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Tursi

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Tursi last won the day on December 22 2018

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About Tursi

  • Rank
    Quadrunner
  • Birthday 11/29/1971

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    HarmlessLion
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    Male
  • Location
    BUR
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    Buy me a Kofi! https://Ko-fi.com/tursilion

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  • Currently Playing
    Current Project: Dragon's Lair for TI-99/4A. See http://atariage.com/forums/topic/287760-dragons-lair-is-now-available/
  • Playing Next
    Next project (per survey): Update TI and Coleco VGM compression and playback tool (Project 'ballp').

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  1. I used to say I could have shipped bricks to the Jaguar community for the number of Skunkboard owners who said that...
  2. I'm going to need to take a look at your photo pass... I'll put the Beta up on EBay in about a week when I get back from overseas, it's been long enough.
  3. I did a lot of work with flicker too... it can look decent on a CRT if the contrast between the two colors isn't too high, but modern displays are so fast and/or try to deinterlace, all of which renders flicker colors less effective.
  4. I found in assembling my shells that some were wider than others, too. Not much - just enough to stick out if you joined mismatched ones together.
  5. I spent a bit of time looking at that part of the NanoPeb when I needed to program Dragon's Lair from CF. When it boots up, the DSR reads from the Compact Flash card. If it has a PC-style signature in block 0 (I didn't check exactly how it determines this), it /overwrites/ it with a fixed pattern. The mount information for the three disks is saved in this block, so that's probably why (but it does mean that if you power up with a card in the CF that had PC or camera files, the format of that card will be corrupted). Anyway, there's no timeout on that test - if the card doesn't respond, it will sit there forever. The IDE to CF adapter that the NanoPeb uses is fairly standard, I had a couple in my parts bin some time back. Oddly, though, not just /any/ adapter works, and I wasn't sure why. But there's very little to them - schematics are available online.
  6. It's not that weird, TI actively discouraged people from porting arcade titles by trying to control the market. Margins weren't that good in the first place, add in a license to the arcade holder and a license to Texas Instruments (plus TI's manufacturing cost for the GROMs) - or alternately the risk of TI suing you for trying to do it without them, and it didn't make a lot of business sense. I always liked Omega Race, but it was a little obscure for some reason - which is probably why no homebrewers tried it. The Vic was the only home version I ever got to try back in the day! I don't think I remember it well enough to do much good today.
  7. Well, based on Tim's suggestion, here's the patched XB to autostart. Seems to work at least in emulation. It's just patching two bytes in the GROM file (make bytes 4-5 match bytes 6-7, and the first program will autostart). autobootXB.zip As for returning to Force Command on exit, I have not had a chance to see how Force Command is loaded, but you'd basically replace the BYE function. (It might be possible to also catch FCTN-= with a clever interrupt hook, but that's more iffy). That one WOULD be a little trickier.
  8. Nope, I had a patched BOOT for the Horizon RAMDISK that auto-ran an EA#5 program. I was not a fan of XB loaders back in the day But we know the steps to auto-boot a cartridge these days, especially one that already has GROM, nobody else can do it?
  9. Oh, right. That's not officially supported, but it's accessed in the 9938 manner. I can't help you much there.
  10. Are you talking about the 2k of GPU memory on the F18A? Classic99 doesn't have any other expanded VDP memory I can think of. If it's that memory, it's only accessible from the F18A's GPU. The F18A GPU is a 9900-compatible processor in the F18A that runs code from video memory, so you can just load code from the 9900 to VRAM, and then trigger the F18A to execute it. In that case, the GPU has RAM located from >0000 to >47FF.
  11. There's actually another way. I've done this on the TI, so it would need to be tested, but it should work. You have the logic reset the latch when address >8000 is accessed. Since it should (in theory) only be accessed by the BIOS checking whether a cartridge is plugged in, it should be safe. The only gotcha that way is if a game reads that byte for any reason (deliberate or otherwise), it'll crash. However, with an emulator that can set breakpoints, you can run through the library pretty quickly to see if this happens on any significant titles.
  12. From what I can see (so based on theory rather than practice), that is correct. In addition to what I called out above, the Coleco cart port doesn't appear to expose the reset line to the cartridge. I tested with my AtariMax and it doesn't go back to the menu on reset either.
  13. Pitfall was super well done. I'm still waiting for Pitfall 2
  14. Less than a half dozen, and only two were rude. It was a much better experience than my past projects.
  15. More than likely, yeah, someone probably decided to use the extra space in the 4A ROM to add support for ROM cartridges. It's well documented that it was removed because TI felt third parties were abusing it. I'd say the only mystery is whether adding it was deliberate, or just some kind-hearted engineer. We can test Playground on the 4 in Classic99. Just depends on whether the same buffer overflow is present (probably) and whether the scratchpad layout is compatible... Edit: in a quick test all I had handy was the original 'LIFE' sample... all three modes on that crash. Which means the overflow part of the bug works, but the scratchpad layout is different. Edit2: tried again with the final release, and it crashes on the 4 too.
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