adjusting the angle of the top of the keys. In the original Hi-Tek keyboards the tops of the keycaps are level. In order to do that with modern key switches, the only real option is to make the keycaps themselves attach to the switches at an angle, because the switches themselves must all plug into the single, slanted PCB. This would mean custom keycaps, or some sort of adapter for original keycaps. I'm not too worried about this, though, because in modern keyboards its natural for the keycaps to not be level when the keyboard is tilted at an angle (i.e. by the keyboards back feet). Ideally anyone building this could just use standard low-profile Kailh keycaps. In retrospect, using the Kailh low-profile switches may not be the best choice because keycaps are much harder to find than they are for Cherry or Kailh standard switches. The main challenge I will have is PCB design. I have exactly zero experience with PCB design, so I'm learning as I go. Currently trying to get a good workflow for FreeCAD to PCB design software. Fusion360 + Eagle is no good because it only allows 80 cm^2 PCBs in the free version and I'm not paying Autodesk's insane software rental fees for a project I intend to open source. At any rate, the PCB for a keyboard seems like one of the easiest things to start with and a good way to learn. I started this due to my experience replacing the plungers on my Hi-Tek keyboard and realizing these keyboards are relatively rare compared to the Mitsumi membrane keyboards. I don't know if this would fit in a case that takes Misumi keyboards, since both TI-99/4As I own have Hi-Tek keyboards. Are the various keyboards interchangeable? My end goal is to provide a replacement keyboard with a modern feel, using modern parts that are easier to source, but hopefully something that looks close to and has the option to be, at a glance, difficult to distinguish from the original keyboards. Interested to hear any feedback. Am I wasting my time with this? Would anyone else find it useful? Has this already been done? (I couldn't find anything indicating it has when I was working on my keyboard plungers about 6 month ago).
  6. Hello all, For those interested in purchasing the full ROM of Galagon, Champ Games has relaunched our website and added a store to do just that! For now, we are offering full ROMs for sale of Galagon, Wizard of Wor Arcade and Mappy, with plans to add more in the near future. If you have previously purchased the cartridge for these games and are interested in purchasing the ROM, we have partnered with AtariAge to offer a 50% discount on ROM purchases with proof-of-purchase of the cart version. We have also posted updated demo ROMs for most of our games, including the latest demos of RobotWar: 2684, Gorf Arcade and Lady Bug Arcade. Have fun!
  7. Last Strike cartridges are nearly done! Should have them finished tonight. Then I just need to get the extra games for these orders completed and I will start shipping all of these Jaguar pre-orders. Will take about two days to get them all shipped once I begin, and the plan is to have most of them shipped over the weekend! ..Al
  8. Just got two Excellent condition Indus GT drives and an included 800XL (stackpole variant) from ebay for a good price. Poorly listed auction with Indus drives mentioned at the end of the title as if they were worth less than the 800XL (not so). Both drives came with the smaller retail box+styrofoam. I have a feeling these drives never had the carrying case which is fine with me since those are so big. The 800XL works 100%. It's the first stackpole keyboard that I can tolerate. Keycaps are a lighter brown which I like and the smaller keys do not lock up. Bigger keys do when pressed on corners. Keycap texture on this one is not bad, whereas my other two stackpole keyboards feel like typing on sandpaper. One drive has a Chinon mech (visible!) which I did not know Indus used those. What's clear is that the build quality on Indus drives is not as good as 810's or 1050's. The transparent door specifically on the Chinon unit had come out of alignment (shows in auction photos where it's not closed) due to the pivot pins inside coming out of their horizontal slots. With much difficulty I got the pins back but it needs hot glue or something to hold the pins in place. Bad design. Also both plastic strips that cover the buttons panel have come loose due to the glue failing. In the above photos the cosmetic strip is just resting in place. Easily fixed. As arrived, the Chinon door would not lock the door latch on a disk without difficulty. After opening the drive and doing nothing it now seems to correctly lock closed without struggle. Also on the Chinon drive the whole front fascia will not return to it's proper alignment despite my best efforts. They are not easy drives to service and work with. It looks like the internal frame is bent (from the factory) where the two screws hold the front panel in place. When I got the drive a couple days ago the panel was correctly aligned so it seems to be my error but I've tried without success. The Tandon Indus the front transparent door latch is difficult to operate and when it does go down, the transparent door does not want to pop up without a little bit of prying to remind it who it is. We had one tandon Indus drive BITD and it had problems with the power switch falling out (very loose). Thankfully both of these drives do not have that problem. Even with these difficulties I feel they are cool drives and I'm happy. Been looking for a decent deal on a great quality drive for a few years. Finally! Never expected to acquire two of them! No scratches on the cases and are used minimally. They both work so far as I can tell. SD, ED and DD all work. Haven't seen an Indus drive in person since the 80's. Recorded video of the unboxing and test which I hope to post. The dip switches on both drives were set to single density. Very odd. No idea if the dip switch set that way disables double density. Moved them to DD before powering on. No GT estate disks came. Only one set of the Indus booklets. So excited... 😃
  9. Next trailer is coming soon, but I'll go ahead and spoil the big new feature (since I already did on Twitter and in my newsletter): BOSS BATTLES
  10. New compiled games: - Dive Bomber: a nice variant of Bombs on NY. Read the description here (Dive Bomber); - Turbo Racer: a race game. More infos here (Turbo Racer); - Challenge: a dice game. Infos here (Challenge). ------------------------------------ Total compiled games: 271. [GAME] Challenge (1984)(Ben Vang)[Compiled by TMOP].zip [GAME] Dive-Bomber (198x)(Unknown)[Compiled by TMOP].zip [GAME] Turbo Racer (198x)(Unknown)[Compiled by TMOP].zip
  11. Here is ISABELLA8. This should fix all of SteveB's problems. The only files that were changed were LOAD, RUNTIME2 and ASSEMBLER, but you may as well unzip the entire ISABELLA8 folder. The random number bug with a limit of 0 is now fixed as well. ISABELLA8.zip
  12. I really need to make the case for a NOS, and why it would be a massive step forward: In short, it would create a path in which you could not only make a file manager that works entirely over the network, it can leverage the full power of the ESP32 to abstract filesystem operations. Each protocol adapter for N: runs entirely on the ESP32 itself, and can be anything. For filesystems this would be : * FTP * SMB * HTTP * TNFS * NFS * SCP/SFTP etc. But other filesystem adapters can be made, e.g. a DISK adapter, which could be pointed either indirectly via a device slot, or directly via path, to (e.g.) an ATR disk image.The ESP32 itself would do all of the abstraction of reading and writing to the ATR; including dealing with all of the filesystem aspects. This abstraction is critical, because it means that not only do these filesystem access methods not need to be bolted into the Atari code (resulting in a much smaller MEMLO!), it means that this abstraction provides a path for reading and writing from any formatted disk image, regardless of what FMS might be running on the Atari. So there are two wins here: (1) a NOS, with low memlo that can read and write to anything. (2) the ability to transparently read and write to anything, file, or image, from any other DOS. This is why I am trying to get people interested in either using or working on N:, a lot of possibilities suddenly open up with this abstraction, thanks to the ESP32. -Thom
  13. Played 5 levels, a little slow but thats expected, and not a problem. Fantastic.
  14. It's only tested in emulation so far, but give this a shot and let me know. Robotron 2084 (PAL HACK).a78 It's a (fairly involved) hex-edit hack that fixes the display to run on PAL, so no speed tweaks. (I don't know if speed tweaks are even possible.) Technical details ahead... The display and NMI for this game is a bit unconventional. There are mulitple NMI, and the NMI that's supposed to run at the bottom of the screen looks to see if a vblank transition happens soon, to ensure it actually is running at the bottom of the screen. If that transition doesn't come, it assumes the NMI order is off, and shifts the order. But if the vblank transition is never seen in any of the NMI positions, the shifting never ends. Due to this NMI scheme, this PAL hack hangs on NTSC consoles, for the same reason the NTSC retail release hangs on PAL. (no vblank transition near the NMIs)
  15. A new firmware update is available at https://fujinet.online/download FujiNet Version: 0.5.570061a6 Version Date/Time: 2021-04-25 00:00:38 Build Date/Time: Wed Apr 28 23:23:38 UTC 2021 Incredible Inclusions: * Added 512 byte disk sector support * Working SSH support * Link to the wiki in webui * Alpha SMB support * Faster loading of config with splash screen (thanks @apc!) Please do not respond to this thread. If you have an issue, start a new post in the FujiNet subforum, open an issue on the github tracker or ask for assistance in Discord chat.
  16. Wow - apologies for not replying to this sooner! 😕 That weird "green thing" is the "Gosenzo" cat-coin! It appears if you take too long to clear a level and will track down Mappy. Unlike cats, it CAN and WILL kill you on contact no matter where you are, including trampolines, so if he show's up, avoid him at all costs! I looked into the code and I was able to find and fix the Hurry up/caught cat bug. I have sent Al a new ROM (with some other changes and tweaks to the UI but no game play changes) for any future Mappy purchases. Since we cannot obviously do a mass-recall without putting AtariAge (and Champ Games) out of business , Al has graciously offered to re-program Mappy carts with the latest ROM if you are willing to send him your cart and pay for the shipping. As another alternative, we have also just added the Mappy full ROM to the Champ Games website online store which is also the latest version, and we offer a 50% discount for people how have previously purchased the cartridge. Thanks for the feedback, it's much appreciated! John
  17. You should add a countdown timer to your signature.
  18. I loaded up the PAL version from the multi-disk ATR that TRBB posted in the first link. Race start is only 70 seconds. I played nearly a flawless qualifier lap and only got 3rd place. Here's a screenshot:
  19. Just had another bright idea... instead of making multiple revisions for each form factor, I may explore a modular approach with a central "CPU" card and form factor specific sleds that it can plug into. That way it could have a standard CPU module and basically tailored I/O sleds for all of the interface components (power, controllers, AV). This would allow for reusing existing switch components and AV/Power connectors as desired. The sleds would have minimal active components, primarily the AV and power circuits only. The CPU module would host the three ICs and the osc circuit. I may move the pause circuit on there also.
  20. It's been years since I used cygwin, because the whole cygwin project has been rather eclipsed by the developers of the mingw32/msys2 project, but if I remember, cygwin doesn't always put the directory of its DLLs into the current path. Have you searched you cygwin directories for the missing cyggmp-3.dll? If you can find it, then copy it into the same directory as your tms9900-gcc.exe file. Like you, I still use Win7, and I just tried building tms9900-gcc with msys2, but it failed with some errors. This is because every new version of the GCC compiler finds more and more warnings/errors in the older binutils and gcc sources, and the old build scripts fail unless the old source is fixed, or the build scripts are modified. I am having exactly the same problems compiling older versions of GCC with the new GCC 10 compiler on both Windows (msys2) and Linux. 😞
  21. Improvement: Pitfall II: 199,000 Rollage Probably the last time i rolled the score was in the mid 80's 🙂
  22. Hi everyone. I recently completed an intro TOD Guide and placed it on the Development page. You can find it here: https://atariage.com/forums/topic/291687-lets-have-an-adventure/?do=findComment&comment=4808151 Thank you.
  23. I was hoping DZ would update his review. I listened to his critique and tuned the game. After that, I tuned it some more. Now, I am SUPER happy with the final product and I have 100% stopped working on it...finally. Even though I call this a "Super Pro" game, it is not hard... challenging... but not hard. I hope everyone (beginner and advanced players) will find it fun. For those that have shown interest by sending me your email, expect to hear from me hopefully in May. Probably later May than sooner. Hang tight...almost there.
  24. New version with a bunch of experimental features! 1.7 Apr 2021 -added 400 & 800hz playback (speed 5 & 6). This turns off the equalizer. It may also not work in NTSC. For the new playback speeds, the RMT file needs to be hacked because it's not supported by the RMT editor. -added simple sample playback (speed is limited to 50hz->800hz !). See .erti example Sample playback is limited to 4bit at playback frequency. The sample data is stored into the envelope. There's no way to interactively change the playback speed (the note doesn't matter). I've tried with a bass sample and it doesn't sound very good 😃. I've also tried a simple sample playback test at 15KHz with the same bass sound for reference (also in 4bits). I'm curious if anybody has a better sample for testing ? -added envelope speed. See .erti example Envelope speed (EnvelopeStep) specifies how quickly the envelope pointer moves for each playback step(locked to 1 in RMT). If using steps smaller than 1.0, the envelope effects and commands are only processed once moving to the next step. This feature was requested by @VinsCool because there's already a notetable speed in RMT. However having looked at the code, I'm not sure how well it's going to interact with instrument effects. It is useful for sample playback at least because it lets you specify the playback speed (because the sample data is stored in the envelope). -optimized player source code is now included Same as dmsc's original player, just unrolled to take a bit more space and a bit less CPU time. -added Vinscool's latest custom notetables I also hacked one of Vinscool's tunes for my sample playback test hence it might sound vaguely familiar 🙂 Right now I'm not convinced sample playback is useful, mainly because the max playback frequency is too low... but perhaps there are ways to improve it (PWM/PDM seem out of question)? sampletest.zip
  25. Hey, we got injured in the jungle!!! Not a problem.... It's time to visit M*A*S*H* !
  26. Hello all, For those interested in purchasing the full ROM of Wizard of Wor Arcade, Champ Games has relaunched our website and added a store to do just that! For now, we are offering full ROMs for sale of Galagon, Wizard of Wor Arcade and Mappy, with plans to add more in the near future. If you have previously purchased the cartridge for these games and are interested in purchasing the ROM, we have partnered with AtariAge to offer a 50% discount on ROM purchases with proof-of-purchase of the cart version. We have also posted updated demo ROMs for most of our games, including the latest demos of RobotWar: 2684, Gorf Arcade and Lady Bug Arcade. Have fun!
  27. "8 LAP Pro Challenge" 100,600 495"05 Crashed a couple of times. NTSC
  28. 167,650 for gbag...some improvement on pitfall 2
  29. for real, thank you for this thread. TPB is one of my all-time favorite shows!
  30. Here's my first go: 1 lap series (Marius NTSC): Malibu: 27,950 (no crashes) Namco: 21,650 (1 crash in qualifier, 1 crash in race) Atari: 23,400 (1 crash in qualifier, 0 crashes in race...rode the brake a lot.)
  31. http://www.mainbyte.com/ti99/keyboard/keyboard_schematic.jpg Sent from my LM-V600 using Tapatalk
  32. You're welcome. I found an old doc (attached) that clears up the mystery a bit too. We likely gave it some impossible settings, which messed up the menu. Odd the messed-up menu didn't persist, as this is battery backed ram, but maybe it detects bad settings and re-inits for the next run. Or maybe Bob's battery isn't doing the job. CC2-techdocs.txt
  33. This is the routine, working inside "Disc 'o Pop": ; ----------------------------------------------------------------------- ; Draws a circle, centered by given point with given radius ; void __fastcall__ ; Draw_Circle(Draw_POINTSPAN* pCircleStruct); .define xOffs tmp1 .define yOffs tmp2 .define deviation tmp3 .define xpx ptr2 .define xpy ptr2+1 .define xmx ptr3 .define xmy ptr3+1 .define ypx ptr4 .define ypy ptr4+1 .export _Draw_Circle .proc _Draw_Circle sta ptr1 ; pointer to access vars... stx ptr1+1 ldy #2 lda (ptr1), y ; access radius bne ok ; zero length -> plot point... jmp _Draw_Point::_Pointer_Setup_Entry ok: sta xOffs sta deviation lda #0 sta deviation+1 sta yOffs dey lda (ptr1),y ; get center y tax ; remember this... sta ypy ; we start with yoffs = 0 sta ymy clc adc xOffs sta ypx txa ; restore center y sec sbc xOffs sta ymx dey lda (ptr1),y ; get center x tax ; remember this... sta xpy ; we start with yoffs = 0 sta xmy clc adc xOffs sta xpx txa ; restore center x sec sbc xOffs sta xmx @loop: ; plot in 8 octants (deferred to avoid eor double plotting! ldx xpx ldy ypy jsr _Draw_Point_XY ldx xmx ; reuse ypy which is still in ptr1... jsr _Draw_Point_XY::RowAdressOk ldx xpx ldy ymy jsr _Draw_Point_XY ldx xmx ; reuse ymy which is still in ptr1... jsr _Draw_Point_XY::RowAdressOk ldx xpy ldy ypx jsr _Draw_Point_XY ldx xmy ; reuse ypx which is still in ptr1... jsr _Draw_Point_XY::RowAdressOk ldx xpy ldy ymx jsr _Draw_Point_XY ldx xmy ; reuse ymx which is still in ptr1... jsr _Draw_Point_XY::RowAdressOk ; y = y + 1 inc yOffs inc xpy; inc ypy; dec xmy; dec ymy; ; deviation = deviation - y*2 - 1; lda deviation clc ; - 1 sbc yOffs bcs @cont dec deviation+1 sec @cont: sbc yOffs sta deviation lda deviation+1 sbc #0 ; handle highbyte sta deviation+1 ; (better than dec here - we reuse this value now...) bpl @checkEndCondition ; x = x - 1 dec xOffs dec xpx dec ypx inc xmx inc ymx ; deviation = deviation + x*2 - 1; lda deviation clc adc xOffs bcc @cont2 inc deviation+1 clc @cont2: adc xOffs bcc @cont3 inc deviation+1 clc @cont3: sbc #0 ; carry clear -> = -1 sta deviation bcs @checkEndCondition dec deviation+1 @checkEndCondition: ; while(y<=x) lda xOffs cmp yOffs bcs @loop @leave: leave: rts .endproc
  34. Lawd, I miss this show. Perhaps time for a little TPB marathon...
  35. It's really great to see everybody's findings and collections getting completed. Please keep posting since this brightened my day. I'm out of the game right now, so to speak, but will be back again soon as I get some pressing issues sorted out. A shout out to my collection peeps meantime. It's fun that I'll probably post in here from time to time even though I'm not actively buying anything right now. Comments like this notwithstanding, but since so many of these items are long-haul special orders and kickstarter type stuff, I should be getting things shipped I ordered years ago! You all know how that goes. So yeah, looking forward to showing my Phoenix console and some Jaguar games - once all that gets to my new digs. Cheers, everyone!
  36. They are both slim pickings but in terms of memorable games: on the 32X Virtua Racing Virtua Fighter After Burner Space Harrier (yes there are better versions as well but those up to that point were very good on their own) on the Jag Doom Wolf3D Rayman AvP It is said they sold 250K Jag and 600K 32X, the Sega CD about 2.2M .... and the JagCD 20K .... at any rate I'd gladly ignore the CD units of both platforms for the sake of this! The Sega properties were more obvious to me especially if you had been in Arcades, pity the 32X never received an updated OutRun and Super HangOn. The Jag was hot as consoles go wrt FPS of the time, but I can't honestly see how anyone that didn't own a Jag bitd knows of Cybermorph or Super BurnOut or Ultra Vortek. Both offer more than the 4 titles above, the 32X was practically discontinued within a year and so if we wonder about the untapped JagPowa I wonder even more about what could the 32X do? (likely not much more lol). The Jag appears to be superior in terms of raw power but as far as SW goes I personally remember more of the Sega Arcade ports than anything else. And yes the 32X was eclipsed by the Saturn but still it wasn't that wimpy: And the 32X has a decent version of Mortal Kombat 2 that however possible to implement on the Jag never materialized.
  37. Sure, go ahead. If you want to tell your cartridge "you're a naughty game, yes you are!", nothing bad will happen to you.
  38. You are the first I've seen of someone trying to do this--and yes, it is a very good idea. Even the best TI keyboards won't last forever. One problem you won't see though is incompatibility--all keyboards for the /4A use the same attachment points and fit into the same opening. This is true for both case types too--the keyboards are always interchangeable.
  39. Older plasma TVs can have burn in too. My basement TV is a 55" Samsung plasma and I am very careful not to keep the screen static for too long. I don't think anyone makes plasma TVs anymore (I believe due to high power consumption), so I'll be keeping that one for as long as I can.
  40. I wrote one back in the 80s that was really powerful. It had all kinds of cool features, including a disassembler. I tried to submit it somewhere in 89? 90? but never got a response. I even wrote a manual for it as part of a class assignment for a technical writing class while at university. I had to use the quick reference sheet to figure out how to do some stuff when I used it a few years ago after digging out my 8-bit stuff after 30 years of storage. It was all written in 100% assembly using Mac/65. One of the cool features it had was you could store a second buffer of sector data, which you could then AND/OR/XOR with the current sector of data. This was handy if you happened to have a sector of data that was "encrypted" by XORing with another set of data (cough Broderbund cough). 😀 I should dig it out. I have a few ideas for some enhancements for it. I am kinda scared to look at what my teenaged self thought was good code, though! The main "flaw" in the tool, as I think about it now, is that it was written to only handle 128 byte sectors, either single or enhanced density. I had the US Doubler at the time, but I only used DD for my own stuff, as SD was the universal format that everyone could handle. Anyway, I called it "The Disk Interrogator", and it used a Dark Theme (Black, White & shades of Grey) before there even was such a thing! 😀
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