Jump to content

Leaderboard

Popular Content

Showing content with the highest reputation on 06/24/2022 in all areas

  1. Zoltrix, a block puzzle game (Tetris style), my new game for the Atari 2600. Development almost finished, making the final adjustments. More details will be revealed soon!
    8 points
  2. Selling my extra homebrews, I thought I would offer here before putting on ebay, all are in perfect condition never even opened, Miner is still in shrinkwrap, none of the others came shrinkwrapped. Excuse weird angles I was trying to avoid glare from light above. pm me your best offer, no lowballs please, i will not sell anything for less than what I paid. shipping is extra, approx $20 to canada/us, maybe as much as $40 elsewhere, I will find actual cost when I know exactly where it is going
    8 points
  3. Hi fellow TI enthusiasts, I am pleased to announce the next version of APEDSK99. APEDSK99 is an Arduino shield that emulates 3 DS/SD floppy drives for the TI99/4(a). Combined with a Ethernet / SD shield it allows you to load and save Disk-On-A-Disk (DOAD) floppy images on a SD card or FTP server. It includes the necessary 32K RAM expansion and adds NTP date and time to TI-BASIC: The APEDSK99 shield plugs directly into the side port and is powered separately from a USB cable. A "PEB" LED indicates APEDSK99 access: APEDSK99 adds about 13 CALL commands to BASIC but you only have to remember the one for the built-in help screen: It only takes seconds to exchange files between your TI and say the excellent Classic99 emulator on your main system: Check out the demo:
    7 points
  4. First, a big "Thank You!" for a the positive responses. Feedback is always helping the motivation. Second, a big "But". While we regularly get general feedback, specific feedback is missing almost completely. For me personally that means, I have no idea if the effort I did put into Stella was justified. Does anyone even care for specific enhancements? Without any such feedback, I feel like I am more or less acting on my own. Here is a (quite incomplete) list of enhancements I mean. Most of them got little to none feedback: For the players: high score saving web links for many games (thanks @alex_79 for helping with these) context-sensitive help global hotkeys revamped launcher PlusROM support auto fire mode Time Machine (together with @stephena, at least here we got a little feedback) controller auto detection UI tool tips For developers: ARM cycle counting TIA glitches emulation enhanced disassembly (multi bank) numerous new debugger commands and pseudo-registers enhanced prompt auto complete value tool tips Don't get me wrong, I usually have a lot of fun when developing. But eventually you want to show your results to someone else. And then you are hoping for constructive criticism. The worst thing that can happen is silence. And that silence happened too often to keep up my motivation. That's the main reason why I need a break now.
    7 points
  5. Hi Everyone, I've just finished a major overhaul to Dungeoneer and added RLE which shrinks the overall size of the binary as well as quite a few quality of life and bug fixes. You shouldn't see the start up garble that was seen previously now. The transition issue where the player ended up off screen should now be fixed. The issue where the spider crawls out the door as been fixed. A few other fixes that can be read about here: https://github.com/godlikemouse/atari-1200xl-asm/releases/tag/v1.2 I've attached the latest v1.2 binary to this post. Thank you everyone for checking it out and please do let me know if you run into any issues and I'll try and fix them. dungeoneer.xex
    6 points
  6. Another demo. What Hard Hat Mack might look like on the 2600 in DPC+. Honestly, I think this version would suffer due to the amount of sprites needed. Missing: OSHA (villain), Jack, and Hammer. In order to do this I’d have to introduce more flicker by combining the ropes into just 2 long sprites (player8-9). Currently set up as 4 separate sprites. Or using missiles (saving 2 sprites) and making them look less detailed. Placing a girder (requires an additional sprite) into gaps. Or just have Mac holding the girder and as soon as he’s in location the area is automatically filled. This negates having a Jack and part of the gameplay in the original. HHM1.mov
    4 points
  7. Update: I’ve fixed the memory card, mostly. The PLD is not storing page bits. I greatly expanded MEMTEST to test XOPs, and CPU error codes. The Macrostore ROM that @pnr got from the 99110 is loaded. It correctly generates the ILLOP interrupt. I know that the page registers are stuck at all 1s, so I could rely on a program in the top page of ROM, and use the top page of RAM. Design Decisions The next PCB build will have the full memory mapper in FPGA. I’ll consolidate everything so far into one board with 2MiB of memory. (128K ROM.) The external bus will be NuBus. NuBus has completely fair arbitration. Main use for that is disk I/O doing DMA. The bus is 32 bits wide. I use 28 address bits for 256MiB. The main memory of 32 MiB will be on NuBus. The memory mapper has a reach of 256MiB, using 16 bit page registers. (User programs can only see the lower 8 bits, for a reach of 1 or 2MiB.) Each of 8 card slots gets a dedicated 1MB of address space for its DSR ROM and any port interfaces. (CRU is unified into the memory space.) DSR ROMs provide plug-n-play capability through a system much like Open Firmware. All DSRs are written in Forth. Those are the big items. I will spend a little time on the PLD bug, but move on to some actual programs. Or hook up the SD card.
    4 points
  8. Could you imagine ? Those sample might use a lot CPU cycles, but they are short. Just less than a second An optimized DL for saving CPU cycles, and some dedicated color adjustments inside the player-routine... If you play games with a "real 3D" environment, you'd be able to play a percussion track without a noticable slowdown. As they shift the rendered graphics after some seconds. And there is still the solution to play "amiga mods" while loading something via SIO. Now that RMT has been very much corrected to create POKEY music, somehow a way should be found, to add the sample part into it. Imagine real "Trackmos" where the tune could be adjusted to play all 5 channels (incl. GTIA ) and samples when CPU time allows. Then the tune could be changed to use just a sample track while loading from disk .... or mix things together. Playing samples while rendering something (no not like the demo above, just like a 3D game) .... Things will automatically work, if the tracker allows to handle the music and to make it fitting to the time (sync.) . ...
    4 points
  9. K thanks sounds fun
    3 points
  10. Remember Energy Zine #1 intro? 01:30 ff. when loading the magazine it plays 2 channel pokey plus digi drums while loading from disk…
    3 points
  11. In his research to improve the performance of CALL invocations, @senior_falcon found out that CALL ... works just as well as OPEN #1:"..." for the jailbreak: both statements call the DSRLNK subroutine with the overflow vulnerability. Amazing! It's a small but nice simplification. I've updated the code and the documentation of Breakout. You can find the latest source code and binaries on Github. Enjoy!
    3 points
  12. I've not tested this with anything else yet besides s-video output from an XE to a DVI monitor, but so far I'm very impressed with Lotharek's Medusa converter. It's very fast and responsive, no issues with long delays after turning on or a reset like with my Framemeister XRGB-mini. It's also very handy to have the informative LCD display on the unit itself. The photo of the screen is just to show the OSD, it was just taken with my mobile phone and is not a good example of the display quality. I'll need to test it out with something that outputs 15 kHz.
    3 points
  13. If you have an Atari ST-to-VGA adapter or Amiga-to-VGA adapter (I mean, these "dummy" ones, that still require 15kHz), you can use it and connect your computer with a VGA cable. Medusa will recognize this signal. It will be even better due to separate synchronizations. You must be aware, that Medusa is NOT a flicker fixer - if you try to display an interlaced image, it will flicker and it's intended. Here are some grabbs I made during the tests: https://youtube.com/playlist?list=PLVLhtAWh7G9BiuwH87nBNNRkd93DOekkT Different platforms, RGB only.
    3 points
  14. Me too. I was going to give a shit today, but then on reflection I determined that I didn't give a shit about giving a shit, so I just left it
    3 points
  15. So what you're saying is Don't change a thing.
    3 points
  16. Some of my latest scans: Tricky Tutorials #1: Display Lists Synapse's Encounter Three File Fax manuals K Power's Logo Fun book
    3 points
  17. Here I complete a run through (took me 3 games as I kept dying too many times) of Mr Turtle and to the game over screen. Everything works good now. no more scrolling no more intellivoice added the octopus boss as the final stage to complete game after you collect all 5 previous pearls fixed some problem spots in flip screens where you fall down. (left some in on purpose too) forrest (large bird) caves (ghost) snow level (large bird) swamp alligators (though one never showed in this run through) Water (shark) Octopus https://rumble.com/v19mgcc-intellivion-game-complete-run-through.html
    3 points
  18. If you wanted to compare a search string in a CPU RAM to a list of strings in VDP RAM how would you do it? My first thought was the obvious, copy each string, one by one, from VDP to a 2nd RAM buffer and compare the search string to the buffer. I remembered that I had a COMPARE ( adr1 len adr2 len -- ?) routine written by Neil Baud that was pretty efficient. I wondered how hard it would be to modify it for the task. I only needed to change one word! Replace C@ with VC@ and it works. HEX CODE RDROP 05C7 , NEXT, ENDCODE \ INCT R7 DECIMAL : VCOMPARE ( adr u1 Vadr u2 -- -1|0|1 ) ROT 2DUP - >R ( a1 a2 n2 n1) ( R: n2-n1) MIN ( a1 a2 n3) BOUNDS ( loop index I becomes the VDP address) DO ( a1) COUNT I VC@ - ( a1 diff) DUP IF NIP 0< 1 OR ( -1|1) UNLOOP RDROP EXIT THEN ( a1 diff) DROP ( a1) LOOP DROP ( ) R> DUP IF 0> 1 OR THEN \ 2's complement arith. ;
    3 points
  19. Based on what I've seen on here, I'd think the best way for you to increase your youtube activity is just to make alternating videos claiming "Atari Report is cancelled" then "Atari Report is Back On!" and just alternate those topics. We'll take you viral in no time!
    3 points
  20. Mission Perilleuse - Action Arcade Game >>HERE<< for the page with detailed instructions for the game play and the download files. or the direct links for the .zip file: - Mission Perilleuse (XB); (DSK, WAV, FIAD, TXT) - @tmop69 also compiled it optimizing the game play, it is present in the page of the game linked above but you can find it in his dedicated thread of the compiled game.
    3 points
  21. New game: - Mission Perilleuse. Description on TI99IUC page (Mission Perilleuse); [GAME] Mission Perilleus (1984)(Y. Gallois, M. Lailler, C. Lailler)[Compiled by TMOP].zip
    3 points
  22. I believe that a bug in the 99000 detect is when AI R15,>8000 causes ST4=1 (Arithmetic Fault.) If ST10 is also set, (which it is!) the 99000 sets the Arithmetic Fault error cru bit in >1FCA. ST10 is AFIE in the 99000. If any of the 3 cpu error bits is set when interrupts are enabled (LIMI 2) the 99000 traps to INT2. It repeats each time interrupts are enabled. This could explain @speccery’s lockup. Long explanation: I was writing the INT2 handler which needs to handle all the CPU error types. CPUID does: 1. Try to set LIMI to 0. If this fails we must be in 99000 user mode. First bug: this assumes prior interrupt mask state not 0. Reasonable assumption? Perhaps. On the other hand, if interrupt mask is >1, then the LIMI causes PRIVOP error and the CPU will vector to INT2. INT2 may or may not be coded to return! So this may go off the rails in 99000 user mode. (I see I already said this in an earlier post!) 2. To rule out 9900, it tries to set a status bit, ST10. Always zero on 9900. Unused, but settable on the 9995. The problem is that this is AFIE on the 99000. It enables Arithmetic Fault interrupt. It gets set to 1 if in 99000 supervisor mode. The later instruction AI R15,>8000 causes an arithmetic fault. It’s a signed arithmetic overflow. (So don’t leave AFIE on!) The AF interrupt will take place as soon as LIMI 2. Not in the CPUID routine, but somewhere later. I bet that is why @speccery’s CPU locks up. Behavior of ST ERR P. 28 of the 99000 data book describes the “error status register”. (I’m calling this ERR ST.) I verified the table on page 28. PRIVOP >4000 ILLOP >2000 AF >0010 coincidentally, the same bit used in the ST register. SBZ worked to reset bits, using the addresses in the table. But the text below it is full of address typos. I also tried the RSET instruction and it definitely clears ST ERR. (Also RSET requires supervisor mode.) The bit values I observe in ERR ST: An INT2 handler must clear the AF condition in ST ERR bit and also ST4 (AF occurred) —else the interrupt will repeat after RTWP (or any LIMI 2). Or you can disable AFIE. Macrostore Surprise my ILLOP test was to execute: DATA >0C0C undefined, MID Which jumps to Macrostore! It is the Macrostore program that gets a crack at the opcode. Without valid Macrostore ROM, I see bad stuff happen (random, but usually infinite loop.) if the Macrostore program (of the 99110) doesn’t want the opcode, (ie it’s not floating point or some other extension) THEN the program sets ILLOP and returns. Then INT2 occurs. Without Macrostore, there’s no ILLOP interrupt! So.. I have my CPU set to External Macrostore (conveniently mapped to my ROM, not a separate address space.) It was full of garbage test patterns — so lockup. Cured: I loaded @pnr’s excellent dump of the 99110 ROM. On the first try, ILLOP worked perfectly. (and now I can try all the 99110 instructions!) At last, I’ve got INT2 printing messages for all the cases, and clearing them.
    3 points
  23. I was going to procrastinate today but I put it off...
    3 points
  24. Time to notify the department of redundancy department.
    2 points
  25. Whoever did the TI version did not take advantage of the TI's graphic capabilities...
    2 points
  26. I made this "reproduction" patch because the original is out of most people's reach. Like all my repros, the copyright "R" and "TM" are removed.
    2 points
  27. Hmm, error might be happening to those trying to see a video Imgur post in Europe. How about now?
    2 points
  28. The more I experiment with TMS9919 sound, the more I think it's entirely possible to do really worthwhile things with it, even without making sample-based audio happen in software, and the biggest impediment is just that, to get a nice, rich instrumental sound using any of the popular advanced techniques, you've got to devote at least two but often three tone generators to the purpose, and if you want bass notes, you've got to dedicate both your only noise generator and at least one tone generator (but preferably all three) to the purpose (one silently furnishing the noise frequency, one or preferably two handling overtones). Which is severely constraining, less so in terms of what sounds are possible than in terms of how many of them you can make at once (i.e., often just one). For all these reasons, I really like the basic idea behind the ForTI card. Because I really do think simply having *more TMS9919s* opens up an array of possibilities that aren't there, with only one. It's no surprise a number of arcade machines used multiple SN76489s. And happily for us, chips in the SN76489 family are a dime a dozen. Turning a TMS9919/SN76489 into various kinds of appealing single-voice instrument is very viable and fairly easy. But one such voice doesn't really cut it. So it'd be great to have more.
    2 points
  29. Cold Fusion will be ready in about 10 years.
    2 points
  30. Up to 32,720. I can't prove it but I swear the ball 'goes thru' the flippers on occasion...
    2 points
  31. I *think* mine was in the last round of refunds sent. A couple other people I know did a request after me and still have not been refunded. So there ya go. My refund request was not about money.
    2 points
  32. It is a very nice system. I think Classic99 would let you play with it with the correct disks on hand, but I have never tried it.
    2 points
  33. I understood him to be referring to the original TI Extended BASIC. I've never been much interested in the UCSD p-system on the TI - until now. The more apersson (but not just any person) writes, the more intriguing it becomes. Alas, p-code cards are rare and expensive.
    2 points
  34. I congratulate you on your self-control. I've been trying to show some myself, lately, when it comes to TI purchases. Looks like someone else didn't have quite as much restraint as far as that MBX goes, as it appears now to have sold.
    2 points
  35. For me, it's mainly some MacOS 6 - 8 Macintosh utilities and games (mainly shareware which you cannot register or obtain any longer) Things such as Starfight Final, the Quake utility called Quiver, and some older Hypercard games. My understanding is that some of the great Ambrosia games such as Cythera can no longer be registered or hacked - the company went out of business and never backed up serial #'s or something. Some of it DOES appear on abandonware sites eventually, but there's a ton that's been lost forever. Nothing's worse than reliving your youth via some Mac Addict demo disk and finding something really cool, only to realize that you may or may not have the ability to unlock the full version. That's the one thing about shareware distribution...once the registration process is gone, or the bedroom coder has moved on, it's doubtful that it will ever be recovered unless someone has an old disk or PC hanging around with the original storage intact.
    2 points
  36. The only one that comes to mind was Adventure Contruction Set. I was working on coding my own games, but a large adventure is a slow project. I saw the "Game of the Month" write-up in Electronic Games magazine and I had to have it! The idea of a toolkit like that that made it seem like anything was possible! Only problem, it wasn't on Atari 8-bit. But EA did promise it was coming, so I waited and waited and waited. It never came. By the time I got a PC and could check it out, it was a ten year old game and already pretty dated.
    2 points
  37. New game: - Sauteur. A Q*Bert clone. Description on TI99IUC page (Sauteur); [GAME] Sauteur (1984)(Hebdogiciel)[Compiled by TMOP].zip
    2 points
  38. I can't say I care much for these, because they are written from modern POV, which is quite often a very one-dimensional perspective. The authors of these reviews frequently dismiss old games without putting even a little effort in, with some theatrical exaggerations as an excuse. And in doing so they miss out on a wealth of interesting content and ideas, while being completely oblivious to a historical angle. Regarding text adventures, they had - and still have - a very strong fanbase, so while it's true that many have been lost, a great number has also been preserved. And many of them, even from lesser know authors or software houses, are really playable and brilliant too.
    2 points
  39. I am sure that a quick review of any early-1980s computer magazine will have tons of ads from individuals/small businesses with software that has been long-forgotten. I do not recall the specific titles, but BITD I was very much into text adventures (today called "Interactive Fiction"). There were many, many advertisements for games that are now, presumably, lost to history. Infocom and Scott Adams games are still readily available, of course, but there were hundreds more obscure titles from now long-forgotten authors. I take some consolation in that modern reviews of games from this era are almost uniformly negative, even allowing for the evolution of technology. Standards were still evolving, and some of what was sold commercially would not even make the cut as free hobbyist releases by today's standards.
    2 points
  40. Thanks everyone. Well I'm working on getting the execution somewhat faster and have come up with this little program that has 32 monsters moving left to right, their ability to fire, as well as the player's ability to move and fire, and player missile vs alien never misses, and it's not too slow! simplescreenrecorder-2022-06-23_02.56.40.mp4
    2 points
  41. It's been a minute, Just wondering when you'll ship my game and womens panties?? K thanks
    2 points
  42. Latest Arrangement using my tune sensitive player ....
    2 points
  43. New game: - Battle Over Titan. From Miller Graphics. Description on TI99IUC page (Battle Over Titan). [GAME] Battle Over Titan (1982)(Miller Graphics)[Compiled by TMOP].zip
    2 points
  44. Well, surprisingly it showed. A little over a month after shipping and 3 weeks of being ‘in transit’ in the states it arrived yesterday. Package was beat and tracking info was mostly unreadable but game was ok. Tracking info still hasn’t changed.
    2 points
  45. Haha, looks like we all tried to borrow the best from C64. Here's my related code from my dusty 1989 ATAMAS II archive. Quickly converted to MADS. KIDZ.xex
    2 points
  46. Week 24 Top games 1. Blue Reflection: Second Light (PC) - 913 min. (#2) 2. Teenage Mutant Ninja Turtles: Shredder's Revenge (Switch) - 900 min. 3. Resident Evil 4 (Switch) - 800 min. (#3) 4. Borderlands (Xbox Series X) - 480 min. 5. Pac-Man Museum+ (Switch) - 420 min. 6. Kingdom Hearts: Chain of Memories (GBA) - 388 min. (#6) 7. Streets of Rage 4 (Switch) - 240 min. 8. Crimzon Clover World EXplosion (PC) - 230 min. 9. Clubhouse Games: 51 Worldwide Classics (Switch) - 210 min. 10. Teenage Mutant Ninja Turtles: Shredder's Revenge (Xbox Series X) - 120 min. Top systems 1. Switch - 2776 min. (#3) 2. PC - 1306 min. (#2) 3. Xbox Series X - 660 min. 4. GBA - 458 min. (#4) 5. iOS - 142 min. (#6) 6. PS4 - 109 min. (#1) 7. PS2 - 58 min. 8. Xbox One - 52 min. 9. DS - 44 min. (#8) Total 5605 minutes and 31 different games on 9 different systems, with 7 participants. (*) Blue Reflection: Second Light advanced into First place, though hunted by Shredder's Revenge which attacks from three fronts of which the Switch version is the closest to the title. On the systems front, the Switch takes the title with times reported on 9 games. Two games enter the 50 Hours Club: Clubhouse Games: 51 Worldwide Classic (Switch) with 3114 min. Blue Reflection: Second Light (PC) with 3085 min. Happy Midsummer! (*) Including @Prosystemsearch who posted 4 minutes of GZDOOM in the classic tracker.
    2 points
  47. Some folks believe that if you sail off one edge, you sail right back on the other side without so much as changing direction. It's not called the edge of the world for nothing. The fools! You can't sail off the edge of the world, because there is a wall of ice around the world (as is known in well-informed circles).
    2 points
  48. Some folks believe that if you sail off one edge, you sail right back on the other side without so much as changing direction. It's not called the edge of the world for nothing. The fools!
    2 points
  49. I've given a bit of thought toward a Space Harrier port, for stock 9918A. I was thinking prescaled software sprites in bitmap mode, and using hardware sprites for the player's avatar and bullets. I did an animation test for the 3d checkerboard which is the part that fascinated me the most, but I think it still needs more work on the furthest distance part of the checkerboard where it seems to oscillate at a fixed frequency. I've also played with the bluewizard tool to convert the Space Harrier speech samples to the format used by the TI speech synthesizer. I totally agree with @pixelpedant that having the control speed and correct movement patterns are critical for having a port that is fun to play. shtestc.bin
    2 points
×
×
  • Create New...