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Trebor last won the day on December 3 2017

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About Trebor

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  1. Trivial meaning already done. 😀
  2. Here's a fast 'taste', demo-unlisted, video with just a few beginning rounds:
  3. It's there...just have to turn up brightness a bit. The 'normal' grayscale via CRT typically shows Black $00 and next neighbor $01, nearly identical. $02 is not that much brighter. That dark grey is slightly more evident in the LCD pics below, but again, very dark. Though too, some of the other color swatches are harder to see with an LCD compared to the previous posted CRT pics. Regardless, it's a brightness issue which of course will vary across displays and preferences: 160B: 320D: 320Dv2:
  4. Best I can do for now. All captures are from under a CRT courtesy of CPUWIZ's MCPDev cart - but look much better - and more saturated - in person: 160B: 320D: 320Dv2: Comments: Under a CRT, 160B test in real time has the fourth row, and then every third row after that, with flickering that is very noticeable. All other rows appear solid. Under an LCD, it appears just like the screen captures you posted earlier. I can post 160B test pictures sometime tomorrow taken from the LCD, if desired. Colors are vibrant regardless if CRT or LCD. However, the 320D fonts appear very dark under my Panasonic LCD. Version 1 is not even usable, IMHO. Version 2 is better, but it is still a struggle. Again, I can get up some (potato quality) photos tomorrow from the LCD, if desired.
  5. I find myself holding the button the entire game with joystick controls. Perhaps the behavior should be reversed. Press the button to slow Vaus down, no button held and its speed reflects what is currently set with the button held. If such was implemented, for those that don't care to utilize a slowed Vaus, it opens the door to being able to use a favorite one button controller too.
  6. Really loving this latest release. The sound is excellent with all the previous in-between static/pops during the melodies gone. Synthpopalooza worked his magic again, bravo. Fantastic that Defender_2600's ship made it into the game and it looks absolutely spectacular. Par for the course with his usual graphical expertise and down to a science perfection in comparison and scaling from the original. Awesome that some additional inspiration was provided to rework the font as well. While I do love Defender_2600's font, what has been included looks great too and wonderfully improves upon what was present previously in the game; very well done. Enjoy the fully working capsules including shooting and a morphing Vaus - just excellent. Most importantly, mksmith, and really from out of the gate, the main gameplay is perfect. The speed at which the ball travels and the speed at which Vaus moves (when the button is held down), is marvelously tweaked for being both enjoyable to maneuver and remain fairly challenging. That is a difficult balance to achieve with breakout type games, especially making allowance for joystick/gamepad controls, and you really nailed it brilliantly. Your're putting more shine on this game than a pair of patent leather loafers...very cool, and thank you!
  7. Still going to need a conversion (4000-->450), for the latest. Really appreciate these test cases though - finding them mutually beneficial.
  8. Tuning output is indeed different for the aforementioned distortion sample. I captured the output a few times under both MAME/A7800 and an A1 serial console: atariage-jingle (20190708) MAME 0_211.wav atariage-jingle (20190708) Real HW.wav No apologies necessary as the emulator is still intact, but evidently needs to be tweaked for this particular aspect of POKEY output. 😉
  9. Unfortunately, my hand at asm is no good. Hopefully, someone else may be able to look at the source, modify and compile for POKEY @$0450. The frequency values are not laid out in a note table for MAME/A7800. Rather, they are calculated from measurements, formulas, and specifications of the chip. The foundation is Ron Fries POKEY chip emulator circa late 90's with a complete rewrite, fixes, and enhancements throughout the years by Brad Oliver, Eric Smith, Juergen Buchmueller, and Perry McFarlane. Quoting the documentation: "verified sound output with many, many Atari 800 games, including the SUPPRESS_INAUDIBLE optimizations." I'm not stating your data is incorrect. Just I have no way of comparing the two, as the approaches are completely different. Ultimately, the hardware results will tell the tale. Noteworthy, is the documentation states that the emulator emulates an 'ideal' POKEY chip. Are the subtle differences between some POKEY chips that have been discovered (or not) yet? I noticed A7800 and BupSystem sound very similar, while ProSystem has a very distinct difference. I can hear why ProSystem translation is preferred, though this doesn't sound too shabby either: For the record, I really admire your work, Synthpopalooza. Anything I can do to assist, I am happy to help.
  10. If POKEY is moved to $0450 instead of $4000, it can be tested under the MCPDev cart. Off the bat, A7800 is much closer to being hardware precise and accurate than ProSystem. The ProSystem emulator is notorious for misleading devs due to it's over generousness timings and other inaccuracies with both video and audio issues. The POKEY emulation under A7800 is very mature and refined under A7800 thanks to it's MAME/MESS heritage over the past ~20 years. Nonetheless, real hardware is what matters most. If the file can be modified as mentioned, I can test it. 😀
  11. mksmith, Fantastic! The game is shaping up beautifully, and love to read about the collaboration among our most excellent and helpful devs. One thing I noticed with the sound is some popping/static noise being heard. I recall early Bentley Bear's Crystal Quest builds had a similar issue. I think the problem lies with the POKEY volume cannot be set to 'zero' when a bar or section of the melody is about to change key/note. The POKEY volume can go as low as 'one' during the transition and effectively to the listener it sounds perfect. If the above doesn't make sense, my apologies. Hopefully, someone may be able to shed more light on the matter and either correct or clarify what I am trying to relate. Regardless, keep up the awesome work! I'm really enjoying watching this develop. -Trebor
  12. Trebor

    Rikki & Vikki

    😉 Al is a one man show for doing a lot of things on this site. Submitting to the above ensures it is brought to his attention and is reminded of it. 😀
  13. Hi atari2600land, I ran some tests between the A7800 emulator and hardware: GoSub v31 A7800: proline_joystick = works (right/button 2 only) vcs_joystick = doesn't work Hardware: Atari 7800 Pro-Line Joystick = works (right/button 2 only) CX40 Atari VCS Joystick = doesn't work GoSub v32 A7800: proline_joystick = works (right/button 2 only) vcs_joystick = doesn't work Hardware: Atari 7800 Pro-Line Joystick = works (right/button 2 only) CX40 Atari VCS Joystick = doesn't work They matched exact in behavior. Hope the above helps in your troubleshooting.
  14. This may help demonstrate the effect better: 😀
  15. Correct...but... ...this won't work. The largest POKEY sound supported ROM size is 128K (I.E. Commando) under the CC2. Donkey Kong PK (and Bentley Bear's Crystal Quest) are 144K with POKEY. I believe technically, if one was to rebuild/recompile the source files for the CC2, support could be added. Lack of resources have resulted in this not happening. Regardless, attached are both the NTSC and PAL respective demo bin files. Donkey Kong PK-XM (NTSC) (Demo) (v1.2) (20130905).bin Donkey Kong PK-XM (PAL) (Demo) (v1.2) (20130905).bin
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