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Everything posted by Trebor
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Atari Dev Studio for Homebrew Development [Release]
Trebor replied to mksmith's topic in Homebrew Discussion
I'm so very sorry to read of the news. Deepest condolences and sympathy for you and your family. -
There are a couple of things that are arguably less forgiving with flicker when compared to real hardware and a CRT: 1. Viewed on a modern day/flat panel display. 2. Playing under an emulator. So, considering I am trying it through an emulator on a modern display, it is beyond perfectly fine. The bottles are still very easily seen, and one could even have argued if you didn't mention the flicker with the bottles, some/many would have not even realized the difference in their animation.
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Agreed. The item is just showing the other side under brighter lighting in the picture below. Best Electronics is actually selling that Commodore light gun for $59.95 and that's without shipping. It has gone up considerably...
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All publicly available/latest releases or/and demos can be had from the Homebrews and Hacks thread. There is also Trebors 7800 ROM PROPack last updated in June. It will likely see another update in another month or so. It contains ROMs for all original retail, prototype, hacks, and homebrews, with proper headers. ZeroPage Homebrew Completed/WIP 2020 thread is also a great resource. It links to current WIPs and completed titles from this year. Knight Guy has not been released to cart yet and there has been no cartridge mass distribution of Asterix Quest either.
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Vin...Keep in mind with Rikki & Vikki, you only get the 'good' ending if you beat the game with 2 players. No matter how you perform with the one player game, you still get an ending, but a much less desirable one. My only issue with this title is the aforementioned ending. The game should not punish due to having only one player complete it. I can understand people desiring a password save option; however, with unlimited lives as a selectable choice early on in the game (Well, after the second continue/"try again"), the game can be played through well under 2 hours, even within 90 minutes. Besides, who needs passwords when there is... ...DUT'S DISCOUNT WARPS! Warp your way to any of the caverns! The way to reach: During the first area (Rock Caverns), complete boards R0-R9 without dying and without eliminating an enemy. Just collect the keys. If successful, Dut will appear and treat you access to above. The levels R through M are presented in the order they are experienced in the game... Rock Cavern Sand Cavern Flame Cavern Bubble Cavern Metal Cavern ...including the "E" which is the End Cavern. The floating/flying "I" above, is for access to the Irregular Caverns. Press jump while it flies above the player's head to enter it.
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There should be a pinned thread or something...
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Absolutely...Thomas, thank you again! A brilliant and very much appreciated addition. Exactly what was needed to make the palette creation provide CRT color palette results on a modern display. Nonetheless, Stephen, your continuous releases going on the better part of two decades now has kept this emulator going strong. Surely, Bradford deserves credit too for starting it all, but you have carried this coordination torch for quite some time, so thank you again as well! Not neglecting all others who have provided input and support either...Truly, thanks to all involved!
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It was user error. I thought at first the new RGB settings were not impacting Hue $1x and I was mistaken. This release has officially made my (CRT color based) palette files obsolete for the 2600. Absolutely love it! Certainly it is still wonderful to have the option to import an external palette, but with the new RGB angle shift adjustments, it's just a matter of taking the time to 'match it' for the display you are accustomed to viewing on, including of course, the other end user configuration preferences. Eckhard's color palette is great here for reference as are retail games H.E.R.O., Frogger, Pitfall (II), Raider of the Lost Ark, Dark Cavern, E.T., Megamania, Space Invaders, Star Wars ESB, and Midnight Magic, when comparing between the real hardware and Stella and tuning 'just right'. Again, thank you both. This is the greatest thing since the initial implementation of CRT effects regarding video simulation. The only other thing I can think of that would emulate the hardware palette more precisely is the actual warm-up transitioning. The items to account for would be the start phase, end phase, and then perhaps a 0.1° increment over a time interval until the max phase shift value is achieved from the start phase (Typically ~2 to 3 degrees higher from power on). Parameters perhaps would be: Start Phase Shift = 24.7° (Realistic range 24° - 26°) End Phase Shift = 27.7° (Realistic range 26° - 28°) Time Interval for 0.1° increase = 30 seconds (Range 10 seconds - 60 seconds). In the above example, the console at power on starts at 24.7° degrees. Every 30 seconds, it increases by 0.1° until the phase shift reaches 27.7°. It would take place at 15 minutes utilizing the parameters set above. Having the aforementioned range of seconds would allow a 3 degree shift to take place as quickly as within 5 minutes or as long as 30 minutes, which more than covers the variety experienced under typical console conditions.
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Outstanding! Thank you!
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Atari 7800 Homebrew Completed/WIP in 2020
Trebor replied to ZeroPage Homebrew's topic in Atari 7800 Programming
In light of recent feedback and news, it's somewhat ironic to know that Captain Comic received a port to the NES. The back of the NES box provided several review quotes of the PC DOS Version: "Colorful And Well Thought-Out Arcade Style Game." - Game Players "A Clever Combination Of Fantasy And Puzzle Solving...Once You Try Captain Comic You Will Be Addicted." - PC Resources "This Is One Experience You Really Wont Want To Miss." - Computing Now! Certainly your prerogative to discontinue development @TwentySixHundred, looks like we may have missed out on possibly a great addition to the 7800 though. -
There are 'a few' more changes than containing all four levels, instead of just three. Reach out to @tep392 as he handled the main program code, sound, as well as assembly and distribution. Thanks to @CPUWIZ awesome VersaBoard providing the ability for it to be placed on cartridge. @Defender_2600 provided the spectacular graphics updates, and the final product is superb. If any copies of Donkey Kong PK are available or can be made, tep392 will be the one in the know.
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Atari 7800 Homebrew Completed/WIP in 2020
Trebor replied to ZeroPage Homebrew's topic in Atari 7800 Programming
Halloween Last Stand - fultonbot/8BitRocket Studios -
Good point. Having both the first and second release packages, I should have extracted the BIOS files from each and included them. Come to think of it, I should add a BIOS section to the PROPack and have all BIOS files there as well. Anyhow, here are the two released Eckhard packages from 1999 and 2000 respectively. Each contains the respective BIOS and support files. Additionally, attached below is the "Development Cartridges For The Atari 7800 Development System" PDF Revision 14, document from 2003, for posterity as well: Atari 7800 Development System (First Release) (Eckhard Stolberg) (1999).zip Atari 7800 Development System (Second Release) (Eckhard Stolberg) (2000).zip Development Cartridges For The Atari 7800 Development System (Rev 14) (2003).pdf As with all BIOS files and/or dev kits provided, you're on your own folks. No warranty or support implied. Use all of this at your own risk.
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Yes, there are several along with the system originals: 7800MULTIBIOS.zip
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The arcade classic “Popeye” is coming to the Atari 7800!
Trebor replied to aaron1677's topic in Atari 7800
Variety is the spice of life; hence my video game cabinet goes from 2600 to SNES and external of the cabinet includes Dreamcast, PS2, 360, PS3, Switch. While I wouldn't purchase the same game across modern consoles, 16 bit or older, absolutely! They all have their own 'personality'. I already have Popeye for the 2600, ColecoVision, NES. The game's home personality is best here on the 7800 though. Thankfully, the game is leveraging the intent and design of the console by utilizing an external sound chip. While the Arcade utilizes an AY-3-8910A for sound, @Synthpopalooza really makes the POKEY being utilized her shine, along with help from @Pat Brady and @mksmith; Darryl incorporated the code beautifully. Falling back on the retail library more "k" does not mean a better game: RealSports Baseball = 64K Pete Rose Baseball = 32K While neither are worth writing home about, Pete Rose looks and plays worlds better than RealSports Baseball. In this case though, the game is 144K - with animations, intros, and interludes in place, along with the assistance @RevEng as well, the game is making quite excellent use of the space. 7800basic is a dream for many to utilize along with Atari Dev Studio, but I have to state @darryl1970 pickup and development is some of the fastest I've ever had the pleasure of being a witness. This was not so long ago... In about two months he went from providing a Popeye mini-game incorporating some elements form the first board to the entire game with bells and whistles, polish included. Wasn't expecting it, but very happy it has happened...in full glory. -
Retail Recommendations: Homebrew Recommendations: Since the above was produced, add Baby Pac-Man, Froggie, and Rikki & Vikki to the homebrew list, in which the game has been made available on cart and comes highly recommended. Note too, there are many games in development that are at various stages of WIP or/and have yet to have a cartridge release. There's much to look forward to and still acquire for the 7800 on top of the above mentions.
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The arcade classic “Popeye” is coming to the Atari 7800!
Trebor replied to aaron1677's topic in Atari 7800
Folks, having the privilege to test and witness the development, Darryl is quite frankly knocking it out of the park with this one. Having some great developers providing assistance with game code and music, Darryl has brought an amazing port to fruition. Whether you're coming in fresh as a first time player, the casual Arcade player, or an expert of the game, this is very playable and enjoyable. It's quite exciting and will be a fantastic addition to the 7800 library. It will be the best version available for a console, bar none: Here's an updated public video from Darryl, posted yesterday, on YouTube: -
Excellent news to read; unfortunately, I do not know off-hand a place where the parameters are defined for such an implementation (Outside of perhaps Altirra source). MAME performs a similar function option with its RGB ratio shifts under hlsl.
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Mateos requires a headerless ROM with the correct respective file extension. Please try this one: Danger Zone Alpha5bc (POKEY 4000).48P *EDIT: Depending on when a particular Matoes cart was obtained and/or if it was updated, the cart may (not) support the needed format: The below spoilers contains a list of the extensions and formats that should be supported by all Matoes carts: Final note...All extensions have to be in upper caser letters.
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The internal header has to be updated to reflect the change as well. The attached file below removes the header flag from [email protected] and denotes [email protected] instead. Danger Zone Alpha5bc (POKEY 4000).a78
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The proper/correct ROM dump and header... Rescue On Fractalus (Prototype) (Correct Header).a78 ...plays fine under BupSystem and A7800. Retroarch relies on the antiquated ProSystem emulator which should be avoided. BupSystem and A7800 are much closer to accurate console emulation.
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I can report that the binary plays well with the MCP DevCart. I haven't had too much time to try it out, but off the bat, I got a huge kick out of the spinning aircraft when shot, just like good ol' 2600 Combat. The color and different aircraft selection works just fine for what I tried. Granted, I did not test all aircraft combinations and colors. Time of the day setting is a bit of a mix bag for me. 'Daytime' is perfect. 'Sunset', the sky is a bit too pinkish and was expecting more of an orange shade. At 'Night', having the gray sky with gray clouds felt more like a cloudy/rainy day, rather than night to me. A black sky with gray clouds was more what I was expecting to see. I know the hit detection is 'basic', but really no complaints here at all within the span I played. I felt it was actually very good and not once did I think it was off the mark being either too sensitive, or not sensitive enough, regarding hit detection. The planes overall feel not as nimble as the Atari 2600 "Jet", but not as awkward as the Atari 2600 "Bi-plane". A very nice balance/compromise here so far regarding control. Menu options work great for Music selection and viewing the Credit screen as well. When in-game, the Reset button nicely returns the player back to the main menu.
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In harmony with the thread... *EDIT: See this thread too!
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Correct. This is a first ever for this issue. I have several consoles and numerous controllers. A few consoles are hooked up simultaneously. The issue occurs on both an AT84 serial and an A3 serial with two different joysticks. Just to be clear, the game does not start up automatically, nor does it enter initials automatically on the high score entry screen. It allows free movement up and down through the various options within the "Score" game menu. There is no "Back" option. The options listed are: 1 PLAYER 2 PLAYERS MUSIC: A GEMS: [4 DEFAULT ONES] If I let the game just run, it cycles between the above and the high score entry screen for "FOUR GEMS" ~12 seconds. *EDIT: P.S. Well, I'm an idiot. For some reason I had it fixed in my mind game mode was selected first and then the above appears. Humble apologies here. Extra embarrassing to go through the same motions on two different consoles and not come to a realization. Anyhow, it's working just fine for all modes. After selecting number of players I am presented with the Game Mode option screen. All game modes are working beautifully. Wow, I need more sleep or a vacation, or both...lol.
