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Trebor

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Posts posted by Trebor


  1. For an absolute professional product and service, I cannot recommend Jesse/-^Cro§Bow^- enough.  He delivered in spades on a 7800 console with UAV mod, as well as several other services: capacitor kit, switches upgraded, new voltage regulator, and more.  The quality and craftsmanship are second to none.  Excellent communication throughout, which included high quality large pictures and a complete HD video presentation of the product with detailed explanation.  It's quite impressive and excels above any service I ever experienced before with a console mod.

     

    Respecting the amount of time, effort, and meticulous details that went into the console, I thought I would pay near double than what I did.  To say I am entirely pleased and would highly recommend Jesse for anyone's console mod needs would be an understatement.  You want quality parts, labor, and presentation along with a professional yet friendly touch, that goes above and beyond, look no further.

    • Like 1

  2. On 10/19/2020 at 6:42 PM, Al_Nafuur said:

    The 7800 crashed after a few minutes, and when I restarted it it started with the inbuild Asteroids. So I pulled out the Cartridge and removed @Andrew Davie's beautiful 3D printed case and plugged in the naked PlusCart PCB into the slot.

     

    I think the cartridge slot and contacts needs to be cleaned..

    Working with the 3D printed cartridge case off likely means the case is a bit too thick for the slot holder.  Some 7800 console slot holders are slightly narrower than others.  It's enough to give 3rd party cartridges such as Imagic, that are a tad bit thicker than the Atari first party standard, a tough time to work, if at all.

     

    You can try shaving the cartridge holder sleeve, or take an exacto knife to the sides to widen/loosen the grip, inside the system.

     

    Or see this as an alternative 'fix':

     

    • Like 1

  3. Stating "All Time" and including homebrews is a bit hard to determine as there are a lot of great titles in the works and no doubt more in the future.

     

    Top Ten Retail releases, presented in descending alphabetical order:

     

    01 - Robotron: 2084
    02 - Ninja Golf
    03 - Motor Psycho
    04 - Midnight Mutants
    05 - Joust
    06 - Food Fight
    07 - Desert Falcon
    08 - Commando 
    09 - BasketBrawl
    10 - Alien Brigade

     

    Honorable Mentions: Xevious, Xenophobe, Tower Toppler, Pole Position II, Ms. Pac-Man, Ikari Warriors, Galaga, Dig Dug, Dark Chambers, Crossbow, Centipede, Ballblazer, Asteroids.

    • Like 1

  4. 7 hours ago, Revontuli said:

    Is in during a the transition to the high scores from the title screen, possibly?  Or at the very start of that transition?  That's about the length of time taken, and where the crash happened before. 

    It's more the when than the where.  It occurred within 00:04 of a 'Race' game, that was started as soon as possible.  It happened in just letting the game sit at the menu/title screen.  It froze again at the middle of a 'Score' game. 

     

    The item they all had in common was it taking place within ~10 seconds of the game running.

     

    I can test more later tonight, if/as needed.


  5. 1 hour ago, Revontuli said:

    I'm trying a little test to see if a different way of resetting the RAM might help with BupSystem compatibility.  It seems to work on my machine, but it's always hard to tell with possible memory bugs.  Hopefully this should also still work with hardware and A7800 (it's just one line of code added near the start to zero-out RAM, it's identical to previous builds in every other way.)

     

    DragonsCache_10_16_2020.bas.a78 48.13 kB · 3 downloads

    DragonsCache_10_16_2020.bas.bin 48 kB · 3 downloads

    Within 10 seconds of the game running it crashes.  Happens on both consoles tested on, an AT84 serial and one of my A1 serials, every time.

     

     

    • Thanks 1

  6. That hot headed boss is a hoot.

     

    So far, I agree with the faster firing/quicker shots needed.  The other (if) possible change item for me is the player/roach size.   It's a bit too wide of a target.  Perhaps a ~30% width reduction (?)

     

    The various enemies and details on the graphics are just spot on.  Love the different attack patterns and styles demonstrated by the enemies.  Love the persona assigned to the roach.  Having his face right on the screen really gives the feeling it is indeed a creature and not a ship 'posing' as such; its got personality.  Love the idea (and shoutout to Knight Guy) concerning the 'wall' borders.

     

    The faint graph as opposed to just a black background is brilliant. It gives the game visuals more depth.

     

    Looking forward to the continued development of this game.  It is off to a great start!

    • Like 1

  7. 11 minutes ago, save2600 said:

    Would a PAL version of this game behave this way per chance? Maybe you landed one of them unknowingly. 

    PAL version would not run on an NTSC machine as it is missing the encryption check.

     

    NTSC version running on a PAL machine is a possibility, though I don't believe it would play very far, if at all.  Likely, it wouldn't pass the intro.


  8. 31 minutes ago, aaron1677 said:

    ...the entire screen flickers...I'm wondering if this is normal? No.

    ...Is this part of the design of the game? No.

    ...Anyone else have this "issue"? No.

     

    If all your other carts behave fine, it is likely a problem with the cartridge itself.  Bit rot or something else perhaps.

     

    *I never experienced it with an original retail cart or as part of the 30th Anniversary Edition Multicart #2 collection, tried under 5 different NTSC consoles, from serials "AT84", "A1"(x2), "A3", and "X".


  9. 10 hours ago, Muddyfunster said:

    Would it be possible to play a sample sound on the 7800 via stock hardware, or via Pokey/XM ?

    I'm thinking just 1 or 2 simple short sounds.

    Would it be too processor intensive?

    Possible? Yes...stock hardware...

     

    Soft Cell - Tainted Love (Music Demo) (20140311).a78

     

    The above is 512K and max for both animation is concerned as well as processor utilization. 

     

    However, for short and brief samples, we have the examples in homebrews such as Astro Blaster and Frenzy/Berzerk

     

    Astro Blaster features a flashing title screen while playing back the voice sample statement: "Fighter pilots needed in sector wars...Play Astro Blaster."  In Frenzy/Berzerk, all the animation freezes anytime the various voice sample clips play.

     

    It is very processor intensive, and I wouldn't expect much else (if anything) to be happening while the sample is playing.

    • Thanks 3

  10. 3 hours ago, Shawn said:

    ...On screen display...

    The "On screen display" is through the LCD screen on the top of the cartridge itself.  Unless I am misinterpreting something, ROM selection will be through that exclusively utilizing the buttons:

     

    0fcb1d17798a871e471e3e6a7e6f4812.thumb.png.e16f1341ab61049dc9994c62778c6302.png

     

    The developer, rj1307, has stated on a few occasions that he will definitely not include menu selection on screen via TV.  The most recent statement made just a couple of days ago, from the latest inquiry on that item:

     

    "I am not a programmer and I will not make a Menu like in Harmony."  

     

    Nonetheless, the other features are very impressive.

    • Like 3

  11. https://atarihq.com/danb/7800cart/7800 bankswithcing guide.txt

    Xenophobe is a 128K 78SG cart without RAM or POKEY:
    78SG    0   no    NTSC   Xenophobe

     

    Other retail games that are the same configuration:
    78SG    0   no    NTSC   Barnyard Blaster
    78SG    0   no    NTSC   Basketbrawl
    78SG    0   no    NTSC   Crack'ed
    78SG    0   no    NTSC   Dark Chambers
    78SG    0   no    NTSC   Fatal Run
    78SG    0   no    NTSC   Fight Night
    78SG    0   no    NTSC   Ikari Warriors
    78SG    0   no    NTSC   Mat Mania Challenge
    78SG    0   no    NTSC   Mean 18 Ultimate Golf
    78SG    0   no    NTSC   Meltdown
    78SG    0   no    NTSC   Midnight Mutants
    78SG    0   no    NTSC   Motor Psycho
    78SG    0   no    NTSC   Ninja Golf
    78SG    0   no    NTSC   Scrapyard Dog
    78SG    0   no    NTSC   Touchdown Football


    https://atarihq.com/danb/7800cart/7800cart.txt

    It contains a C300051 ROM chip and the PCB is either Type 6 or Type 7 variation...

    Mat Mania Challenge - Type 6 - C300051-063A
    Midnight Mutants - Type 6 - C300051-089A
    Ninja Golf - Type 6 - C300051-070A
    Scrapyard Dog - Type 6 - C300051-079A

    Barnyard Blaster - Type 7 - C300051-059A  W1:off  W2:on  W3:on  W4:off  W5:off  W6:off
    Crack'ed - Type 7 - C300051-036A  W1:off  W2:on  W3:on  W4:off  W5:off  W6:off
    Dark Chambers - Type 7 - C300051-037B  W1:off  W2:on  W3:on  W4:off  W5:off  W6:off


    Type 6: Small style Supercart with no RAM. PCB C300595. No jumpers
    Type 7: Supercart without RAM IC. PCB C300565. These carts have 6 soldered jumpers


    This post and another, from this thread, may be beneficial for troubleshooting, if looking to 'build your own'.

     

    Last, but not least, this post:

    "My same 128K Cart1 EPROM put into a PCB C300595 (the one from Xenophobe) works wonderfully".

     

    Xenophobe PCB is a C300595 (ROM Chip C300051 Type 6 Variation).

    • Like 3

  12. 3 hours ago, BIGHMW said:

    The file link failed on Google Chrome, I wanted to get all the ROMs for the 7800 as I await the all-new Concerto SD 7800 multicart to come out soon so I can go on eBay and get a near-mint 7800 ProSystem I am eyeing up right now as soon as I get my next paycheck the week after I pay my rent this month on Wednesday, as I am planning on launching a 7800 Edition (and also an 8-bit Edition when I obtain an XEGS system and also an 8-bit SD multicart from The Brewing Academy) of The Atari Report in order to draw more subscribers and also see what kind of great games they have for them, much like I currently do for the 2600 and 5200 Editions of TAR I currently do with my Atarimax 5200 Ultimate SD and Harmony Encore 2600 SD multicarts.

     

    Thanks! ....and I hope to join the Atari 7800 and 8-bit communities as well!!!

     

    Ray Jackson

    AtariAge user ID: BIGHMW

    Host of The Atari Report

     

    https://www.youtube.com/channel/UCgW22q4hD1AhsdRkno-SLFw/

    That's an obsolete archive (link).  Go with what is posted and linked in the O.P. instead:

     

    "Centralizing the publicly made available homebrews, hacks, demos and prototypes, regarding latest or/and best working revision, in addition to the original library of titles with proper headers, click here for Trebors 7800 ROM PROPack."

     

    • Like 2

  13. 3 hours ago, batari said:

    The Concerto will be ready soon! A run of boards is on the way. While these boards are on the way to me, I am wrapping up some things in firmware. It will be available in limited numbers at first, so that I can manage the release and don't have a large backlog.

    Excellent news and looking forward to purchasing one when made available!


  14. 1 hour ago, juansolo said:

    That'd be super useful, but I assume like the colour bars it's NTSC only.

    The Diagnostic Cart is NTSC only.  However, the principle found with it for tuning the color pot...Matching the colors of $1x and $Fx, under a cold system, within 30-90 seconds of it being powered on...can be used with other color bar/palette ROMs for the 7800. 

     

    For example, RevEng's Utility Cart can be utilized under NTSC or PAL, and has the "MATCH COLOR" at the bottom, making it super easy.  Plus there is the added benefit of a slew of tests that are included checking audio, memory, controllers, and more:

     

    image.thumb.png.924c716eac90c9f2efda5da01e83114a.png

     

    BINARY: 7800 Utility Cart (20161210).bin  WITH HEADER: 7800 Utility Cart (20161210).a78

    • Like 3

  15. Fantastic work, Juan!  Thanks to you and Cleggy for sharing this with the community.  It is appreciated!

     

    Regarding tuning the color pot for 7800 mode on NTSC consoles, the Diagnostic Cart ROM can be leveraged...

     

    Binary: Diagnostic Test Cartridge (19xx) (Atari) [!].bin With Header: Diagnostic Test Cartridge (19xx) (Atari) [!].a78 

     

    When the ROM is started there is an ~8 seconds delay showing a blank screen while it runs the diagnostic.

     

    It is available for purchase as a stand alone cart at Best Electronics, or the above files can be used with a flash cart accordingly.

     

    Spoiler

    Atari 7800 US Diagnostic Cartridge.  Will display a single 7800 Diagnostic 7800 boot up Screen.  Necessary to adjust the 7800 top color pot back to factory color settings.  You plug in the Atari 7800 Diagnostic Cartridge and turn on your Atari 7800 console and wait about 5 to 10 seconds for the 7800 Diagnostic screen to appear.   CB101195 $25.00

     

    Ideally, this ROM should be leveraged starting with a console 'cold' (powered off for at least 20 minutes), and tuned within the first 30-90 seconds of the unit being powered on.  All that needs to be done is make the right bar solid.

     

     

     

     

     

    Here is a simulation with the color swatches labelled, demonstrating the COOL, WARM, and HOT temperature differences of the system:

     

    Atari 7800 Diagnostic - COLD - WARM - HOT.gif

    • Like 3

  16. 19 hours ago, RevEng said:

    Artifact colors are useful, but it's impossible to guarantee that any particular artifact color will be displayed the same on different consoles, and really there's no real "correct" set of artifact colors.

    Indeed.  And while Eutrophication is actually a thing, placing green water in the realm of possibilities, naturally or otherwise, unless the game is borrowing an idea from Ghostbusters II*, it can be considered fortunate some consoles are not experiencing pink water.

     

    As we have also witnessed when comparing artifact color console differences, in some instance(s), an end result of cyan, while another was pink:

     

    image.png.f61bacc2cf7737b5bfba79e850b39bfb.png

     

    *Disclaimer...I am not denying a possible link between Vigo and Misery the Inconvenient.

    • Like 1

  17. On 9/30/2020 at 2:15 AM, Turbo Laser Lynx said:

    Does anyone know approximately how long the Atari 7800 stays in the different temperatures? I mean which temperature is likely to be the most common one? Of course it would depend on the length on the play session, but it would still be good to know when choosing palette, in a format like: cold-10min, warm 1h, hot 1h+. I would guess that people don't usually do super long play sessions, so it'd be interresting to know how long it runs warm before moving over to hot. What do you guys think?

    Although it can vary, here's a general overall view:

     

    COLD = ~24.7 degrees (Experienced when system just powered on from a few seconds to upwards of within ~1 minute).

    COOL = ~25.7 degrees (AKA 'Factory Settings', where Hues $1x and $Fx match - experienced within ~5 minutes).

    WARM = ~26.7 degrees (AKA 'Ideal' 256 unique colors - experienced within ~10-15 minutes).

    HOT = ~27.7 degrees (Many consoles ultimately wind up here - within ~20 minutes).

     

     

    On the console motherboard, there is a tunable resistor (AKA internal color dial on system's motherboard), which has a span of ~15 degrees when tuned all the way left and achieves as high as ~45 degrees when turned right, before losing all color. 

    The tunable resistor excludes Hue $1x. Its appearance is highly influenced by the tint/hue setting of the device it is broadcast from, and is not impacted by system warm up either.  It is the hue begin or start point of the palette. 

     

    How the tunable resistor is set will strongly determine the begin and end results of the degrees of separation between hue values.

    The majority of 7800 consoles appear to have been adjusted within 1-2 minutes of power up to achieve the "COOL" or 'Factory Setting' of ~25.7 degrees (This setting is where hues $1x and & $Fx will match exactly). 

    From there, each major system temperature difference is denoted as a full degree delta on average.   The degrees of separation between hues gradually climb though, and anyone can take a "hot" system and turn that resistor for a slightly to drastically different outcome, as eluded to earlier.

    The warm up factor is something that really doesn't have to be weighed too much if keeping some guidelines in mind:

    CAUTION: $1x = Likely to lean greenish instead of a golden range on modern displays.  A $2x compromise can be tried instead.
    CAUTION: $5x = May straddle between pink or purple at times.  For better consistency: Use $4x for pinks.  Use $6x for purples.
    CAUTION: $8x = May straddle between purple or blue at times.  For better consistency: Use $6x for purples.  Use $9x for blues. 

    AVOID: $Ex = Colors can vary considerably from a range of greens to a range of browns.
    AVOID: $Fx - Can start very green; ultimately becomes brown/auburn as system warms up.

    Simplified Suggestions:

    image.png.0c3f2f1aecce7444af0a306078685d68.png

     Visual of typical COOL to HOT transitioning:

    AtariWarmUpColorChanges.thumb.gif.c90dbdc0e441057cc8849e229d9a052f.gif

    NOTE:  All examples are NTSC, for conversion purposes:

    NTSC $1x <--> PAL $2x
    NTSC $2x <--> PAL $3x
    NTSC $3x <--> PAL $4x
    NTSC $4x <--> PAL $5x
    NTSC $5x <--> PAL $6x
    NTSC $6x <--> PAL $7x
    NTSC $7x <--> PAL $8x
    NTSC $8x <--> PAL $9x
    NTSC $9x <--> PAL $Ax
    NTSC $Ax <--> PAL $Bx
    NTSC $Bx <--> PAL $Cx
    NTSC $Cx <--> PAL $Dx
    NTSC $Dx <--> PAL $Ex

    NTSC $Ex <--> PAL $Fx

    NTSC $Fx no real equivalent to PAL.  Nearest PAL $2x.
    PAL $1x no real equivalent to NTSC.  Nearest NTSC $Dx.

    • Like 1
    • Thanks 1

  18. 9 hours ago, vhzc said:

    No changes were made to dragon boss.

    Then guess I was a little more tired or/and a little less patient this time around.

     

    Regardless, great final boss for a great game.

    43 minutes ago, -^CrossBow^- said:

    I've found...a pretty nasty bug. I can't recall the rooms right now I didn't test if this happens before the pet is saved, but it did happen after the pet was saved. I saved my pet and just happen to jump into the next room from room 92 into room 91. Well, when I did that jump into the next screen, I ended up dying on the spikes a little left of where you normally enter..and then I kept dying over and over. Basically the game was respawning me on the spikes over and over until my lives were gone. I believe this is identical to an earlier issue in a different room in one of the earlier builds?

     

    Oh..and this was on actual hardware through my Mateos.

    Nasty indeed...Thanks for sharing they very descriptive explanation and pinpointing it.  I'll see if I may be able to trigger it as well next go around if something isn't discovered (or/and fixed) sooner respecting it.


  19. Just a quick playthrough with not one hiccup to report:

     

    KGCD-RC1.PNG.509a3e0c9e496cf97e5ccd1ecd8fed52.PNG

     

    The AtariAge introduction splash screen is fantastic!  Our boy Bones needed some additional attention, even if it is of the crushing variety.  Love the new 'mini-tornado' warp/swirl entrance of Knight Guy;  double so when 'warping' in-game.  Our hero is also looking brighter and shinier than ever, great job! I do love how the games color aesthetics continue to play into the phase/degree shifting of the palette as the system warms up.  Most noticeable with the castle walls and floor as well as background highlights and emphasis, it works in a number of ways and looks great overall. 

     

    The right-side console buttons seem to have no real convenient effect with holding down "RESET" just freezing the action until release.  Perhaps "SELECT" (Or "RESET") can be used to return the player back to the Title screen.

     

    Counting down instead of up with the game clock is a brilliant move providing somewhat of a sense of urgency without being ridiculous restrictive in regards to a player's exploration and pacing.  It seems our final boss battle has been tweaked some making it slightly more difficult to beat, unless I am recollecting incorrectly. 

     

    Nothing more to add except having two more secrets to discover the next playthrough and looking forward to hopefully having a background melody present when this reaches finalization.  Above all else and most importantly, this game continues to be fun - a lot of fun. Outstanding work, Vladimir!

    • Like 1

  20. 6 hours ago, roots.genoa said:

    Since it's news to you, let me point out that there are already 3 topics about Evercade.
    To be fair, the guy that created the third one didn't find the previous two while claiming he looked for them. AtariAge's search is quite efficient though...

    Thanks for the heads-up.  The big emphasis here for me is the fact it contains Atari 7800 support with actual cartridges (albeit proprietary to the system) being manufactured, containing some of the more rare yet better titles for the console.  It certainly piqued my curiosity and thought it may have the same effect, or an even greater one, for those interested in the 7800 platform.

     

    Quote

    One interesting Evercade development is that someone is already working on a flash cart for it. Maybe this will mean that, at some point, the entire 7800 library will be playable on the Evercade.

    Interesting, indeed...thanks for the info @chicgamer!

    • Like 2
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