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Trebor

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Posts posted by Trebor


  1. 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.

    • Like 2

  2. On 11/14/2020 at 3:27 PM, Shawn said:

    And I still think he just bought a ton of the commodore guns and sold them as the best gun. If you look around that exact mold and pinout was used for a 3rd party commodore gun back in the day.

     

    COMMODORE 128 COMPUTER (C64) - Marpes Light Gun and Gun Collection games -  Room of Doom

     

    Just sayin'

    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...

    image.png.083f32d804e18cccd164dd6f22e673c6.png


  3. 10 hours ago, Cousin Vinnie said:

    Well dude... I need these games.

    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.

    • Like 2

  4. 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...

     

    image.thumb.png.1d97e8ee81de46c94538adc27aa1a274.png

     

    ...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.

    • Like 3

  5. 6 hours ago, stephena said:

    While I'm very happy that this feature exists and is working well, I have to set the record straight here.  All of this is the result of @Thomas Jentzsch, so all thanks should go there.  I've been working on other parts of the code, and wasn't really involved with this part.  So credit should go where it's due.

    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!

    • Like 3
    • Thanks 1

  6. 1 hour ago, stephena said:

    Trebor, your original post had some more text, with an issue in it.  Is this no longer an issue, or did the text get deleted by mistake or something??

     

    47 minutes ago, Thomas Jentzsch said:

    I was about to ask the same question. :)

     

    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.

    • Like 3

  7. 21 hours ago, stephena said:

    So, time for another very quick release of Stella.  It's been less than a month, but we decided to bump from version 6.3 to 6.4, since there were a few major bugs in the last release, and there are quite a few new features in this one.  Anyway, here's the changelog: 

     

    ...* Added color parameters to 'Custom' palette...

    Outstanding!  Thank you!


  8. 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.

    • Like 4

  9. 1 hour ago, Giles N said:

    Donkey Kong:

    - there is an updated version around which have all four levels, not just three.

    Stick around here at AtariAge, and you may get the ‘updated’ version from someone.

    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.

    • Like 3
    • Thanks 1

  10. 1 hour ago, -^CrossBow^- said:

    Eckard's DevOS isn't included in that zip? I realize it isn't for general gaming use but it literally has the option to choose which mode you want to change to on it and I figured that could be handy for some?

    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.


  11. 2 hours ago, funcool said:

    Do most of you stick to one port (nes, atari, colecovision etc) or do you buy the same game for a different console when it comes out, just curious?

    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.

     

    2 hours ago, phattyboombatty said:

    The arcade sounds are outta this world!! 

     

    2 hours ago, gambler172 said:

    A file for testing,would be great.....only good graphic is not all... gameplay must be well too.

    I know many Popeye ports,which look good,but

    do not play very well....

    How many k does the game have?

     

    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.

     

    2 hours ago, gambler172 said:

    A file for testing,would be great.....only good graphic is not all... gameplay must be well too.

    I know many Popeye ports,which look good,but

    do not play very well....

    How many k does the game have?

    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...

     

    image.thumb.png.037d2029edaa5ec5c55363963e3971a9.png

     

    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.

    • Like 8

  12. 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.

    • Like 7

  13. On 9/23/2020 at 11:51 AM, desiv said:

    Really looking forward to this port...

     

    On 9/23/2020 at 11:09 PM, NostAlgae37 said:

    Popeye was one of my favorite arcade games back in the day...Popeye blew Donkey Kong away for me in terms of enthusiasm and devotion, and I think that I will always have a tremendous fondness and nostalgia for it.

     

    On 9/24/2020 at 3:36 PM, Dauber said:

    I MUCH preferred Popeye over DK. Still do!

     

    On 9/24/2020 at 11:42 PM, SearsRoebuck said:

    Popeye looks interesting! I like all of these games, so the more the merrier. 

     

    On 10/6/2020 at 12:55 PM, FroggoGamer said:

    I'd love to see a Popeye on the 7800.

     

    On 10/7/2020 at 12:12 PM, Lord Thag said:

    This is coming along nicely! Seems pretty zippy too, which many of the other ports are not.  I'll definitely be playing this when it releases.

     

    10 hours ago, 7800Knight said:

    YES!  Popeye has been on my wishlist for the Atari 7800!  Keep us posted.  I want a copy of it!

     

    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:

     

     

    • Like 10
    • Thanks 5

  14. 10 hours ago, Thomas Jentzsch said:

    I am current planning to implement more parameters in Stella. This will be RGB angle shift and scale as visible in the Altrirra GUI and should fill the remaining gap. Are the parameters defined somewhere?

    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.

     

    Spoiler

        { WINOPTION_RED_RATIO";fs_redratio",                        "1.0,0.0,0.0",       OPTION_STRING,     "red output signal generated by input signal" },
        { WINOPTION_GRN_RATIO";fs_grnratio",                        "0.0,1.0,0.0",       OPTION_STRING,     "green output signal generated by input signal" },
        { WINOPTION_BLU_RATIO";fs_bluratio",                        "0.0,0.0,1.0",       OPTION_STRING,     "blue output signal generated by input signal" },

     

    red_ratio (Red Output from RGB)
    grn_ratio (Green Output from RGB)
    blu_ratio (Blue Output from RGB)

     

    Defines a 3x3 matrix that is multiplied with the RGB signals to simulate color channel interference. For instance, a green channel of (0.100, 1.000, 0.250) is weakened 10% by the red channel and strengthened 25% through the blue channel.

     


  15. 4 hours ago, chicgamer said:

    I tried both of these on my Mateos cart, but unfortunately, neither of them got past the AtariAge screen.

     

    25 minutes ago, Muddyfunster said:

    Thanks Trebor, this file works under emulation, lets see if it works under Mateos!

    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:

    image.thumb.png.04850a20a260fb1e098c279bd91c6fbe.png

     

    The below spoilers contains a list of the extensions and formats that should be supported by all Matoes carts:

     

     

     


    image.png.5746afb18d3f7528845ae46a274ed427.png
     

     

     

    Final note...All extensions have to be in upper caser letters.

    • Like 1

  16. 11 hours ago, classicgamer74 said:

    Thanks for your feedback.  Can you guys recommend where I can get a better Rescue rom and which emulator is the best for 7800? I usually just default to Retroarch. 

    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.

    • Like 2
    • Thanks 1

  17. 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.

    • Like 1

  18. 12 hours ago, Revontuli said:

    That's very strange - this doesn't happen with the earlier builds, correct?  

    Correct.  This is a first ever for this issue.

     

    12 hours ago, Revontuli said:

    This *would* happen if the game registered the joystick button being pressed repeatedly - I'll take a look on my end, the only thing I can think of off the bat is to possibly try another controller, if possible.  I'll see what else might be the issue, although I'd welcome any input from others!

    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.

     

    Quote

    EDIT: "Back" should at least move you back to the title screen - does this work?

    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.

    • Thanks 1
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