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  1. Going thru my old stuff, I have (maybe the ONLY existing) Atari version of Lance Haffner Games' "Final Four College Basketball." I wrote the Atari conversion from the Apple version, for Mr. Haffner back in the late 80's. I don't think it ever got released. It boots up and runs,on my 800, with an Atari BASIC cartridge inserted. Program files on side 1, team data on side 2. He paid me for the work, but I guess the market crashed around that time. So who wants it to archive? I'll send it to them. This is for real, I just tested it and it's working.
    9 points
  2. OK I think all the cases are finished. There may be some tiny adjustments to the holes for the fujinet board if my measuring was off at all. What do you think? Should the back panel be silver to look like metal or color coded to the rest of the case? The eagle eyed among you might notice the volume dial on the back there, that adjusts the volume of the SIO audio in. At the moment that means you can adjust the volume of the SAM speech, but at some point in the future it will allow you to adjust the volume of cassette audio and any other audio things the Fujinet team have planned for SIO audio!
    9 points
  3. Some good clean hi res scans as TIF images- magazines you may not have seen. These are to fill empty places on the wht website if someone would please add them there.... 1. Futura News - a vendors newsletter from Futura Software, Vol 2 N1, Jan 1982 May be fairly rare? 2 A User Group newsletter- OTIUG (Ottawa) v12 N7 Sept 1993 Not much in this one but it is missing from the wht OTIUG collection. 3 & 4- A magazine published by a UK Retailer- TI-USER (UK-Galaxy), editor anonymous but probably Simon Sorsbie of Lantern Software, the magazine was distributed from TI Dealer Galaxy in Maidstone, Kent. The magazine ran to at least 6 issues- and is fairly rare although there is at least one listed program in TI Gamebase. Issue 1- dated August 1983, with a long listing for a game "Scrumper" (I couldn't find it in the Gamebase) and a short listing for "Creatures"- which is in the TI Gamebase. Issue 2- undated. Introductory articles on expansion options. A short TI Basic program called Meteors and an XB game called Trax by A J Frampton. whtmags2.zip
    6 points
  4. New compiled games: - Mazzo. A strategy game. Description on TI99IUC page (Mazzo); - Strumper, from Lantern Software. Description here (Strumper). ------------------------------------ Total compiled games: 280. [GAME] Mazzo (1982)(A. Constantinidis)[Compiled by TMOP].zip [GAME] Strumper (198x)(Lantern Software)[Compiled by TMOP].zip
    6 points
  5. The source code we have contains: 10 REM *************** 20 REM * STRUMPER***** 30 REM *************** 40 REM 50 REM 60 REM TI&EXTENDED BASIC 70 REM 80 REM (C) LANTERN SOFTWARE 90 REM so this is the reason why @ti99iuc classified the game with such name. Not all names in games must necessarily have a meaning related to the game object and not all people are necessarily British English mother tongue... So, today we have learned the verb "to scrump", although "old-fashioned informal" accordingly to Cambridge dictionary and perhaps also not so useful for every day use, expecially if you are in a city. The periphrasis "steal fruit from trees" is able to express the same concept even though not so refined. Anyway, here is the game "Scrumper", instead of the severely incorrect "Strumper". The binary code is the same, of course. [GAME] Scrumper (198x)(Lantern Software)[Compiled by TMOP].zip
    5 points
  6. Radio Garden. Choose a location and then listen to local radio stations from that location!? tune into thousands of live radio stations across the globe. http://radio.garden/ - Thanks Shane R. Monroe / Passenger Seat Radio Podcast for introducing me to this.
    5 points
  7. Pic is up! First on planet Earth to receive this amazing set of games and looking forward to long night of play ? @Machine, no way I'm only 80ish miles away so my stuff gets here quick
    5 points
  8. Nice little thank you I was given today. Nice to know people recognize how hard you are working to help others be safe and/or successful. Now go eat some tacos and play some Atari!
    4 points
  9. Tonight I fixed an obscure controller for an even more obscure game console. Girls confuse me.
    4 points
  10. As I mentioned I needed a way to re-direct text to an output file in order to make automatic documents. So here is something that lets me do that. It's starting to feel like a real programming system now when I can do things like this. It's not really efficient and I have not created a way to only send to the file but it will let me take a run an making a DOCGEN utility and get some kind of Glossary for my libraries to my thousands of waiting Forth fans. ? Here is an example of what I can now do. \ outfile.fth test code S" DSK6.TESTFILE" MAKE-OUTPUT ( create a new file ) S" This is record #1" TYPE CR S" and this is #2" TYPE CR S" * end of first use. " TYPE CR CLOSE-OUTPUT S" DSK6.TESTFILE" OPEN-OUTPUT ( Append an existing file ) S" This is 2nd time we used the file" TYPE CR S" I hope this works correctly." TYPE CR 994A U. CR DEAD U. CR BEEF U. CR -99 . CR S" End of 2nd use of output file" TYPE CR And here is the file that the code generated: This is record #1 and this is #2 * end of first use. This is 2nd time we used the file I hope this works correctly. 994A DEAD BEEF -99 End of 2nd use of output file A couple of interesting things at least for me. The file handle OUTH becomes the flag for whether or not we echo to file The CR does double duty in that if an output file is opened it executes a FLUSH-BUFFER and writes to disk, clears the VDP counter and clears the VDP record I use the PAB buffer in VDP RAM directly as the output buffer for the program text The PAB byte counter is used like a variable to be a pointer where text can be appended to the buffer The PAB record size in VDP RAM is used for error detection just like I would use a Forth variable As chars are put into the buffer with TYPE or EMIT the PAB byte counter is incremented. The byte counter and the PAB file-buffer field are added to make the VDP address where new text goes into the buffer If the byte counter exceeds 80 bytes we abort with a message. This method of manipulating VDP RAM directly saves Forth memory space since we have all the routines to read/write bytes, integers and strings for VDP RAM. And using the internal byte counter in VDP RAM means I don't need another variable to keep track of this. The speed penalty is not that much compared to the Forth overhead already present so why not? I have also decided to add a new non-standard word to my ANS File code to support the TI-99. The ANS Forth standard file access modes are: R/O (read only,, TI-99 INPUT) R/W (read/write, TI-99 UPDATE) W/O (write only, TI-99 OUTPUT) I will add this one to the next release: W/A (write append, TI-99 APPEND) One step closer to a big 'ole glossary. Edit: 1. I am thinking this opens a door to make file pipes of some kind... 2. Updated spoiler
    4 points
  11. Small update : World 3 second lift is done, so all the hazards have been added. Now for some balance testing as some of the screens probably need to be toned down a bit Also the icon on the main screen to access the cinematics now works and you can review any cinematics you have previously unlocked (you can save this too). I've also added a "how to play" section as there have been a couple of Youtube videos of people playing EXO but only using a single button controller and subsequently not getting very far.
    4 points
  12. 1 Lap Series Malibu 26,450 (64"67) Namco 23,100 (65"52) Atari GP 24,400 (60"41) 2 Lap Series Malibu 37,150 (120"83) Namco 34,750 (121"02) Atari GP 33,300 (126"45) 8 Lap Pro Challenge Atari GP 100,250 (Lap 7 - DNF) I'm playing the NTSC version from the multi-disk image in the first post. Let me know if that's not right and I'll switch. My dad was always the expert on this one - too bad he's no longer with us or I'm sure he'd want to join in and post a score. I remember him saying "Now you have to shift into high gear when you're between 70-80 mph! Okay, there's the black sign, slow down or you'll crash into the red sign on the curve!" When I was young I usually played the practice run because I was no good at dodging the other cars. We also had a hacked version with no signs that I played a lot. If anyone knows where I can get a copy of that one, let me know. I haven't seen it floating around on the internet, but I always wanted to try it again for old times' sake.
    4 points
  13. Got everything a few minutes ago! Thanks to CJ and Al Pic incoming
    4 points
  14. This is a long one, so apologies in advance. Whilst floating around Wikipedia I noticed that the List of Intellivision Games identified Roklan as the authors of the Coleco ports. And it seems that they also did the Parker Bros games as well. No doubt this is well known to most, but it was news to me, I hadn't even heard of Roklan Software. It seems they were pretty big in the arcade porting business. Ron Borta, the head of their games business, gave an interview to ANTIC back in 2016. As you might expect it's quite Atari centric, but it's worth a listen, if only for the host having a gentle dig about the quality of Inty Donkey Kong. Anyway, it got me thinking, could we tell that Coleco and Parker Bros games were written by the same company, just by inspecting the ROMs? So I wrote a little script that disassembles two games and then looks for common runs of 10 or more instructions found in both games*. The idea being that if the games were written using the same tools, they might show a greater number of larger matching chunks than titles that weren't. Then I compared every combination of Coleco, Parker Bros and Activision game to see how similar they were. The results can be seen in this diagram which shows the total number of shared instructions for each combination: The number of matching chunks is depicted by the colour of the cell. White means no significant shared code, then as the total size of matching chunks increases the colour changes from red to green. I only report games with two or more common chunks, or where the average length of the chunks is more than 20 instructions. The games are arranged by publisher and then by release date (as reported by Wikipedia). What we can see from this is that there are indications that the Coleco and Parker Bros games were written by the same company. Early Coleco games (Donkey Kong, Carnival, Mousetrap and Donkey Kong Jnr) mutually share code, and they also have some similarities with most Parker Bros games. We can also see that, as expected, these games don't share much in common with Activision games. It seems the later 1983 Coleco games don't have much in common with either their earlier syblings, with each other, or with the Parker Bros games which were also released in 1983. Perhaps Zaxxon represents a transition between the two sets. Could this represent a change in the Roklan tools or the way they developed games? So the short answer to my question is yes, there are some indications baked into the ROMs that the Coleco and Parker Bros games were written using the same tools. Now, you might be wondering what happens if we apply this process to the full 125 game catalogue? Well, this is what what we see (you might want to download and pan around the image)... It looks as though "Kings of Consistency" were Imagic (blue ellipse) and Atarisoft (black ellipse). Within the Imagic titles we can see what might be an interesting change, with the earlier games up to Microsurgeon having less in common than those that follow, and clearly Nova Blast and Truckin' seem to be oddballs. Again perhaps this represents a switch in development tools? It seems that overall there is much less consistency in INTV games... ...and even less for Mattel titles... ...as exemplified by the lower amount of colour. This could be down to the fact that in many cases much of their common library code is found in the EXEC, rather than the cartridges themselves. That said, going back to the full diagram, links between games that are known to be related can be seen, for example Math Fun and Learning Fun 1, Backgammon and Triple Challenge or Hockey and Slap Shot. We can also see other, less obvious connections; like Tron Deadly Discs and Dig Dug, which are related through the hidden game Deadly Dogs, or Checkers and Sub Hunt which are linked through their common use of the tune Ride of the Valkyries. Some common ancestry of games is also visible, for example Dig Dug's origins as an Atarisoft title, and Space Hawk being a derivative of the hidden game Meteor! within Astrosmash! I don't think there are any unknown gems hidden amongst the shared code, but clearly there are some less obvious links, for example Auto Racing shares quite a bit in common with a number of titles including Astrosmash, Space Hawk, AD&D, Motocross, Space Spartans and Tron Solar Sailor. If you fancy a dive through the data for yourself, here's the spreadsheet... intyGameCommonality.ods Cheers decle * The actual process is rather more involved. For the curious...
    3 points
  15. Oh, heck yeah. Couple of rounds of equalization and amplification, plus the use of a USB sound adapter. Bingo, bango, bongo. LASDEF.zip
    3 points
  16. Mine got delivered a day earlier than tracking said unfortunately I’m stuck at work for another hour and half
    3 points
  17. I don't have them well displayed at the moment, but I've built shallow shelving to hold most of it. I'll try to post some pics soon. Cost is tough. Many of them I purchased for $1-2 each, but there are pricey ones left. My target was an average of $4 per game including shipping and tax. I held pretty close to that until recently. The last 75 will exceed that, but hopefully not push the average up by too much. Here's the empty shelving (holds ~900):
    3 points
  18. Watching the local news, I see that 2 local Mensa members broke into a popular local Italian deli with no masks on in this era of mask use (even a basic blue mask conceals most of one's features). Now their ugly stupid faces are plastered on the news. They will be caught quickly hopefully. They stole some beverages and a gift basket. I sorta know the owners -- nice family. I hope those few bottles of Snapple were worth it. They do have nice gift baskets there -- imported cured meats, pricey imported pasta, marinara sauce, Italian espresso pot, etc. -- stuff like that.
    3 points
  19. I had to search back a bit to find this- i was just thinking it was one of my favorite Basic games when I was a kid.
    3 points
  20. Fixed (although Flight Simulator was already fixed on my side, that fix didn't make it up to the website before). Thank to all once again.
    3 points
  21. Well, I did write and still have a sector editor, called "Sector-Zap" that has never been released. I sent it in to either Analog or Antic magazine, maybe both, but they told me that had something similar lined up. It works pretty well, searches in text or hex, reads directory, etc. It only works in single density. I made it for cracking protections, LOL. I was pretty good at that, doing boot tracing at one time. I used to know all the opcodes by heart. I did other stuff too, I'm really just now digging through it all. I hope to get something to copy my stuff over to SD card, but I don't really know what to get, or where to get it. I'm old, poor, in bad health, and have forgotten a lot of what I used to know. Not complaining, just being honest. It's been a long time since I had this old computer out. Kind of reliving the old days. If I can get some device to get this stuff into ATR dumps or whatever, I'll release anything interesting that turns up. I'm also working on a Barnstorming port, which is posted in the programming section. I can still code, but I'm pretty slow at it. I may ask for help on that one, or just release what I have. I'm still working on it!
    3 points
  22. Here's an example of manipulating BASIC's variable value table as @Rybags suggested: 10 DIM A$(1024):DIM B$(1024) 20 A$(1024)="X" 30 STARP=PEEK(140)+PEEK(141)*256 40 SRC=57344-STARP 50 DST=32768-STARP 60 VVTP=PEEK(134)+PEEK(135)*256 70 POKE VVTP+3,INT(SRC/256) 80 POKE VVTP+2,SRC-(PEEK(VVTP+3)*256) 90 POKE VVTP+11,INT(DST/256) 100 POKE VVTP+10,DST-(PEEK(VVTP+11)*256) 110 B$=A$ This relies on A$ and B$ being the first variables defined, so it will only work if typed or ENTERed after a NEW. Then you could SAVE and LOAD. This copies the character set at $E000 to $8000 pretty much instantly, but still slower than you can achieve with assembly language.
    3 points
  23. Game 7: video game version of this.
    3 points
  24. Fixed for next version, it was using $1B instead of $9B (probably from before I discovered the EOL hack in the charset). There is no defined mapping for paddles in DirectInput/XInput so you will have to check how the 2600-adapter II presents the paddles and customize the input map to match. Input Setup will show you what the emulator is receiving.
    3 points
  25. It's achieved ludicrous speed and has now gone to plaid
    3 points
  26. This link was requested by Peter Boon. It's a slideshow demo made more than 3 years ago using 4 different data compression : Pletter, Dan1, Dan3, and ZX7. Because Dan1 and Dan3 were made to focus on bitmap screens, and Dan3 for full screen pixelart and pictures with dithering, Dan3 performs better in this demo. However, because we tend to draw graphics in a way to somewhat be simple to compress, Dan2 is a better option for our game projects, often better than Pletter. https://drive.google.com/file/d/1x6r7YHc65ViaXp_VkApPwngLivFeJdso/view?usp=sharing
    3 points
  27. Hello guys I guess two things could be happening here: a) Brad is trying to charge his new Tesla off the same power source his server is powered by, or b) he finally reached the max amount of those 40 kilograms 10 MB hard disks he's running his site on, that you can power from the same source. Sincerely Mathy
    3 points
  28. Apple can be summed up in five words: Arrogant Pitiful Plastic (i.E see through, easily breakable) Lusty (they just want money, don't care about quality) Esoteric (those that can't afford either Linux (free) or Windows (mandatory)
    3 points
  29. Hey @newtmonkey, I believe you're Japanese and therefore have a NTSC-J Playstation. However and now that you have unlimited space in your memory cards... why don't you make a song? Use this: One of the advantages of your memory card is that you can freely play games such as Music 2000/MTV Music Generator, where songs can take up to 15 slots: It can also be a refreshing change from the RPG genre.
    2 points
  30. I think these are good ideas, I'll address the points with my thoughts: If we put to one side for the moment, the idea of analysing frame content, averaging frames already happens, in a way, with the phosphor emulation. At the moment I've implemented phosphor to have linear decay but it would be better for screenshot purposes if it starts off slow and then fades off relatively rapidly. Alternatively, we should perhaps thing of screenshotting taking an short average of the future in addition to the past. If we think of the following as a sequence of frames with C being the current frame. -5 -4 -3 -2 -1 C 1 2 The negative numbered frames represent the immediate past and will still partially be visible in the C frame as phosphor fade. The positive numbered frames are in the future. A screenshot of frame C with an exposure time of 1 will capture an average of C and the 5 immediately preceding frames. An exposure time of two on the other hand will capture C, the 5 preceding frames and also frame 1. Similarly for an exposure time of three, would include frame 2. The advantage of this is that we can treat exposure differently to phosphor fade. I'll experiment with this later this week. That said, your idea of looking for an identical frame is a good one. It would be incredibly useful if the emulator knew what type of kernel it was dealing with for several reasons. For screenshot purposes, we could use it to control how long the "exposure" is (ie. one, two or three frames). It could also be used to control how emulation buffer underruns are handled but that's a very different conversation ? Not a bad idea. It shouldn't be too difficult to do. It would be worth experimenting with. One other problem might be the exsitance of "hybrid" kernels. In other words, some elements are drawn on a period of two frames and other elements on a period of three frames. I know my own game (a flappy bird clone) changes some things every third frame and other things on the second frame and yet others on every frame. But this might be a pathologicial example.
    2 points
  31. Yesterday @ckrtech contacted me for insight on an issue he's having with Battlezone and his new RetroTINK 5X-Pro video upscaler. The picture is unstable, as you can see in the video he tweeted this afternoon: I suspected it was generating an invalid VSYNC signal. From Stella Programmer's Guide, available at MiniDig, we know that VSYNC should last 3 scanlines: So I used Stella to check it out. Sure enough, it was just over 2 scanlines long, and had a couple other issues as well. After sending him the results I got to thinking that others may find it useful to see how to check this. We'll start off this investigation with Combat because it correctly generates VSYNC. Launch Stella and load Combat. Press the ` key (by 1 and tab) to enter Stella's Integrated Debugger. In the prompt type the command: trapwrite VSYNC after hitting return you should see: added trap 00 press the ` key again to resume running the ROM. The trap should immediately return you to the debugger: Make note of: Frame Cycles: 19760 Scan Cycle: 3 VSYNC should be changed just after the WSYNC, so it should always occur on Scan Cycle 3. Press the ` key again. Frame Cycles is now 0 because the new frame just started. This is useless to determine the number of cycles that elapsed for the VSYNC, so we need to halt the program before the 2nd store to VSYNC occurs. To do that, locate the current instruction in the Disassembly tab, it will be outlined in a red box, then click to the left of the store to VSYNC just above it. A red dot will appear to show the breakpoint is set: Hit ` again, should see the same Frame Cycles (19760) you saw before. Hit ` again: Frame Cycles: 19985 Scan Cycle: 0 The store to VSYNC hasn't yet occurred, so we need to know how long the instruction is going to take. We can see that it's 3 cycles by looking at the value after the ; in the Disassembly. Adjusting for that we know the cycles after sta VSYNC occurs will be: Frame Cycles: 19988 Scan Cycle: 3 19988 - 19760 = 228. There are 76 cycles per scanline and 3 * 76 = 228 so VSYNC was on for exactly 3 scanlines, which is what we expect it to be. Now we'll do the same after loading Battlezone: As before: Press the ` key to enter the debugger type the command trapwrite VSYNC press ` again Frame Cycles: 19743 Scan Cycle: 64 Scan cycle of 64 is not good, it should be 3. We can see in the disassembly it was not done after a sta WSYNC. press the ` again, we'll end up with Frame Cycles of 0. Like before, set a breakpoint on the sta VSYNC instruction press ` again. Surprise! Frame Cycles: 19741 - was expecting 19743 like before Scan Cycle: 62 - was expecting 64 like before Inconsistency is not good. press ` again. Frame Cycles: 19909 Scan Cycle: 2 the sta VSYNC cycle time is 3, so adjust to: Frame Cycles: 19911 Scan Cycle: 5 19911 - 19743 = 168 19911 - 19741 = 170 168 / 76 = 2.21 scanlines 170 / 76 = 2.24 scanlines If you hit ` a number of additional times you'll see the Frame cycles for the initial VSYNC varies from 19739 - 19745, so actual VSYNC duration varies from to 166 to 172 cycles. So Battlezone does a few things wrong when setting VSYNC: 1) VSYNC is on for less than 3 scanlines 2) VSYNC is toggled at the wrong cycle for the scanline, it should occur on cycle 3 3) VSYNC duration varies slightly over time I don't know which of these is causing problems with the RetroLINK 5X-Pro
    2 points
  32. Star Wars Pinball is so good. Been enjoying it all night with the family. Wish Baby Beef liked more than two tables. Got to sneak in the others when I can.
    2 points
  33. Now these are simply brilliant.
    2 points
  34. Had some issues with some of the last sound effects. Just working out a few more little sound issues, hopefully be ready soon.
    2 points
  35. Yep I sell a universal cable that works for external drives of either type Sent from my LM-V600 using Tapatalk
    2 points
  36. Perhaps they are finally updating their online web store from the 1993 era design it has been using?
    2 points
  37. As promised here is a simple small video of what I coded so far: Level restarting/changing isn't in the game logic yet. I use the Reset/Select switches for the moment. The code already reached 4KB, so before the next update I have to select the best bank switching strategy to use. Meanwhile @miker made a nice conversions of a couple of Xump music tracks with Tia Tracker. Probably now I'll start coding the title screen and the menu screen with one of the tracks as background music.
    2 points
  38. Already own four of your lovely ColecoVision games, so why not join your club? Payment sent
    2 points
  39. The older an OS/Browser gets, the less likely haxerz will go after you. The old stuff is not as populous. Less targets..
    2 points
  40. 2 points
  41. Nice MASH story, but real sorry to hear of your fathers passing...
    2 points
  42. Here's the summary for Week 17, running from April 26 - May 2. We logged 5717 minutes of eligible play, playing 86 games on a total of 21 systems. Top 10: 1. Castlevania: Symphony of the Night (PlayStation) - 1020 min. 2. Hexcite: The Shapes of Victory (Game Boy Color) - 600 min. 3. Suikoden II (PlayStation) - 540 min. (#1) 4. MechWarrior 2: PowerVR version (PC (Windows 95/98)) - 430 min. 5. Suikoden (PlayStation) - 411 min. 6. Pole Position (Atari 8-bit) - 322 min. 7. Kaboom! (Atari 2600) - 125 min. (#6) 8. Castlevania III: Dracula's Curse (NES/Famicom) - 110 min. 9. Pac-Man Collection (Atari 7800) - 105 min. 10. Demon Attack (Atari 2600) - 103 min. Pre-NES top 10: 1. Pole Position (Atari 8-bit) - 322 min. 2. Kaboom! (Atari 2600) - 125 min. (PN#4) 3. Pac-Man Collection (Atari 7800) - 105 min. 4. Demon Attack (Atari 2600) - 103 min. 5. Solar Fox (Atari 2600) - 89 min. (PN#3) 6. Legend of the Amazon Women (UK ver?) (C64) - 87 min. (PN#2) 7. Congo Bongo (Atari 2600) - 83 min. 8. Breakout (Atari 2600) - 78 min. 9. Oystron (Atari 2600) - 75 min. 10. Astroblast (Atari 2600) - 52 min. Top 10 systems: 1. PlayStation (1971) (#2) 2. Atari 2600 (1154) (#1) 3. Game Boy Color (635) (#8) 4. PC (Windows 95/98) (460) 5. NES/Famicom (398) (#9) 6. Atari 8-bit (354) 7. Atari 7800 (115) 8. C64 (87) (#4) 9. ColecoVision (83) 10. Sinclair ZX Spectrum (69) Yet again a PlayStation game is #1 but this week it is Castlevania: SotN instead of Suikoden II. Inbetween those, the GBC game Hexcite takes second place. The most played pre-NES game this week is Pole Position due to HSC action, with several frequent entries further down the list. The Atari 2600 got one week in the top of the systems list before the PlayStation again claimed that title. Pac-Man 4K (Atari 2600) becomes member #445 in the 1000 Minute Club with a total of 1034 minutes. Super Breakout (Atari 2600) breals the 5000 minute barrier with a total of 5004 minutes, which puts it in all time #32 place, overtaking Warriors of Rome II (Genesis) and not far from both NetHack (PC DOS) and Final Fantasy VIII (PlayStation).
    2 points
  43. Since we all like competitions, and there seems to be quite a number of musically skilled people here, how about a for-fun competition in the near future in making original music of any genre? Or perhaps on a theme, without it becoming covers. I'm thinking IntyBASIC + Arnauld's tracker would be two of the possible output formats, though of course if anyone has their own ML music routine it would work too.
    2 points
  44. From what I understand of Forth+, took a harder path by using binary overlays. They are faster to load but you can't repair them because I don't think you have the source code. In the heyday of Forth systems Forth Inc. USA turned the problem around and made the compiler waaay faster so you could compile text from blocks almost instantly. These methods use hashed look-up in the dictionary search to speed that up by about 8X. This is seldom seen in non-commercial Forth systems with the exception of F83 for DOS (Laxen & Perry) I am working on shoe-horning this idea into Camel99 Forth at which point it will have pretty much left the land of the Camel. "Hmm... the Forth strong is in this one"
    2 points
  45. This is what I've done the past week. I'm using the plotvalue trick and it's a great help. I'm working on moving the hero (does he have a name) and thanks to that hint, I can see the value of the tiles he's on, the ones to the left or right, and the ones to the top or bottom. It's really helping me figure out his movement. I have one with the plotvalues and one without. A7800_ Atari 7800 (NTSC) Cool [a7800] 2021-05-03 19-38-12.mp4 A7800_ Atari 7800 (NTSC) Cool [a7800] 2021-05-03 20-59-29.mp4
    2 points
  46. The latest version has simple collision detection. zaxxon8.bin
    2 points
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