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Showing content with the highest reputation on 06/19/2021 in all areas

  1. First of all: New bugfix release is out! (FROM THE FIRST POST) Jun 2021 Bugfix Release. While the game worked fine in emulation, it had a few issues with more exotic real HW configs, this version should improve stability for many of those. -fixed DLI misfiring at boot time -fixed tune not stopping when aborting cutscene -disabled break key IRQ -added red screen of death for DLI misfiring (instead of black screen) -added blueish screen of death for file not found (may help diagnosing Fujinet) -fixed Atarimax not booting from bank0 -better skipping of attract cutscene when pressing esc -slightly more robust boot sequence -added debug progress mode for -cart- loading (press button at boot time) -optimized dancer anim which allows the disk version to load without retries. There are still issues as I suppose, but they should be a lot more rare. If the game crashes while loading with the cart version, you can enable a debug option that shows loading progress using PMGs: The princess' dress turns green when the main executable has finished loading and is being decompressed.
    14 points
  2. It's been a few days since I've posted an update, so wanted to do so now, as I will be spending nearly all of my time this weekend working on these games.. This week I've mostly been working on the extra games for these pre-orders (that is, additional games ordered with the pre-order games), as well as prepping even more cartridges. At this point I do have the majority of games assembled, many labeled, and should have all the pre-order games labeled and boxed by the end of the weekend. After that it will be just finishing up the extra games, and there aren't a ton of those (at least compared to the pre-order games themselves), so that won't take more than a day or two going into next week. I am also working on games for "regular" orders as well, as I need to get those shipped next week. Here are some more carts that have been prepped for all these 2600 games.. Still have a few more rounds to do, but that'll be coming to an end soon. Stack of 2600 carts after I finished cleaning them with Goo Gone. This is a bit over 90 carts. Behind these carts is a large, HEPA air filter so I don't have to smell those fumes (I also use this same air cleaner when soldering so I'm not inhaling solder fumes). Also helps the carts dry, as it's pulling in a lot of air. The above carts after I put them out in front a fan to dry: Some boards I was soldering during the week.. 5200 games (and a handful of ColecoVision games): Some 2600 4K games: Currently testing all the pre-order 2600 games that need to be labeled. After this is done, it will be a cartridge labeling frenzy. Tomorrow I'll assemble all these games into boxes, with manuals and posters for those games that have them. Not sure how long that's going to take, but it's a pretty mindless process so I can stream a show or movie(s) while doing it.. I set this up in another room to make it easier to go through these a bin of carts at a time. And one last photo, here are some of the extra games I've soldered that will be assembled into boards, tested, and labeled over the next few days. This weekend, though, focused mainly on finishing the pre-order games, but still doing some work on these as well to push them along.. From left to right, 7800, 2600, and 5200 boards. Goal is still to start shipping these orders next week. I'm excited to reach the finish line! That's all for now, may post some more photos tomorrow. ..Al
    10 points
  3. Done for next test version. The impact of MP3 on cassette tape decoding is vastly overblown when a good quality MP3 encoder and decent bitrate are used. Top is the spectrogram of the original wave file containing standard 600 baud FSK-encoded records, middle is the spectrogram of the same thing encoded into MP3 stereo at 200kbps VBR, bottom is the waveform residual between the decoded MP3 and the original. Perfectly clean and decodable data. For all the lossy nature of formats like MP3, remember that the codec has tens of thousands of bits to encode 600. Which means that MP3 does fine for reasonable quality standard format tapes, and in turn FLAC is overkill. Now, marginal tapes or high baud rate turbo tapes might be a bit different, those have much less margin for error and for those close-to-original is needed until the data can be cleanly extracted and verified. But for tapes that aren't already on the verge of being undecodable, a lossy format like MP3 certainly isn't guaranteed to destroy the data just because it is lossy. The reason that Altirra only supports PCM WAV is simply that it is an incredibly dirt simple audio format to read. If I had to support a particular compressed audio format, it would probably be Ogg. I've done MP3 before and could do it again, but Ogg's kind of nice for being and having been a fully free format from the beginning. The main issue there is that I don't have an Ogg decoder, I don't want to pull in an external Ogg decoder, and I've had bad luck with Windows' codec systems, so there's some work involved in doing this. As a stop-gap I've thought about a standard for pairing a CAS file with an audio file, which would trivially allow the file size to be cut in half and is easier to implement, plus easy to use with cassette emulation that doesn't support raw audio. The downside is that it's in turn not as trivial to turn the result back into a conventional stereo audio file for current emulators or recording back to physical tape, which I'm not sure is something I want to encourage. Plus there's issues with ambiguity in precise timing for compressed audio files between decoders, and some issues with too low precision for some fields in the CAS format. On the other hand, everyone's familiar with how to play back or convert a stereo MP3/Ogg/FLAC file, and it avoids the hassles with trying to manage paired files. And trying something weird like Ogg-within-CAS just seems like a bad idea. Altirra's tape decoder has automatic gain control and is volume invariant, short of the signal simply dropping out. I've successfully decoded tapes where the FSK signal dropped below -60dB before. Aside from rounding errors normalizing the tape signal won't do anything to help decoding. Actual tape hardware has some thresholds, but as Baktra has pointed out, FSK coding at standard 600 baud is very tolerant in this regard. With data-only tapes it doesn't matter too much, though it is good practice to try to record a reasonable bit below peak level so you get good volume without clipping. This matters more for talky tapes since you want the audio track to have good volume when played back and clipping there is really undesirable. 44-48KHz/16-bit is standard and a very safe target, particularly as it provides a lot of margin against bad resampling filters (or ironically, too good, in a frequency sense). 24-bit precision and 96KHz+ are overkill, it's consumer-grade analog audio tape. I might add, the first step in Altirra's decoder is to resample to 32KHz, so you certainly won't get anything there by using a higher sampling rate. Hadn't thought about it much, but I could put gain control on Altirra's tape audio playback if needed. I don't actually have an idea of how loud a regular 410 or 1010's output is when played back through the Atari, since I don't have a real Atari-compatible tape deck (and not a lot of enthusiasm to get one). If the tape is marginal and barely records a decodable signal -- especially if it has near dropouts or heavy speed variation -- then it's hard to spec recording parameters that will guarantee clean playback on all devices. The only real way to guarantee that is to recondition the signal based on the verified good data, which is essentially re-encoding the data track. We don't really have good tools to do this right now.
    7 points
  4. Work in progress. All that's missing is the percussions, but I'll try again tomorrow to come up with some decent patterns for them. Used Distortion 2 1.79mhz + Distortion 8 64khz Poly9 for the lead. I also redid my Distortion 2 1.79mhz table to be a lot more in-tune to Distortion A. Might fix some more notes for other modes later using a similar approach. This is so dumb I wonder why I did not think about it earlier lol The Poly9 notes were done manually, I only needed a handful so that did not warrant a table (yet...) Metroid 2 - Surface of SR388 v17.obx CustomNoteTables v26 edit1.txt
    7 points
  5. I've just written to Sue (his wife) and passed on our heartfelt condolences..
    6 points
  6. Happy Birthday Garfield.
    6 points
  7. Robot Tank has been modified for the PlusCart High Score Club. PlusCart users can find the PAL, PAL60, and NTSC versions in the PlusStore directory "Public ROMs\PlusROMs\High Score Club" The NTSC version can be played online in javatari.js. The ROM-file can also be played with Gopher2600. The "PlusCart High Score Club" page for Robot Tank: https://highscore.firmaplus.de/?game_id=42 `
    6 points
  8. Deflemask can import OPM files for it's ym2151 instruments. There's a vgm2opm converter somewhere out there, but you can also just grab the ripped opms instead. A good chunk of all of the games that ever played through a ym2151 is available. The 7800.8bitdev.org wiki OPM Instrument Collection page has a link to the "Mega Arcade Collection" OPM pack, which includes the files for the R-Type games. (and a lot more) To save you the hunting, I've also attached a zip here with just the R-Type OPMs. R-Type_OPM.zip It's also worth mentioning that the x68000 collection on the same wiki page also has the R-Type OPMs used with that platform.
    6 points
  9. 5 points
  10. Taking the train going the opposite direction is a fast and efficient way to waste an hour of your life.
    5 points
  11. Tower of Rubble: 460 Robot City: 17121 On Robot City, this game ended on Level 100 (or, the second Level 99 board since this is where the level counter stops advancing). Videos for all three games are posted below. My score for "The End" was posted a couple weeks ago. I believe may have been the first game I played.
    5 points
  12. Well, you ain't never had a friend like me! I have gone BACK IN TIME to IMPLEMENT YOUR WISH! There is a catch - there always is with wishes. Close Classic99. Head outside on a nice cool summer evening and take a deep breath of the fresh air. Then come back in and open Classic99.ini. In the [emulation] section, find enableSpeedKeys, and set it to enableSpeedKeys=1 If it's not there, your version of Classic99 is even further back in the past than my flux capacitor allows for, grab a newer version, launch it and then exit it. Repeat above with the cool summer evening. When you restart Classic99, F6 will set CPU Normal. F7 will set CPU Overdrive and F8 will set System Maximum, while F11 will toggle System Maximum (like MAME does). These keys are also active any time the debugger is open. Note that these keys will no longer be FCTN+number keys in this mode. This table summarizes the keyboard shortcuts in Classic99, and is in section 7.8 of the manual:
    5 points
  13. Coke and Pepsi are the same thing! Wake up, people!
    4 points
  14. With an ad containing kerning like THIS, no wonder the 5200 was a flop. #1 reason why it failed - poor kerning.
    4 points
  15. Getting ready for post COVID travel…
    4 points
  16. Look: Puddle-BuildTools Infocom Z-machine build environment for 25 retro computer systems (including ti99 n.d.r.), preconfigured for PunyInform https://mobile.twitter.com/8bit_era/status/1405871858583486470
    4 points
  17. I believe that @Lathe26 drew up a partial circuit of one of the boards, based on the work done by Tony and his friends at Hard4Games and some images. However, I think this is incomplete, but I'll leave it to @Lathe26 to say more on this. The boards were originally owned by the late Herbert Schmitz. I did some digging into their possible origins at the start of May. We're waiting on the thoughts of Herbert's family as to the veracity of the findings, so although I believe the facts below are accurate, the conclusions should be viewed as speculation. We know that Herbert worked for Sanders Associates and followed Royden Sanders when he left to form Sanders Technology. Herbert's family indicates that in the summer of 1976 Herbert was introduced to the toy manufacturer Milton Bradley (MB) through some work at Sanders. Sometime between then and 1979 Herbert moved to work at MB. In late 1979 the TI-99/4 was released. Its 4 release titles were written by Milton Bradley. This might seem strange, but MB were working on a console version of the Ti-99 called the GameVision. In fact, in late 1978 Mattel had discussions with TI and MB about the Intellivision also being based on the same design, this is described on page 5 of the Intellivision History and Philosophy document at papaintellivision.com. However, Mattel did their own thing with GI, and the GameVision console was dropped by MB. Anyway, one of the GameVision branded TI-99/4 launch titles was ZeroZap, which is credited to Herb. It looks like it was the standout launch title, although the bar was not the highest. The other three were Yahtzee, Hang Man and Connect-4. Interestingly Herbert's son, Karl is also credited as writing a couple of TI-99 games, Blackjack & Poker (no shifty eyed dealer) and Hustle. The trail then seems to go quiet for a bit. However, by 1982 MB fancy a slice of the console market again. They are reported to be working internally on a game console called Gemini this seems to have been intended to be games / educational console that could be expanded into a computer. The Gemini was unrelated to the GameVision, being based on the Motorola 6809 CPU rather than the TI TMS9900. Its unique selling point was that it had voice recognition, and not in a minimalist, TV POWWW! volume switch way. The Gemini had to be trained by the user and recognised different words. Anyway, it seems that MB's management got cold feet when they saw the Colecovision some time in the first half 1982 and pulled the plug. The Gemini got quite close to being released before management cancelled the project, here are some images of the prototype... So in mid/late 1982 MB's engineers were casting around looking to see how they could repurpose the Gemini technology. They hit on turning it into a peripheral for the TI-99/4a of all things, presumably because of their existing links with TI. The result looks suspiciously over complex, like the Intellivision Keyboard Component. It retains the 6809 processor, along with 4K RAM, voice recognition, a speech synthesizer and two joystick ports. It's nearly a console in its own right, but without the video chip, instead it communicates with the host 99/4a using the TI's bi-directional joystick port!? MB demonstrated their TI-99 wonder peripheral at the winter CES in January 1983. Among a load of other companies, Atari see what will become the Milton Bradley MBX and are impressed, so much so that they do a deal with MB to produce a version for both the Atari 2600 and 5200 to be called the Voice Commander. However, like so many things at the great Fuji, the project is cancelled and doesn't make it to market. MB were not happy with this turn of events and ended up suing Atari. MB finally scratched the game console itch in early 1983 when they bought GCE, manufacturers of the Vectrex, after it achieved strong initial sales following its launch in November 1982. It seems likely that MB's relationship with Jay Smith had something to do with this (his company had developed the earlier Microvision which was also sold by MB). Interestingly, although probably coincidentally, the Vectrex is also based around the 6809 CPU used by the MBX. Milton Bradley released the MBX for the TI-99/4a in late 1983, along with 10 games (the Gemini's edutainment roots are apparent in the four "Bright Beginnings" titles released alongside the six "Arcade Plus" games). You can see it working, complete with voice recognition, in this video: At this point the facts end and we head off into speculation... My hypothesis is that whilst developing the MBX from the ashes of the Gemini, and possibly whilst working on the 2600 Voice Commander, MB looked to see what it would take to do a similar peripheral for the Intellivision. I suspect these prototype boards represent their early work on that project. The software for the TI-99 MBX was distributed on cartridges that plugged into the host computer and ran on its CPU, so to do the same would require MB to write Intellivision games. You may ask what the point was of the 6809 in the MBX if the games ran on the TI/99? Well, the 6809 ran baked-in firmware to manage the various peripherals within the MBX. The TI-99 host sent the MBX high level commands to train for a voice command, listen for a voice command, say a phoneme, read a joystick, etc., and then the 6809 program would scurry around doing all the low level bit banging to actually action the request. Undoubtedly creating an MBX for the Intellivision would have been harder than for either the TI-99/4A or the Atari consoles. In addition to the crazy GI ROMs and the proprietary EXEC, the Intellivision's controllers were hardwired and are not bi-directional which would have made interfacing the MBX a bit more challenging. And then there is the fact that the Mattel already had the Intellivoice in the marketplace, its more characterful voices would undoubtedly have eroded some of the advantage of the MBX. Anyway, parking these concerns, MB would need to have written some Intellivision software to get an Inty MBX to market and these prototypes might have been part of that work, with the Gemini name on the title screen being a reference to the shelved console that was the origin of the technology. Now, as Roger Murtaugh might say "that's pretty f'in thin", and I wouldn't disagree with him. It's held together by baling wire of Herbert Schmitz -> Milton Bradley -> Gemini Console -> Gemini Title Copyright and let's be honest, Gemini isn't exactly an unusual name for a failed project. I was hoping that MB might have been known as MB Games & Toys in some context or other, but I can't find any evidence of that (they seem to have universally been known as The Milton Bradley Company). So there we are, it is what it is, a plausible, if "thin" hypothesis. Hopefully we will get some more input from someone who knew Herbert or worked at MB and we can confirm or refute it. If you want to know more about the Milton Bradley MBX, I recommend this AA thread...
    4 points
  18. Hi I have revised my small compendium, "PORTS, PINOUTS & INFOS for TI-99/4A and Geneve9640 (19.June 2021)" And some PDF quality improvements were done. Thus, the PDF is 45 MB now ? But so much better to read GENEVE-9640-&-TI-99-4A-&-MISC-PINOUTs-v20b.pdf GENEVE-9640-&-TI-99-4A-&-MISC-PINOUTs-v20b.pdf have fun xXx @matthew180
    4 points
  19. Some demo tunes which show off the above mentioned Fuzzy C bass, all from the upcoming EXO game. 1. Launchbay tune. AUDCTL=$61 (1.79 on 00 and 02, 15 khz base clock) SKCTL=$8B (two tone) 00 - $4x distortion (modulation) - bass 01 - silent (frequency carrier for 00) 02 - $2x @1.79 - lead sound 03 - $Ax 15 khz - arpeggio In this case, the bass is taken from the Tone 1 table of the Fuzzy C 15khz mod 15 bass table I posted above. These are the less buzzy tones. Storing a $FB (251 decimal) in the 00 channel makes the bass very fuzzy. And as mentioned before, the timbres stay stable, regardless of polycounter settings (no need to reset them). exo-launchbay2.asm exo-launchbay2.s exo-launchbay2.xex 2. Arrival tune. (played for cutscenes when the ship is arriving at a planet) AUDCTL=$61 (1.79 on 00 and 02, 15 khz base clock) SKCTL=$8B (two tone) 00 - $4x (modulation) - bass 01 - Silent 02 - $2x @1.79 - lead 03 - $Ax @15khz - aarpeggio In this case, bass is taken from the Tone 2 table, Fuzzy C 15khz mod 15. This gives the bass a slightly rougher sound. Again, $FB in AUDF1 makes the fuzz, and the timbres are stable. exo-arrival.asm exo-arrival.s exo-arrival.xex 3. Game Over. AUDCTL=$61 (1.79 on 00 and 02, 15 khz base clock) SKCTL=$8B (two tone) 00 - $4x (modulation) - bass 01 - Silent 02 - $2x @1.79 - lead 03 - $Ax @15khz - aarpeggio Same settings as above, with the Tone 2 table, and $FB in AUDF1 exo-gameover2.asm exo-gameover2.s exo-gameover2.xex
    4 points
  20. Great Game My FAVOURITE of the 3 , I just suck at it.. Real cross between Pacman and Berzerk You really need to play a chess type strategy always be 2 moves ahead ROBOT CITY : 2,022
    4 points
  21. All three of the new .CAR versions load and run on my NTSC 1200XL+U1MB via SIDE3 cart. The DD ATR loads and runs on my NTSC 1088XEL, NTSC 576NUC+, and PAL 1088XEL, all via FujiNet devices. ?
    4 points
  22. Having said that, the FujiNet NUC+ baseline will be my main A8 retrogaming system going forward, connected to my modern displays via my RetroTink 2X-Pro. It's so ridiculously compact and self-contained, it's very hard to beat in that role.
    4 points
  23. Is this done yet? Bob? What the hell, my Concerto demands this game??!!? It doesn't work on the Concerto? Fix it!
    4 points
  24. So as I'm sure everyone here knows, Sonic was released on the 23rd of June, 1991, so Sonic will be turning 30 in only a few days. Yeah, there is a Genesis/MD section, but I'll go ahead and post this here since I imagine more people will see it but also because even in the 90s Sonic was also in arcades (where he made his debut in Rad Mobile before Sonic 1 was even released), on PC, on the Game Gear, on the Master System (but not the Mark III), on the game.com (we don't talk about that one), on the Saturn and the Dreamcast, had Tiger handhelds, at McDonald's, in the Macy's parade, had 2 separate TV shows running at the same time, had multiple different comic series in multiple countries at the same time, was in a popcorn machine, in your SpaghettiO knock-offs and Kraft macaroni and cheese, and was even on the Neo Geo! Pocket Color, anyway. I'm not that much older than Sonic, but I remember when he was EVERYWHERE in the USA to the point where it was impossible to avoid him. Unlike a certain fat red dude made by that one other company, Sonic honestly hasn't done too well since the early 2000s, but the times before then were great and I feel bad for the younger people who missed all of that. I'll be celebrating Sonic's 30th anniversary in my own way here in a few days with a Sonic game that I've never played before on a system that I've never played before (you'll see when I get it), but hopefully everyone else will take the time to remember how great the 90s were for Sonic.
    3 points
  25. We finally got around to completing the updated version of Peril, we played it on the After Dark edition of ZeroPage Homebrew yesterday! An amazing and challenging game, thank you so much for making it @vhzc! The gameplay video will be posted in 2 hours. - James (WATCH AT 1080P60 FOR FULL QUALITY!)
    3 points
  26. 3 points
  27. Finally (loosely) installed my PokeyMAX 2 in the Incognito 800 today to test plugins: This needed a fix the other day to get working fully (the released Incognito BIOS was not calling the hardware setup plugin), but since there is a pending update anyway (as previously mentioned), it's an opportune time to roll in fixes for previously untested plugin functionality too. My eyesight completely gave up the ghost yesterday (following a very bad night's sleep on Thursday) while I was soldering wires to the RTC chip to try and get scope readings of failed NVRAM reads for Candle to diagnose, but hopefully we'll get the last quirk ironed out soon enough. I'll try Sophia 2 as well if I can work up the energy to borrow it out of my 1088XEL; I can't install VBXE yet until I get one of the new adapters, although since Incognito has no VB signal, VBXE detection will be purely cosmetic (although you do get the NTSC palette setting).
    3 points
  28. I put a cartridge port on my XEL for just such a situation. Do you have no way to load files from an external device? Now that I’ve pulled the XEGS jumper off my U1MB, loading via FujiNet device works. I haven’t tested it yet, but I expect loading from RespeQt on my PC should work now too.
    3 points
  29. Another user group magazine for someone to add to the wht collection please. In a zip file of tif images here is: LA99ers TopIcs v4 n9 September 1985. I started with an original magazine from the user group which was not too well copied- and I have done a lot of work cleaning it up, you won't see a better copy!! Although one or two little bits I had to leave as I couldn't guess what they were... This magazine has an introduction to Gram Kracker; an article on using sound in Forth; a circuit diagram to take rs232 in and produce parallel output; using TI Writer formatter; cleaning disk drives; a letter from John Behnke; a program to print a 24x40 grid. s la99ers topics v4 n9 Sept85.zip
    3 points
  30. As long as we remember them, they are never gone... Jase was a lovely man and my heart goes out to Sue and family for their loss, I like others have lost a wonderful friend and the community has lost a great dev, Like Snicklin I beta tested Callisto because he knew I was a shooter fan. We both liked to add sid tunes to the HVSC set back in the day as his mate Sean Connelly was his usual collaborator for music for the Cosine productions. Its really sad he chose to say goodbye, the Jase I knew was a force of nature for life, but he must have known it was a fight he could not take on, he had already had an epic battle against this awful virus, it devastated him, poor bloke. I'had 24hrs to take this in and it still stinks, not even 50 and gone to a virus we still play god with to this day.. They say the good ones always go first, I don't know how true this is but Jason WAS a good one, a kind gentle man, he had his private quirks, but he was always a really nice person and a great teacher.. If there is an upstairs then maybe when it's my time you can teach me some proper 6502
    3 points
  31. Due to the recent updates for the TI99 core (the last has added the support for PAGED7 ROM, so now TI Calc is working), it's time for the update of my MegaPack for MiSTer! The last official core (Ti994a_20200517.rbf) and the last unofficial beta (Ti994a_20210617.rbf) are included for your convenience. Hope to have included also all the latest homebrew games released in previous months... All ready to run, as usual. The V3.0 pack will be added soon also on the TI99IUC MiSTer page, with the update of the article (TI-99/4a on MiSTer). TI99_MiSTer_FPGA_Core_SSS_Mega_Pack_V3.0.0_19062021_by_TMOP.zip
    3 points
  32. Best I can do without getting any reflections
    3 points
  33. You definitely have mastered that variation.
    3 points
  34. The End (1 B/B): 40,700 Great game. Wish this one would have worked on my Unocart as prefer playing real hardware and joysticks.
    3 points
  35. Thank you for making this extensive list. I am pursing a Mattel electronics Aquarius set and this has helped. Just trying to locate a boxed logo cart and recently came across some uncommon accessories.
    3 points
  36. The XEL needs about 2-3 minutes for the system to warm up so the color is correct (a stock vintage system needs upwards of 10 minutes). Plus it's currently calibrated for a CRT but I'm testing right now connected to my modern-ish (2012) LED. If I keep the system here, I need to let it warm up, then run ACP.XEX and calibrate it for this TV. But on that note, the fastdancer demo version loaded properly via FujiNet and has been running for almost 3-1/2 hours. Any worries about my system's stability should be put to rest.
    3 points
  37. I was contacted for this story, author wanted to interview me. He's a Canadian lifestyle-type writer. I think he did a fair job in the story. I refused to talk to him, not due to Bradley's business practices, I just don't trust the media any longer. I had used Best for four decades and he is simply the Best retailer of all things Atari. End of story. DBM.
    3 points
  38. Hello guys, I've managed to preare a hacked version of Stunt Car Racer that is able to load from any device under DOS. It was tested with DOS II+/D and MyDOS under Altirra, as well as Sparta DOSX with SDINIT and it seems to work. Of course there are some disadvantages: This version uses additional bank of extended RAM (should be able to run on 192kb machine) There is no Hall of Fame, Replayes - all I/O operations are disabled, beacuse there is no xBios The animation during loading is corrupted - but when you boot from HDD there is no time to watch it If you don't accept these limitations, please stay with the original version. I made this for my own fun and all the users who want to enjoy fast load from their HDD interfaces. Of course some things my not work, it was rather a quick and dirty hack. I will appreciate your feedback. StuntCarRacer.DOS.xex
    3 points
  39. The changes I've made today around cycle accuracy and how the MAM works is worth packaging up I think. Summary: - MAM now differentiates between mode 1 and 2 - MAM set according to cartridge mapper (ie. DPC+ or CDF*) [thanks @SpiceWare] - Counting of conditional branches corrected [thanks @Thomas Jentzsch] https://github.com/JetSetIlly/Gopher2600/releases/tag/v0.12.1 And thanks to @Al_Nafuur for help with the Windows binary.
    2 points
  40. 53 hours left until we're moving towards winter again.
    2 points
  41. Eureka! Pulling the XEGS jumper off the U1MB in my NTSC 1088XEL allows the game to load and run from my SIDE3 cart properly now. This is the June 10 full-game Atarimax format .CAR by the way. I’ll test all the others plus FujiNet loading as well this weekend at some point. S-video through my RetroTink 2X-Pro to HDMI out to my game room Samsung LED TV.
    2 points
  42. Prototype soldered in and up an running with no problems on my Framemeister. It's on to testing this now on several different tv's and scalers/line doublers. In the end I'll open source the gerber and jedec files on a website I'm building, so all will be made public. Just want to run it through its paces before I open up the project :-) Verstuurd vanaf mijn SM-N960F met Tapatalk
    2 points
  43. How has this thread gone this far without this splendid Rare RC racing game being mentioned? You can’t go far wrong with any of the EA Sports or Sega sports games. Other than some rather boring Accolade sports games, it’s hard to go far wrong with any sports games on the Genny. It was THE system for sports of the era. There is an embarrassment of riches when it comes to boxing games, but let me specifically mention my hands down favorite: Greatest Heavyweights. It looks, plays, and sounds amazing, and it features truly the greatest lineup of boxers of any game I know of. Here’s a great thread about hockey games that focuses on the Genesis:
    2 points
  44. It’s hard to believe such a gross thread is still open after all this time, but I guess “boys will be boys”. ?
    2 points
  45. I wonder if there's a nude code... A friend wants to know.
    2 points
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