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  1. Progress is rather slow at the moment. There's a lot happening right now, I should have more time with yet another lockdown but then work has gone crazy too with the number of security breaches and requirements at work. I have converted the project to run on VBXE which is something I've been considering and exploring since the beginning, keeping the mode 2 screen with bitmap overlay for bobs. There really was no way to utilise a screen with interleaved character sets ( per level x 15 ) and still have enough left over/vacant positions for software sprites. Maybe a better coder can find a way without too much compromising?. Also factoring in that you have to facilitate additional shapes for objects on the platform that have been destroyed and the 2 unique star shapes, all previously overlooked when looking at this initially. Consider Zinc ( level 1 ) where I have undamaged tiles adjacent to their respective damaged ones, when this is run through my interleave util, I'm barely left with anything. Memory is another issue, with lack of DRAM access under the I/O.. but this alone wouldn't solve my overall problem. Currently in it's state, the game is somewhat playable but very very much unfinished. Options screen is responding to joystick input, some of these currently have no affect ( volume for example ). The last two weeks or so, building and working on the Sprite engine for the Manta, the Bullets are somewhat complicated.. but will go back in place once I get the overlay working fully as I'm now using BCBs to copy the bullets across all character sets [ in case the manta moves up or down the screen ]. There are ~12 frames just for bullets in each character set, and this changes based on the Manta's orientation, it can fly sideways and roll about its horizontal axis whilst shooting bullets. Manta responds to left and right on the joystick, but no up and down yet, shadow is cast but it's all still very glitchy.... though I suspect this is to do with the bad synchronization of the bob ( sprite frame and x/y coords in the BCB) updates which I'll look at shortly. The bulk of my time has been spent decoding what I call "bg object data" and creating visuals in charpad to represent them. This helps me locate and make the relevant changes to the actual data for each charset when relocating a shape or tile to a different position ( since I'm now working with 128 per sheet ). So for example runways data is 5 columns, 3 bytes each which represent a position in the character set. ;================================ Struct 17 ; Runway objects 1 ; .byte 05,03 ; 5 columns, first column is 3 x 8 pixels in height .byte 14,55,13 ; Column #42 .byte 03 .byte 14,55,13 ; Column #43 .byte 03 .byte 14,55,13 ; Column #44 .byte 03 .byte 14,55,13 ; Column #45 .byte 03 .byte 14,55,13 ; Column #46 This is very time consuming process and so far almost completed Gold ( and still 14 more to verify ) before taking a look at how I'd implement the Sprite engine and test it out as an overlay. I've had to re-arrange shapes in each charset , especially for the collision detection to work seamlessly ( objects you can destroy, obstacles you can run into ..etc ), not enabled currently. For some reason some black random dots ( that don't seem to be turned on in VBXE ram ) have started appearing once I enabled the bob overlay which aren't present on the screen on the real hardware, so I'm hunting a bug somewhere that Altirra is picking up, any VBXE programmers have any clues ?. Maybe this weekend I can find the time to look at it more. test sprites.avi gold.avi
    7 points
  2. @BIGHMW No disrespect, you seem like a nice guy... But I wonder if somewhere down the road you got some bad advice? Perhaps you heard the sentence, "Ask and ye shall receive", and took it to heart a little too much. A much better paradigm to live your life by would be "It doesn't hurt to ask". See how the latter has humility? And if the answer is no, or "It's not worth it", Well... you move on. At least you tried. We don't always get what we want. I find it interesting that when you want someone else to do it; By your own admission, without knowing, It's a "simple" re-port. It should be easy. A walk in the park. But when it's suggested that you should do it; It's hard. Programming would take way too long to learn. I can't.
    6 points
  3. Do infants enjoy infancy as much as adults enjoy adultery?
    6 points
  4. Update: Yet a New Plan Well after careful consideration, and trying to implement some of the better suggestions here's where I'm at. First of all I decided as long as I'm going to allow the Atari 40 column video to utilize the AV2HDMI converter, I may as well allow it to also use the S-Video input as well. So I added a Mini-DIN-4 jack for the S-Video connection. So this ended up expanding the X direction of the board to 4.2 inches. Well I thought let's make it a square board once again so up with the Y direction as well. The new board footprint is now 4.2 inches square, still considerably smaller then the original Atari XEP80. When I did this, suddenly everything opened up and I was able to go with all THT components. This really made more sense with the ultimate goal to have this as a DIY board down the road, which I generally like to do with many of my projects. And in that aspect I only use SMD if it is absolutely crucial to some aspect of the project. So here's what the all THT board will look like (I've already started the trace routing). The board is still intended to grab power from the Joystick Port, so that USB power connector is to provide power to the AV2HDMI converter. The momentary push button for video input selection is on what's considered the front of the unit, so all the connections are at the rear.
    6 points
  5. Naturally I have a good knowledge of the enhancements that were added to XB 2.7 to create XB 2.8 G.E.M. I am not so familiar with the XB 2.7 enhancements that Gazoo (and probably others) added to XB, and I have been exploring some of the CALLs he added. Two super versatile CALLs are CALL MSAVE and CALL MLOAD. CALL MSAVE("DSK1.TEST",10000,512) will save 512 bytes of memory starting at 10000 in program image format. This is EA5 format, and any EA5 loader can load the file and run it. (edit- assuming what you have saved is actually a runable program) Here's where the versatility comes in. CALL MLOAD("DSK1.TEST") loads those 512 bytes to address 10000, but does not try to run it! It just loads it and returns back to XB. So with MSAVE you can take pictures of memory anywhere in XB, in any size you want, save to disk, then restore the memory from disk as desired. One good use for this would be to save low memory utilities. But, if you CALL MLOAD("DSK1.TEST",1) then the program will be loaded to memory and it will run as an EA5 program. So a game loader menu could use MLOAD to run EA5 games. One problem I discovered with XB 2.8 G.E.M. is that the font is not loaded when running an EA5 program. This works properly in XB 2.7, so I broke this as a side effect of adding the 60 fonts to the XB 2.8 G.E.M. cartridge. Most programs load their own font anyway, so this wouldn't be a problem for them. I noticed this running ARC303G This has been been fixed so it works properly, and the updated files will be posted tomorrow or Saturday.
    5 points
  6. They literally had FOUR YEARS, the work presented took a few hours, it is as obvious as a highschooler turning in his term paper he started the night before.
    5 points
  7. I don't you, dude, and I don't follow your stuff all that closely, but you're an industrious and capable enough guy that could could learn some programming. 6502? I don't know; I don't have any cognitive disabilities (so far as I know), and as I try to learn it, I feel like I might as well have. But that's the thing, man. It's not easy; even if you're experienced, and even if you're not dealing with a disability. It still takes a lot of guess work, trial and error, and frustration. If it didn't, the 5200 version of Asteroids wouldn't be fucked up in the first place. These wizards who know how to do all this have given us A LOT of stuff, you know? A lot. All ROMs you have, all the tools, all the games, the databases, all the resources, it's a treasure trove that would be unthinkable without God knows how much blood, sweat, and tears, and we're getting it all for either for free, or for a pittance. The sheer levels of opulent Atari gluttony that are possible right now are off the chain. I don't know if you, personally, need to hear that or not, but I think it ought to be reiterated whenever these gimme'-gimme'-gimme' threads come up. Moat of us here don't actually do anything to make any of this stuff happen, do maybe just take what we get and be happy with that a little more often?
    5 points
  8. Archaeologists have discovered the first ever what they are calling motion video/graphics. It dates from ancient Greece and is sort of like the Antikythera Mechanism. It is a complex geared device with a space for these sort of key like things that are separate from the device itself. The device is connected to a large abacus like thing with hundreds of beads connected to the device via levers. They put one of the key things into the device (fit precisely) and cranked it, and the abacus thing showed an animal running. This is the first storage media we know of. One of the other key cylinders produced a graphic of a well endowed woman with obvious breasts bouncing up and down. This is being called potentially the first ever porn movie in existence. Most baffling is the phrase "Please be kind, Rewind" that is written in ancient Greek on each of the cylinders.
    5 points
  9. Hm, well T2K was pretty much all done in Wales, I used to upload builds to the Atari server in Sunnyvale using a pretty slow modem. I only went out to Sunnyvale with T2K for a few weeks of final test, IIRC for about 3 weeks before Xmas of 1993, then home for Xmas, and for a couple of weeks right after Xmas, finishing in Jan '94. Don't think I saw any of AvP at that time (I guess it would have been really early to see any of it anyway in Jan 1994). Don't recall seeing Carmack there either. I *do* remember DOOM came out while I was in Sunnyvale pre-Xmas, and I couldn't wait to get T2K finished off so I could go back to Wales and do nothing but play DOOM for a month. IIRC the next time I was in Sunnyvale was in June '94, I'd been supposed to go back there in May to work on VLM, but I got ill with pneumonia and couldn't fly until that had cleared up enough so I was delayed till June.
    5 points
  10. Current progress on the NUC+ Cart addon. This is the first beta of the redesigned case
    5 points
  11. Well yeah, you can cut a hole in the top of the case right above the AVG connector. I imagine anyone without an AVGcart would rather that not be there so I'm not adding it to the lid by default. I've routed the cable through the side and there is now a small socket you can push the cable into if it's in the way. This I think is inconspicuous enough to not be annoying for non AVG owners but still easy enough for AVG owners to get to the cable when needed.
    4 points
  12. Here is the winner for June 2021 at the DarkForce! BBS: Doc Clu! That's right, Doc Clu is the winner of the Jaguar game, "Another World"! Congratulations to our winner and thanks to everyone for calling. PS Doc Clu, please send me your actual/physical address.
    4 points
  13. I've been working on building a retropie into an Atari Flashback case. I'm almost done, but I just wanted to share this startup screen that I made using the Atari 2600 label maker website, if anyone else would like it.
    4 points
  14. I've got a bit of a production line going here....!
    4 points
  15. All it needs is a simple re-port. When that is done, we can wait another week or two for the next 5200 to 8-bit port request. It's like clockwork.
    4 points
  16. I’ve got a 576NUC+ inbound, and in preparation for that, I am in the process of setting up a customized Spartados 3.2 hard drive that has everything I need to use, bootable from a single .atr file. In the process of making this, I’ve noticed several threads over the years requesting something like this, so I thought this might be something the community might also want access to. Ultimately, I’m hoping to roll with Spartados X once the cart adapter and case come out, but even then, I’m not sure there’s a really good Sparta 3.2 or X HD image out there. I can see this also being of use to people who just have a SIO2SD or SDRIVE, without further SIDE/S1mb,SDX cart etc. It would also gain all the Sparta X functionality just by adding an SDX cart and booting off that. Ultimately I would offer it here on the forums, but also via a Fujinet accessible server for anyone to just download and run. Current programs and features I’m thinking of setting up on this image: Auto boots to shell.com which mimics Spartados X’s Path variable, allowing you to run programs from any directory Full Sparta 3.2 command list plus all Sparta X .com commands that will work under 3.2 that I can find (some of the ATR tool, xedit, etc) -any suggestions here? Pre installed and configured disk versions of common dev software for programming like MAC/65, Action!, Fastbasic, as well as a few editors and toolkits. A selection of games that run under Spartados The Sparta Fujinet toolset Last Word 2.1 (is there a later version of this with better memory management that runs under 3.2?) A selection of extended utilities and commands, such as Arc, self extracting compression tools, the wedge etc. (on todo) If the X Man command will run, I’m planning on converting all the older .doc files to .man files for easy command line access (on todo list) A selection of music software, trackers and players that will run (on todo) Ditto for videos (on todo) ICE-T, Plato and other communication software I can get to run on 3.2 (on todo) Anything else I should add? Basically, I’m aiming for a one stop Spartados inage for any device or emulator that can boot an .atr file. So is this something you all would find helpful or useful? Anything I should add to the above list? Anything I should take off or avoid due to restrictions or developer request?
    3 points
  17. @Heaven/TQA I guess I can share the math routines. First let's look at math2.asm: mul_UBBW - macro for multiplication Unsigned Byte * Byte to result Word. Uses tables square1 and square2, which contain (X^2)/4 and -(X^2)/4 sqr2 - macro which does square of word (2 bytes). The trick used here is used in all more complex versions. Square is multiplication of 2 same words .. each consisting of bytes A and B. If we multiply each byte with each byte, we get partial products, which we have to sum together. For these products I use convection AB = A*B .. which is kinda confusing, as the original number are also AB (A followed by B) .. just keep in mind that AB in first row is something different then AB later (yeah, one of the reasons I don't like sharing source codes :-D). AB AB ---- BB AB AB AA ---- AA is A squared, BB is B squared, which can be computed faster than multiplication using simple square table, named square. But that's not the trick. The trick is this. Normally when multiplying, I would sum all these partial products together. But AA and BB don't overlap .. there can be no carry between them. So I can rearrange this sum like this: AABB AB AB ---- Doesn't seem like much now .. but it helps a lot in more complex variants. Also note the routine inverts the negative numbers right at the beginning. Ok, now for math3.asm. It works with 3 byte numbers, which I call triples. First there are some macros mta (move triple), mtai (move triple immediate), adt (add triple) and sbt (sub triple). Basic stuff. Then there is the multiplication. 3 bytes squared into 6 bytes result. Here the sums and their simplification goes like this: ABC ABC ------ CC BC AC BC BB AB AC AB AA ------ AABBCC ABBC ;stored in tmp1 ABBC AC ;stored in mr (result) AC AA, BB and CC are again simple square of original bytes. To continue the confusing names, ABBC is actually A*B followed by B*C. I hope you get the idea. You can see that 'the trick' saved lot of sums and byte manipulations, and the resulting code is quite short. math4.asm then does basically the same for 4 bytes * 4 bytes with 8 bytes result. The sums go like this: ABCD ABCD -------- DD CD BD AD CD CC BC AC BD BC BB AB AD AC AB AA -------- AABBCCDD ABBCCD ;tmp1 ABBCCD ACBD ;tmp2 ACBD AD ;mr AD -------- And that's all. You can see that square written like this is much faster than multiplication of the same sized numbers. With multiplication all the individual partial products would be different, and I wouldn't be able to simply stack them like this. And Mandelbrot formula can be modified so it only uses squares, and no multiplication. So it comes really handy here, and my implementation doesn't use any multiplication, besides the mul_UBBW macro. square.zip
    3 points
  18. Today was supposed to be the last day of the PS3 Store. Consumers pushed back and it lives on to fight another day.
    3 points
  19. I have completed my testing using Collect3 and also further improved Stella's cycle counting using the results: Console (PAL) Stella Delta Banks MAM O Opt Bytes ROM Dec % RAM Dec % ROM Dec RAM Dec ROM RAM - 0 1 all 12108 3570 13680 278,6% 10FB 4347 88,5% 35B1 13745 115A 4442 100,5% 102,2% - 0 s all 11972 350E 13582 276,6% 1048 4168 84,9% 35ED 13805 11BA 4538 101,6% 108,9% - 0 2 all 12328 28CD 10445 212,7% E4E 3662 74,6% 28FB 10491 E9A 3738 100,4% 102,1% - 0 3 all 12412 28A8 10408 212,0% E44 3652 74,4% 28D4 10452 E91 3729 100,4% 102,1% 1 1 1 all 12108 16A1 5793 118,0% 10E6 4326 88,1% 1652 5714 114B 4427 98,6% 102,3% 1 1 s all 11972 162B 5675 115,6% 10C3 4291 87,4% 1646 5702 11A5 4517 100,5% 105,3% 1 1 2 all 12328 11D1 4561 92,9% E39 3641 74,2% 1236 4662 E85 3717 102,2% 102,1% 1 1 3 all 12412 11B5 4533 92,3% E2F 3631 74,0% 11B8 4536 E82 3714 100,1% 102,3% 1 2 1 all 12108 131C 4892 99,6% FFC 4092 83,3% 1097 4247 104C 4172 86,8% 102,0% 1 2 s all 11972 132E 4910 100,0% FF1 4081 83,1% 10C1 4289 10AC 4268 87,4% 104,6% 1 2 2 all 12328 E4A 3658 74,5% D5E 3422 69,7% E0A 3594 D86 3462 98,3% 101,2% 1 2 3 all 12412 E31 3633 74,0% D54 3412 69,5% D95 3477 D89 3465 95,7% 101,6% 2 1 1 all 12108 2500 9472 192,9% 10EC 4332 88,2% 164C 5708 1145 4421 60,3% 102,1% 2 1 s all 11972 246C 9324 189,9% 10C9 4297 87,5% 1643 5699 11A5 4517 61,1% 105,1% 2 1 2 all 12328 1CCD 7373 150,2% E3F 3647 74,3% 11BE 4542 E85 3717 61,6% 101,9% 2 1 3 all 12412 1C75 7285 148,4% E35 3637 74,1% 11AC 4524 E7C 3708 62,1% 102,0% 2 2 1 all 12108 12D4 4820 98,2% FFC 4092 83,3% 1091 4241 1046 4166 88,0% 101,8% 2 2 s all 11972 1294 4756 96,9% FF1 4081 83,1% 10BE 4286 10AC 4268 90,1% 104,6% 2 2 2 all 12328 D76 3446 70,2% D5E 3422 69,7% D92 3474 D86 3462 100,8% 101,2% 2 2 3 all 12412 D65 3429 69,8% D5B 3419 69,6% D89 3465 D83 3459 101,0% 101,2% Legend: Banks = Number of Flash banks (LPC2103 = 1, LPC2104/5 = 2) MAM = MAM mode O = local optimization level Opt: all 3 routines optimized Bytes: size of main.c Dec: decimal value of left hex %: speed relative to LPC2103, -Os, ROM ROM: code executed in ROM RAM: code executed in RAM Findings: Compared to running the code in ROM with default optimization -Os and MAM = 2, running with local optimization and in RAM results into 25-30% less cycles. Local optimizations are more efficient than RAM code. E.g. for the LPC2104 with -O3 and MAM = 2, there is only very little (0.2%) gained when moving the code to RAM. RAM is more effective with less optimization. This shows that the MAM very effectively buffers Flash memory and that the optimization helps here (probably by using proper alignment, more testing required here). The difference between -O2 and -O3 is minimal. Notes: The LPC2104 I have clearly has a bug in MAM mode 1 (marked in red). The numbers are (much) worse than for the LPC2103, especially for ROM code. It would be nice if someone with LPC2105 could verify this. Stella is already quite close for MAM modes 0 or 1. But in mode 2, especially with -O1 and -Os in ROM there is room for improvement. Collect.zip
    3 points
  20. I stopped watching those two idiots years ago, I won't start now...
    3 points
  21. Indeed, see here: https://ftp.whtech.com/Cartridges/FinalGROM99/FinalGROM99.zip
    3 points
  22. Check the pinned thread. You want the finalgrom archive.
    3 points
  23. Not the ROMs but the GPL Assembler and then see if I can lay a Forth on top of that assembler In theory it's possible. Am I the guy who can do it? I don't know but I would like to try. It should be possible to make a Forth compiler with structured branching and looping and all the regular trappings, but it emits GPL code to a file. Then I need to learn how to make that file run. If I make the file format a cartridge I should be able to test it on Classic99... I think.
    3 points
  24. Hot off the presses .... box front box back manual page box , manual , complimentary headband , cart
    3 points
  25. Got mah Hackintosh going full tilt!
    3 points
  26. Received today from Thailand. Construction looks good.
    3 points
  27. Man, if you just put the same amount of effort that you do hectoring people to do all this conversion work into reading a bit about programming, think of what you could accomplish.
    3 points
  28. Some time ago I build docker with tnfsd server as well https://hub.docker.com/r/monsoft/tnfs
    2 points
  29. New program for rendering Mandelbrot set named Fractari was released as part of FLOP 65: http://flop.atariportal.cz/index.en.php It uses scanline GFX mode to get 8 colors, and fast square algorithm for 16, 24 and 32 bits. It then selects the best variant based on zoom. The goal was to create the fastest possible Mandelbrot set generator. Included presets render from few minutes to 1 hour. The basic overview of the Mandelbrot set takes 24 seconds, with preview in Antic D mode. It renders the image in 4 phases, first phase only renders every 4th pixel. This gives you quick preview and you can continue zooming without waiting for the rest, and it's also used to estimate where more calculation is needed, and where the color of the other pixels can be just assumed. After the image is rendered, it allows relatively quick change of visualization parameters, things like palette and color scaling, without repeating the calculation. Other features include: - 3 different DMA modes for previewing the image, from fastest to best looking - preset locations to render nice images even if you can't navigate Mandelbrot set at all - party mode, which just goes through the presets one by one - and more ! I consider this as something of a version 1.0, and I already have tons of ideas for 2.0. Things like built-in help, animation using extended memory and disk operations. Please read detailed description in stand-alone article in FLOP 65. The program supports both PAL and NTSC, and while not tested, it should also work on better CPUs. Nice video about exploring Mandelbrot set, which actually inspired me to make this: https://www.youtube.com/watch?v=riLFpb-PcLs Few images from the program:
    2 points
  30. I'm going to just say this, and take it as you will. When I browse eBay, and see items that are over-priced ridiculously, I just think that the seller is absolutely insane or a scammer, and I won't buy ANYTHING from them, or even look at their other items. It's just an immediate and complete turn-off for me. I bet others feel the same. I know you have offers accepted, but I wouldn't even get that far. I just immediately say NOPE. Good luck with your auctions, but you should think about how that sort of pricing looks to others. Just my opinion.
    2 points
  31. Contra (NES) Super C (NES) Operation C (Game Boy) I seem to be on a bit of a Contra kick at the moment!
    2 points
  32. After playing lots of 8- and 16-bit golf games recently, wouldn't it be fun to have a golf game with power ups like a weed eater, scuba gear, chainsaw, and other stuff to help get you out of tricky situations? Just a thought as there seems to be a lot of potential to do a really fun and crazy golf game.
    2 points
  33. This thread is sure in need for an update. I have some holiday days coming up. I’ll see that I’ll update the thread with the collected documents/packages. Updating the thread is not a joy, due to the big amount of links it contains it has a certain complexity and it’s not a task I look forward doing. I’d rather spent my free time on doing TI stuff. Having said that, if there’s any volunteer wanting to take over that task in the future, I’m more than happy to let go. Could imagine having some web tool where the package authors can make their own updates and generate the content out of that automatically. Then only have to put the generated code in the thread and are ready to go.
    2 points
  34. The qi supply works with the original transformer. It only uses one of the 2 ac power connections the 16vac one http://www.mainbyte.com/ti99/hardware/power_supply.html Sent from my LM-V600 using Tapatalk
    2 points
  35. Well that's pretty fancy. I never took a minute to look at these docs before. There seems to be some code examples. I think where Forth would be handy as always with new hardware, is you read and write the various registers interactively from the console to see what happens. You can do that right now to explore, then write Assembler code after. Be careful not to BRICK the FPGA by writing to the flash memory however... If you have specific questions about the doc contents I can try and help, but there are expert people on F18 here. I am starting from scratch and will just read the doc and try and grok it.
    2 points
  36. Fair warning, the picture may have the KEL-AM connectors, but they last time I tried to buy some of the connectors from them, they were all out with none of their distributors having any remainders in stock either. These KEL-AM connectors aren't manufactured anymore, so whatever is still in the channel is all there is. Unless someone happens to have an unknown stash of them somewhere, the chances of turning up more of them is very low (and I've tried to source more of them for more than ten years now, without luck). New cables from that source have two female 44-pin connectors and a set of finger boards inserted into one of them to make the cable. That's actually why I was considering doing a quick and dirty fingerboard set with a 44-pin header socket on it. . .
    2 points
  37. I got this type of keyboard from the „myatari“ Ebay shop some months ago. I like the smooth finish, it looks a bit like the 1200XL keyboard.
    2 points
  38. YES !!! ...Because, in many ways, it was the "Radio Ga Ga", for many of us... IMG_2715.mp4 I sometimes wonder if I would have gotten where I am today, had it not been for that sweet, weekend afternoon... where everything started. And happy retro-B-Day for all those folks here getting a little "younger" ??? 03 Radio Ga Ga pdm16 (L-8) (5_7_4_6) mono 44610Hz ide ntsc.pdm
    2 points
  39. Omifreakingosh I just one credit cleared Contra on the NES! No cheat codes, no savestates, and no continues! I haven't felt this accomplished beating a game in a veeeeeery long time! That makes Contra game #50 that I've beaten this year, and since the year is halfway over and I haven't really posted at all in the thread yet this year here's my recap for the year up to now: Skippy's Games Beaten in 2021 1. Doom: Doom Zero (Nintendo Switch) 2. Contra: The Alien Wars (Game Boy) 3. Alien: Isolation (Nintendo Switch) 4. Metroid II: Return of Samus (Game Boy) 5. Super Metroid (Super Nintendo) 6. Star Fox (Super Nintendo) 7. Super Castlevania IV (Super Nintendo) 8. Teenage Mutant Ninja Turtles: The Hyperstone Heist (Sega Genesis) 9. Kid Dracula (Game Boy) 10. Streets of Rage 2 (Sega Genesis) 11. Dead Space 2 (Xbox 360) 12. Lunar: The Silver Star (Sega CD) 13. Sonic the Hedgehog (Sega Genesis) 14. Lords of Thunder (Sega CD) 15. Mortal Kombat (Sega Genesis) 16. Sonic CD (Sega CD) 17. Sonic the Hedgehog 2 (Sega Genesis) 18. Sonic the Hedgehog 3 & Knuckles (Sega Genesis) 19. Samurai Shodown (Sega Genesis) 20. Street Fighter II': Special Champion Edition (Sega Genesis) 21. Super Street Fighter II (Sega Genesis) 22. Tomb Raider (PlayStation) 23. Aliens (Arcade) 24. Alien vs Predator (Arcade) 25. Metal Slug (Neo Geo MVS) 26. Tomb Raider II (PlayStation) 27. The Last Blade (Neo Geo AES) 28. The Last Blade 2 (Neo Geo AES) 29. Windjammers (Neo Geo MVS) 30. Mortal Kombat II (Sega Genesis) 31. Inside (Nintendo Switch) 32. Stories Untold (Nintendo Switch) 33. Doom: Syringe (Nintendo Switch) 34. Castlevania (NES) 35. Ori and the Blind Forest (Nintendo Switch) 36. Samurai Shodown II (Neo Geo AES) 37. Ori and the Will of the Wisps (Nintendo Switch) 38. Altered Beast (Arcade) 39. Doom [Classic] (Nintendo Switch) 40. Dungeons & Dragons: Tower of Doom (Arcade) 41. The King of Dragons (Arcade) 42. Doom II (Nintendo Switch) 43. Garou: Mark of the Wolves (Neo Geo MVS) 44. Winds of Change (Nintendo Switch) 45. Super Mario Bros. (NES) 46. Doom 64 (Nintendo Switch) 47. Metroid (NES) 48. Bust-A-Move Again (Neo Geo MVS) 49. DOOM Eternal (Nintendo Switch) 50. Contra (NES)
    2 points
  40. This looks like a buttplug inside a Atari controller shell, lol
    2 points
  41. I think Compute! magazine published some, I think they also had a separate publication "Atari ST Gazette" Atari ST Basic is just not very good for general purpose stuff, which I think is why you won't see a lot of listings for it. I remember some magazine like Antic published type-ins in other languages instead, like C.
    2 points
  42. It's an Irem game that Atari developed by Midway controlled into the 2000s with them, but Irem seems to have retained it as they're still working on the franchise and have a version of it (or the original) coming on that wonky amico intellivision thing whenever that mess arrives. Either way, with Midway dead, WB I guess didn't scoop it or Irem as part of that whole pay off the debits bit bought their half out. That would be why it was in Midway packs, now excluded, and now also coming out on that intellivision device. Speaking of Midway(WB) it would be interesting if they dared to stuff like the 16bit versions of the games (please not the poor looking/sounding Sega one though) from the early era of Mortal Kombat on there. I could see that being some kind of a stand out purchase.
    2 points
  43. Created a custom font for the score. Used RevEng's batari Basic font pack as reference. Same applies to "Old English" - I'm placing in the public domain. Feel free to take and use as your own. Just unzip the pack to your project's directory, and rename the font you want to use to "score_graphics.asm". "Old English" looks good for dungeon crawlers, rogue-like, fantasy, etc. rsiddal_batari_Basic_oldnglish.zip
    2 points
  44. That chap definitely seems to have his own unique views as to what went on back in the day. I was somewhat surprised when one day on his Twitter he just randomly told the world that one of his mates had been a gameplay advisor to me when I was developing T2K.
    2 points
  45. I haven't sat down and played any game for a while, but all the Sonic exposure and discussion got me in the mood to play through Sonic the Hedehog and beat it last night. I only got 3 emeralds, I was terrible on the bonus stages. I had some trouble climbing the Labyrinth Zone boss stage, I lost 6 Sonics until I finally got to the top. I really haven't played this entire game for a long time. I had forgotten stuff, and some of it aggravated me. But overall still a fun experience.
    2 points
  46. The label clearly seems to have been transplanted from an original Activision shell, after it had already taken some wear and tear, so it would not have been made this way by Activision. You can see the indentations left in the label from the two original screws; there are no screw posts at those locations in Atari's shells, which have only one screw in the center.
    2 points
  47. The red star-ps2 Beamrider- colecovision Silpheed- Sega cd
    2 points
  48. I got past the sword wielding guard at level one by timing the jump right just once... I was so shocked I did it, I stopped and he stabbed me in the back.
    2 points
  49. SEGA Genesis showed it was time to move on. Case closed. It also didn't help that they held it back 2 or 3 years not knowing if they were gonna release the thing. But everyone was sick of the games. Bleeps, bloops and space were not cool anymore. 2600,5200,7800 was all the same shit. There was no progress. Each time they got more power it was to give you the same games with marginally better graphics. There were few games that stepped out of the old format when they needed it the most. That aint how you win wars. You need games. You need to constantly be pushing to change the medium. Nintendo and SEGA did just that. Then SONY. Nintendo had Miyamoto who changed the game. Then SEGA had Yu Suzuki and Yuji Naka to do it for them. There was no one to propel the brand for Atari in a meanigful way. Why? Because your 64 bit "revolutionary" console is a suped up SNES that plays shit games aswell as decent 3D renditions of.....Centipede? Missile Command? Defender? Was nothing learned? Atari would never survive the kind of wars that followed it's final failure. They couldn't even manage the last one they participated in or the one before that. Their philosophy for gaming was officially outdated at this point. High scores became secondary, rich worlds built from the ground up that told a story was what the people wanted after Nintendo showed everyone how things could be. SEGA built on that while retaining the essence of arcade. That is why they were as a successful as they were even if only for a short time. SONY then goes in for the kill. The trend that games needed to be more hit when Nintendo changed the game. Everyone has been building on what NES did ever since. Atari drove itself to irrelevance. Got cocky. Found itself not able to catch up when the heat came and still werent smart enough to copy what the clear winners were doing.....2600? Great. 2 consoles later you're still buying new hardware for yet another version of Donkey Kong, BurgerTime, Centipede, Millipede, Defender, Joust? And these are your main games? That is a tough sell when these games you have relied on for over a decade are now up against..... Zelda, Super Mario, Ninja Gaiden, Versions of Back Elbow StreetFight.... I mean Double Dragon that weren't total shit, Contra, movie licenses locked to Nintendo and SEGA.....these games are already dated and now the final blow is people can now have pretty good home versions of Golden Axe, AfterBurner, and Super Hang On a year later. Who wants a 7800 when you see shit like that? Maybe as a secondary console to still be able to play the classics when you feel like it but you cannot compete with the same old shit and expect to go to war. You cant keep selling Centipede and Asteroids over and over and over and over and over again and then wonder why you went bankrupt. AfterBurner2 was f@#$%ing dope come to think of it. Still is. Christmas 88 rolls around.....you'd be stupid to buy a 7800 as your only console with the options that were out or on the horizon. Thank god my older brother made the right choice. SEGA rules. After the Lynx, I thought Atari was on the right path. I was so wrong. But that's where they needed to keep pushing. Lynx was a legitimately good console with sick games.... there was just too much competition. A home console that continued what it was trying to do could have made things different. Batman on Lynx was dope. Jaguar needed that. It would have helped 7800 immensely aswell if it was able to acquire licenses the same way Nintendo and SEGA did.
    2 points
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